Honestly, the cards you got wrong video is what makes you look better than any other MTG Creator I watch. It shows not only your analysis expertise but how you put reality above your estimates. The straight forward humble critiques you give are what make me subscribe to you. Great work!
I always look forwards to "Cards I got wrong" "Cards you should draft more" "Cards you should draft less" and you can add this one too. Wonder if this title works better than Early Takeways?
One thing I think is very worth mentioning is that splashing is really easy, and because of some of the overlap in colors it can really work out well. Esper erie, jund delirium, Grixis rooms/erie, Abzan reanimator/delirium, but thats just what I've been able to hobble together by now, some better than others lol
This set looks like it has everything i want from a draft format. Good fixing if I want to get greedy, flood mitigation in rooms, and a density of cool stuff and weird cards.
I never drafted a set with Delirium as a main mechanic, and you are 100% right, I was really surprised how easy it is to enable Delirium without a ton of effort. There seems to be enough artifact and enchantment creatures to really help with this. Red-Green has been my most successful decks so far.
I went 6-3 with an awful UW control deck. I won 3 games on the back of the 3 mana one sided sweeper and I won 3 games milling with a pair of crabs and that creature that can copy a crab. Opponent self mill is real and making the game go long means you only need to mill a dozen cards to win
Bloomburrow was alright, but MH3 was awful to draft. This set (so far) has been more fun and more interesting to draft. I love getting this kind of info.
The important thing to remember for the cards that count card types in your graveyard for an effect (regardless of whether they technically have delirium) is you hard cap at 6 in this format unless you specifically have Kaito in your deck. So, for example, Broodspinner can easily get you 4 (regular delirium), often get you 5, get you 6 if you set it up, but will basically never get you 7 insect tokens when you pop it, even if you pulled and picked Kaito. I also found that being a graveyard format with multiple cards able to return any permanent to your hand instead of specifically creatures makes some of the enchantment based removal extra effective. Ghost Vacuum is…definitely good, but can be really swingy. Sometimes getting even a bunch of 1/1 flyers that will return to graveyards when they die isn’t actually worth keeping your opponent’s graveyard empty of creatures. And it’s often worth exiling non creature to prevent shenanigans. But, also, when you put out multiple creatures with it with enters effects or secondary triggers, it can create a silly board state indeed.
I made a UR rooms deck that was really fun to play. I had two smokey lounge and the “you win the game” room😊 I whent 5-3 and won 3 games with the alternate win condition and 2 games I won with big flyers. It wasn’t the best deck, but deffinetly fun!
Here is me with my super personal experience of U/R door deck that qent 7-1 😊. Instead of that door card that Nizza mentioned, the one that was key for me was that rare that deals damage on one side and then makes you draw cards on the other side. That thing turned around games every time! Thanks for the videos Nizzahon! Have improved a lot based on these tips
Good summary of the early experience. Main things to avoid are rooms and any black deck, unless you pick enough signposts or bomb rares. In general, black is the weakest color and the only good way to play it is bomb splashing it, which is where it shines. Red/white aggro is probably the best deck so far in my experience. Manifest dread is a lot of fun, seems like 15+ creatures is where you start to be able to flip them up more consistently.
Black white erie is slept on. Way more options that reanimator. Basically, white is super strong. All the white cards you mentioned plus the egoist, the slug, other black and white removal enchantments, fears like teeth and surveilance, that white glimmer room...you dont even need victor, tho he certainly helps. You can enchant your own stuff with the black enchantments and then sacrifice them and any spent rooms later with the egoist and the 1 cost removal. It goes so hard. Your opponent sees B/W and thinks they have time to set up and they do NOT lol
One of the big advantages of manifest dread is information. Unless you are lucky and get a really op card or combo draft is all about card advantage and getting favourable attacks. If your opponent has a 2/2 manifest dread card and some untapped mana it's basically like a free combat trick. Cause that 2/2 could turn into a 3/3 or bigger at spell speed 3 (non interactible)
In a deck with 16 creatures, you're about 60% to manifest one with manifest dread. One thing you will want to consider is that many manifest dread cards aren't creatures, but take up creature slots (like Manifest Dread itself) so you are likely to have less than the usual number of creatures in your deck and your chances of manifesting a creature will lower. This helps for delirium, but if you are trying to flip up creatures is a bit of a non-bo, so be on the lookout. Not saying manifest dread is bad or anything, just trying to help people create a baseline for expectations.
Yep, you hit something reasonably often, but even when you do, you end up not having time to turn it face up or doing so is irrelevant a big chunk of the time too. So, I'd say it ends up mattering like 1 out of 4 times
i got the white room with glimmers creation,at pre-release, got the key artifact too. bought a 2nd pre-release kit, got a key again n a choice of rooms gotta buld that 2nd pre-r deck now
I've been liking gruul stompy. I won a game going face with boilerbilges ripper because i had two shattered yards. Wish i'd gotten a third say its name but nope only 2
To me the key for making UR rooms work was getting enough Glassworks and eerie triggers/payoffs. Stuff like Entity tracker and those 3/3's that lose defender. I don't think I've managed to get the Smokey Lounge even once.
I have been passed cursed recording basically every draft I have done and I am baffled as to why. Yes, it doesn't add to the board the same turn you play it. But the blow out potential it provides in return is ridiculous, even without a dedicated spellslingers deck. It really should work fine in a lot of red decks too. Doubling scorching dragonfire on it's own can be good enough to win a game. Doubling a midnight mayhem just flat out won me the game the two times I managed it.
Mostly color combo are good, like orzov can be a pain if made right , the same goes to izzet, it is way more difficult to build, but if you have all the key cards out it can be way too strong, I really need to play it more, but right now I like, it is more diverse and fun than BB for sure
I'm guessing that it still is. Given how swingy combo decks like reanimator can be, the benchmark is consistency and you can't just gauge it without data.
I'm less certain about it at this early stage, but you're right that I should have brought it up. So far it's sort of like the door deck -- you need the exact right uncommons for it to work.
blue/red doesnt have to be all doors either, they both have solid control with good creatures, card adv and draw. sprinkle the good doors, smoky lounge isn't required by any means to make the archetype function well, in most cases its a late game card anyway & a playable pick up later in a draft.
The only time survivor worked for me was when a pulled off the enduring vitality that make everything taps for mana, so i could tap the survivors to build a huge board and eventually win
I've been having such a hard time with this format, and I can't figure out why. It doesn't seem to matter what deck I draft, doesn't matter how strong my deck looks, I somehow manage to go 2-3 at BEST in almost every run. I had an insane looking RW aggro list yesterday that just went 0-3 by falling flat on its face every single match. I don't get it, and it's really frustrating
Doing really poor so far with this set, hope I'll improve tonight. Drafted great decks only to be blown out by the huge amount of removal that is in this set. Oh and landflood. A lot. Yesterday's 1-3 run had me drawn 11 lands out of 16 cards twice in a row. Sometime the game just sucks balls
Yeah, I've noticed a huge amount of land flood so far in my runs too. I think the answer is "stop playing best of 1", but then Wizards makes best of 1 the only format that you can rank up in, and the best of 3 rewards on arena are miserably inefficient.
I have just filed an official FTC complaint online against Hasbro/WOC. I suggest we all do. I've been in local government for a while, not just a random guy. Please let everyone know.
Honestly, the cards you got wrong video is what makes you look better than any other MTG Creator I watch. It shows not only your analysis expertise but how you put reality above your estimates. The straight forward humble critiques you give are what make me subscribe to you. Great work!
I always look forwards to "Cards I got wrong" "Cards you should draft more" "Cards you should draft less" and you can add this one too. Wonder if this title works better than Early Takeways?
One thing I think is very worth mentioning is that splashing is really easy, and because of some of the overlap in colors it can really work out well. Esper erie, jund delirium, Grixis rooms/erie, Abzan reanimator/delirium, but thats just what I've been able to hobble together by now, some better than others lol
This set looks like it has everything i want from a draft format. Good fixing if I want to get greedy, flood mitigation in rooms, and a density of cool stuff and weird cards.
I never drafted a set with Delirium as a main mechanic, and you are 100% right, I was really surprised how easy it is to enable Delirium without a ton of effort. There seems to be enough artifact and enchantment creatures to really help with this. Red-Green has been my most successful decks so far.
I went 6-3 with an awful UW control deck. I won 3 games on the back of the 3 mana one sided sweeper and I won 3 games milling with a pair of crabs and that creature that can copy a crab.
Opponent self mill is real and making the game go long means you only need to mill a dozen cards to win
Bloomburrow was alright, but MH3 was awful to draft. This set (so far) has been more fun and more interesting to draft. I love getting this kind of info.
The important thing to remember for the cards that count card types in your graveyard for an effect (regardless of whether they technically have delirium) is you hard cap at 6 in this format unless you specifically have Kaito in your deck. So, for example, Broodspinner can easily get you 4 (regular delirium), often get you 5, get you 6 if you set it up, but will basically never get you 7 insect tokens when you pop it, even if you pulled and picked Kaito.
I also found that being a graveyard format with multiple cards able to return any permanent to your hand instead of specifically creatures makes some of the enchantment based removal extra effective.
Ghost Vacuum is…definitely good, but can be really swingy. Sometimes getting even a bunch of 1/1 flyers that will return to graveyards when they die isn’t actually worth keeping your opponent’s graveyard empty of creatures. And it’s often worth exiling non creature to prevent shenanigans. But, also, when you put out multiple creatures with it with enters effects or secondary triggers, it can create a silly board state indeed.
I made a UR rooms deck that was really fun to play. I had two smokey lounge and the “you win the game” room😊 I whent 5-3 and won 3 games with the alternate win condition and 2 games I won with big flyers. It wasn’t the best deck, but deffinetly fun!
Here is me with my super personal experience of U/R door deck that qent 7-1 😊. Instead of that door card that Nizza mentioned, the one that was key for me was that rare that deals damage on one side and then makes you draw cards on the other side. That thing turned around games every time!
Thanks for the videos Nizzahon! Have improved a lot based on these tips
Oh yeah, that rare door is nuts.
Good summary of the early experience. Main things to avoid are rooms and any black deck, unless you pick enough signposts or bomb rares. In general, black is the weakest color and the only good way to play it is bomb splashing it, which is where it shines. Red/white aggro is probably the best deck so far in my experience. Manifest dread is a lot of fun, seems like 15+ creatures is where you start to be able to flip them up more consistently.
Black white erie is slept on. Way more options that reanimator. Basically, white is super strong. All the white cards you mentioned plus the egoist, the slug, other black and white removal enchantments, fears like teeth and surveilance, that white glimmer room...you dont even need victor, tho he certainly helps. You can enchant your own stuff with the black enchantments and then sacrifice them and any spent rooms later with the egoist and the 1 cost removal. It goes so hard. Your opponent sees B/W and thinks they have time to set up and they do NOT lol
I noticed this too. Hidden archetype.
One of the big advantages of manifest dread is information.
Unless you are lucky and get a really op card or combo draft is all about card advantage and getting favourable attacks.
If your opponent has a 2/2 manifest dread card and some untapped mana it's basically like a free combat trick. Cause that 2/2 could turn into a 3/3 or bigger at spell speed 3 (non interactible)
black white has been handing it to me pretty hard
It’s a very real deck
Love these videos because of how self-reflective you are
When I first saw Arabella in the list of cards I was like yes I want her and will make a commander deck around her, she's lovely
Who knew? Aggro decks are top teir. In 2024?!
Honestly control works better than it has in most recent sets
In a deck with 16 creatures, you're about 60% to manifest one with manifest dread. One thing you will want to consider is that many manifest dread cards aren't creatures, but take up creature slots (like Manifest Dread itself) so you are likely to have less than the usual number of creatures in your deck and your chances of manifesting a creature will lower. This helps for delirium, but if you are trying to flip up creatures is a bit of a non-bo, so be on the lookout.
Not saying manifest dread is bad or anything, just trying to help people create a baseline for expectations.
Yep, you hit something reasonably often, but even when you do, you end up not having time to turn it face up or doing so is irrelevant a big chunk of the time too. So, I'd say it ends up mattering like 1 out of 4 times
I think the keybearer works great in azorius control, picking up the bounce room every turn is spicy
Imagine playing control
Control players are the reason why I play Aggro
Control usually is good against aggro lol. @@GollumDerechte-ti2rc
How does it pick up the room?
@@slaterkline6370sorry, I meant locking it
i got the white room with glimmers creation,at pre-release, got the key artifact too.
bought a 2nd pre-release kit, got a key again n a choice of rooms
gotta buld that 2nd pre-r deck now
I've been liking gruul stompy. I won a game going face with boilerbilges ripper because i had two shattered yards. Wish i'd gotten a third say its name but nope only 2
To me the key for making UR rooms work was getting enough Glassworks and eerie triggers/payoffs.
Stuff like Entity tracker and those 3/3's that lose defender.
I don't think I've managed to get the Smokey Lounge even once.
I have been passed cursed recording basically every draft I have done and I am baffled as to why. Yes, it doesn't add to the board the same turn you play it. But the blow out potential it provides in return is ridiculous, even without a dedicated spellslingers deck.
It really should work fine in a lot of red decks too. Doubling scorching dragonfire on it's own can be good enough to win a game. Doubling a midnight mayhem just flat out won me the game the two times I managed it.
Mostly color combo are good, like orzov can be a pain if made right , the same goes to izzet, it is way more difficult to build, but if you have all the key cards out it can be way too strong, I really need to play it more, but right now I like, it is more diverse and fun than BB for sure
Pleaseeeeee call it a "Rooms" deck and not "Doors" deck 😀 Thanks for the tips for the format!
I'm surprised that B/W Reanimator wasn't mentioned at all, given it was arguably one of the biggest question marks before release.
I'm guessing that it still is. Given how swingy combo decks like reanimator can be, the benchmark is consistency and you can't just gauge it without data.
It is as bad as it looked before release.
I'm less certain about it at this early stage, but you're right that I should have brought it up.
So far it's sort of like the door deck -- you need the exact right uncommons for it to work.
@@NizzahonMagic Thanks for responding. Makes sense, but doesn't sound great for there to be 2 color pairs reliant on the right uncommons to work.
@RasmusVJS black white can also do some enchantment synergy.
Is Monstrous Emergence the best common removal in the set? In green of all colors?
Gruul Delirium slaps.
blue/red doesnt have to be all doors either, they both have solid control with good creatures, card adv and draw. sprinkle the good doors, smoky lounge isn't required by any means to make the archetype function well, in most cases its a late game card anyway & a playable pick up later in a draft.
My first draft tried the UR Doors deck. I thought it was headed for the 1-3 dumpster... Then ripped off 5 wins in a row, so... yeah
I had a green/white survivor deck - it was WIDE open, some great uncommons and rares, good curve, it rocked. And then I went 1-3 from mana screw 😭
Same, I had two Rips, Hovership, Kona, multiple Saviors of the Small, and got rocked for a 1-3. Very disappointing.
survivor is a badly executed mechanic sadly:(
The only time survivor worked for me was when a pulled off the enduring vitality that make everything taps for mana, so i could tap the survivors to build a huge board and eventually win
@@grghkllb3875 Kona is not a good limited card even if you have decent support for it.
@@lfsg92 I had that card too 😭 that and the room that untaps creatures on opponent’s upkeep. The theory was there, but bad beats happen I guess
Thanks mate!
I've been having such a hard time with this format, and I can't figure out why. It doesn't seem to matter what deck I draft, doesn't matter how strong my deck looks, I somehow manage to go 2-3 at BEST in almost every run. I had an insane looking RW aggro list yesterday that just went 0-3 by falling flat on its face every single match. I don't get it, and it's really frustrating
That hats clean AG
Doing really poor so far with this set, hope I'll improve tonight. Drafted great decks only to be blown out by the huge amount of removal that is in this set. Oh and landflood. A lot. Yesterday's 1-3 run had me drawn 11 lands out of 16 cards twice in a row. Sometime the game just sucks balls
Yeah, I've noticed a huge amount of land flood so far in my runs too. I think the answer is "stop playing best of 1", but then Wizards makes best of 1 the only format that you can rank up in, and the best of 3 rewards on arena are miserably inefficient.
Yesterday I actually won a match after 19 cards in my deck of which 12 land. 12. Still won. Bizarre.
What about W/G Survival?
It's solid.
i feel like u should mostly avoid the survival creatures, but the pair itself has strong enough cards to work
So RB sac is bad? Bummer.
#1 tip: go first
So Grixis seems bad
I have just filed an official FTC complaint online against Hasbro/WOC. I suggest we all do. I've been in local government for a while, not just a random guy. Please let everyone know.
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