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  • My Top 8 Arena Draft Formats

    I enjoyed TMNT for a few days, but the set is too small to sink your teeth into for a long time. To boot, Arena recently put March of the Machines, my all-time favorite Limited format, on for a flashback week, so I stopped playing TMNT completely. Once the ACQ is over, it will most likely be my last experience with the set. I've always been a major fan of flashback drafts, and Arena is getting to the point where there are so many sets to look back fondly on. I had so much fun with MOM that I decided to look through all the sets to find ones I'd look forward to playing again. My taste is slightly different from the general population, as anything too simple would be dismissed. I don't mind losing to busted rares if it means I occasionally get to play with them. I also don't enjoy hyper-aggressive formats where games don't develop much past the first few turns. I want to draft a deck that does something cool, and I have enough time in games to watch it happen. Other lists would look much different because a lot of people like the typical Limited feel of curving out creatures, attacking, and casting a well-timed combat trick. That's not for me, at least not on repeat. NEO is an example of a set people loved, but my Arena experiences were just casting a bunch of above-the-curve one-drops, curving out, and attacking every turn. I won a lot, but it wasn't that appealing. My list is below. 8) Dominaria The OG Dominaria is a work of art. It brought new cards to fit into the oldest MTG world and paired them with some of the game's classics like Icy Manipulator. The format has Kicker, one of the all-time best Limited mechanics, combined with a flat power level. The rares weren't super-toxic, and a lot were build-around style cards that could play on their own or be pushed. The Mirari Conjecture is a perfect example of a card that was strong but required you to draft in an atypical way. Speaking of, the beloved Sagas were first introduced in Dominaria. I would bump this up a tier if I hadn't drafted it so much. Between this and number seven, it's basically a tie. 7) Innistrad: Midnight Hunt I played Innistrad Midnight Hunt mostly off Arena, but I won a ton and did so drafting a variety of decks based on how the meta shifted. This format had an evolving Limited metagame. Dimir was the out-of-the-gate best archetype. As it became more contested, people often pivoted to Azorious as the next best archetype, aggressively drafting cards like Luminarch Veteran, which I infamously called out as being overplayed. As the set developed, I started drafting more UG self-mill decks and any deck capitalizing on getting Rise of the Ants later than I should have. The set's biggest strength was how well it put cards into the graveyard and how well it utilized the cards it put there. 6) Lord of the Rings: Tales of Middle Earth I had a love-hate relationship with LOTR. Izzet was the one archetype I found very fun. Green multicolor decks were also fun but not as strong as black decks. "The ring tempts you" is one of my all-time favorite Limited mechanics, as well as the Dungeon system from which it was derived. (Shout out to Alchemy: Baldur's Gate, which would be high on the list, but I chose not to include any Alchemy.) Lord of the Rings is much higher for more people. Admittedly, I didn't play as much of this set as others because it was the first released when I had taken a break from competitive MTG. I stopped playing the set because it lost my interest after a bit. LOTR had a solid power level, cool flavor, and an all-time great Limited mechanic, so it does enough to get onto the list. 5) Shadows Over Innistrad: Remastered This was hard to rate because of how one set function was implemented. There was a bonus sheet that changed weekly when it was released. Some were more compelling than others. Overall, this is a fantastic original set that was remastered to heighten the power level and made to feel more like a Masters set than a straight-to-Standard block. It also included a ton of cards from the original Innistrad, which is my number two all-time straight-to-Standard draft set. Shadows Over Innistrad had a variety of fun archetypes. Whether it be self-mill, spells matter, or Investigate, as well as occasional Manic Scribe mill decks. There were so many unique archetypes that involved using set-specific mechanics that it still feels new, even though the original set is nearing its 10-year anniversary. I'll always make time to do a few drafts with this set when it returns to Arena. 4) Outlaws of Thunder Junction Many, myself included, hated calling a new set OTJ, given that the original "OTJ", called Odyssey, Torment, Judgement, was a fan favorite Limited format over 20 years ago. However, after playing the new OTJ, I was proud to call this the masterpiece OTJ. I will note that this is a controversial take. OTJ gets a lot of flak from the general public because of how overpowered a lot of the rares were, especially some of the bonus sheet rares. The reason I like this set so much is because of its high power level. At times, some decks felt close to Cube's strength when you managed to get a Bonny Pall and an Overwhelming Forces in the same deck. Between Breaking News and The Big Score, there were several powerful cards in the set. Crimes was also an awesome mechanic to try and draft around. Bonus sheets are one of the best things to happen to Limited Magic. The ability to replay goes through the roof when they're present, and OTJ did bonus sheets well. Strixhaven is going back to the every-pack bonus sheet model. I hope it continues doing that for quite some time. 3) Modern Horizons 3 This is kind of cheating, as it's technically a Masters set, which are some of the best Limited experiences you'll ever have. Nonetheless, it's a playable Arena format they occasionally revisit. Modern Horizons 3 mostly gets to the top three of my list because it's a higher power level and recycles Magic's best Limited mechanics, such as kicker, cycling, energy, and the list goes on. Energy decks were by far my favorite to draft. The format tempo was faster than I'd like, but it was manageable. Normally, I still felt like my chances were good when I could try to get my deck to do a cool thing. This is a really fun set that I'm happy to play whenever it's available. I couldn't play it forever, though. 2) Final Fantasy This is an all-time banger that is likely in my top five sets ever. Final Fantasy had a bunch of fun archetypes to draft. I even enjoyed drafting a specific type of aggro deck, Orzhov Phantom Train. Izzet was everyone's best deck, but my best decks were often Towns decks, just not a replicable strategy. My all-time favorite draft deck comes from this format (pictured below), so it's immediately moving up on my list. FF Random Encounter The set had tons of playables, the power level was fairly flat, and almost every card had a use case. Also, the flavor was on point and fun, not that I'm too big on that, but it certainly doesn't hurt. This set was so popular that they flashed it back only a month or two after it was taken off Arena. It was too fresh for me to jump back into over a new set, but it's one I'll happily revisit when it's next available. 1) March of the Machines MOM is the best all-time Limited format and not just on Arena. The whole reason I'm writing about this topic is how much fun I had playing MOM the past week. There are a number of reasons why MOM is great, but I'll point out a few I noticed. While blue was clearly the best color, it wasn't so far out of whack that you couldn't win if you didn't play blue. Dimir was widely considered the best color combination, but it corrected itself easily. You could win by drafting soup decks and scooping up all the powerful cards. Battles are an all-time great Limited mechanic because they made it imperative to play to the board early, either to attack or defend. Attacking battles later in the game could sometimes not be worth the effort because you'd essentially be giving your opponent a large amount of life for a card. You had to use judgment to determine when it was and wasn't worth it. The bonus sheet was spot-on, with few complete misses. It was all Legendary creatures, but this cycle also included Companions, which is one of the best Limited mechanics to ever be introduced. However, since it's only on rares, it's not a mechanic you get to utilize often. MOM also had an almost perfect amount of mana sinks. I never felt like I lost because I ran out of things to do. Instead, if I lost, I felt it was because I made a bad choice or spent my mana incorrectly. Incubator Tokens and the transform ability were the perfect additions, making it feel like I always had an option. Removal was plentiful and often led to extremely interactive games. Most importantly, I felt like every draft pick and decision mattered. It's rare that either of those things is true in Limited sets, yet MOM managed to make the drafts and gameplay tough, intense, and rewarding. This is my list of the top eight Arena Limited formats. My criteria are based on how eager I would be to redraft them at this point in time. With some Strixhaven leaks showing up, it's only a matter of time before I have to get more serious for the PT, so it was nice to take a week to enjoy what I love most about this game.

  • Tips for an Underrated TMNT Draft

    TMNT Limited came out a few weeks ago, but I've been catching up on everything else since the AC. TMNT faces an uphill battle as a small set with the pick two option due to Spider-Man's resounding failure. One of the most asked questions in my stream is "How are you liking TMNT Draft?" I always answer roughly the same way: I think it's fun but ultimately not a format where I'd want to play 100 drafts. TMNT draft is about as good as it could be for what it is: a small set that will limit options while drafting. There are only five supported archetypes, making it harder to continue having new experiences. That said, I do enjoy the set. It's well balanced, and while there are some archetypes I prefer to others, ultimately they all have potential. I strongly prefer pick one to pick two, as it's eight players, and you can adjust to signals at a slower pace. Pick two is easier to read and send signals, but it's not my preference. White decks are my least favorite, mostly because I don't enjoy aggressive play styles, and I'm always looking to draft a Pizza deck. We'll get into that shortly. Izzet Artifacts is my favorite normal archetype. It has synergy, access to removal, and can be drafted as a slower deck or an aggressive shell. It's very flexible. I lose to Orzhov Sneak the most. The sneak deck is extremely punishing. If you miss plays early, your opponent will destroy you with tempo. These low-to-the-ground decks' biggest flaw is the tendency to flood out or run out of gas. There are plenty of ways to reload, such as Oroku Saki, Shredder Rising. I draft Boros the least because I like to start in green decks, and it's hard to pivot into Boros. Simic and Golgari are similar. While they have themes, that's not how you draft them. Mutagen and Disappear are what you're supposed to do, but in both archetypes, I'm almost never in just two colors. I'm mostly looking to play as many colors as I can, hopefully supporting Everything Pizza. The mana in the format is really good with Duals and Escape Tunnel at common. Additionally, the format is somewhat slow if you can weather the storm against the aggro decks on the first couple of turns. The set is full of strong rares and uncommons. Getting to play any number of strong cards is an easy way to gain a massive deck advantage. Even some of the cards with the best win rates aren't strong in a vacuum. An example is Dream Beavers. It's a solid card but not one you want on turns other than turn one. It facilitates all the sneak effects and grants continued value as you bounce it back with sneak. It's not winning the game on its own. Others may be fighting for this card, and I can ignore it and draft slower, more powerful decks. I aim to win games the easy way: by playing more powerful cards than my opponent, turn after turn. The format is punishing, so it's important to make plays early and be mindful of your curve. You can't take a turn or two off. The cards are too powerful to recover from, and there aren't many sweepers or catch-up cards. For this reason, I'm low on cards that require a board presence, like Tenderize. Let's take a look at some successful decks I drafted. Izzet Artifacts More than ever, gold cards are a strong signpost for open archetypes. Almost all of the uncommon signposts are strong, and all of them are at least good, with some being great. While some are better than others, their presence in a pack tends to indicate that the archetype is open. In this deck, I picked up quite a few Baxter Stockman. I could have two more, but as Legends, I took other strong cards over them. Getting into any deck often requires identifying whether the cards are in a pack picks three or four pack one, which is an indication to dive right in. In this specific draft, it wasn't until pack two when there were tons of Izzet that I could dive in safely. I had a couple of strong rares, which is necessary in small formats. Uncommons are powerful enough in this set that if you get a bunch, you won't necessarily need rares. In that event, you'll also usually end up with rares. Two-color decks, when open, tend to be solid and strong, but you can go deeper if you embrace the pizza. 5c Pizza My favorite archetype in the format is green-based multicolor decks. I prefer Golgari because of one very strong interaction. Anchovy & Banana Pizza combined with Ragamuffin Raptor is an interaction that does it all: interaction, value, and a board presence, all with a two-card combo of easy-to-pick-up commons. Anchovy Pizza is not a card BW decks take aggressively. They take it, but this is where it shines. This archetype also lets you branch into any splash you want because of Frog Butler, the common land fixing, and Everything Pizza, which goes criminally late. Everything Pizza is not the kind of card the new drafters take. They stick more to two-color decks. Those decks are fine, but Everything Pizza fixes your mana, gives you a game piece to sacrifice to various effects, and gives you a powerful late-game effect that is good enough to win the game with its activation cost. Black offers efficient removal with Stomped by the Foot and unconditional removal with Anchovy & Banana Pizza. Pizza also provides life gain to get out of reach of various burn effects. This archetype allows you to gobble up any of the powerful rares or uncommons you come across. If this deck needed or wanted it, I could have easily played Baxter, but my deck was strong enough that I didn't need to bother. The best uncommon to get in this archetype, outside of Everything Pizza, is Courier of Comestibles. This specific deck didn't have powerful splashes; however, the mana allowed me to play some good cards like Donatello and Karai's Technique. While these aren't cards I'd typically splash, they were both excellent, providing a value creature and a way to sneak back my Courier for value. These five-color decks have given a lot of life to the format for me. I'll continue playing it up until the ACQ in a few weeks to try and earn my way back into the ACs since I had such a positive experience last time. If you're less experienced drafting five-color decks, I'd advise you to keep an eye out for the signpost uncommons. If some are coming, then by pick four or five of pack one, that's the archetype you should probably pivot to. Sometimes it's even worth abandoning good rares if the signal is strong enough. If you like Limited, I'd give this set a chance. It has tons of mixed reviews, but I think most people who don't like it weren't willing to give it a chance after Spider-Man.

  • TMNT Cards That Impress

    TMNT is a small set, which may not have as much impact as a set like Lorwyn, but there are a few cards that could have the juice to impact Standard. Here's a list of cards that may immediately impact Standard. Cool but Rude If I've learned anything over the past few years about Magic, it's that Sagas almost always overperform in Standard. Fable of the Mirror Breaker, Artist's Talent, and Stormchaser's Talent are a few examples of cards that flew under the radar before becoming painfully obvious that they're broken. Cool but Rude, might be the opposite of that. This is a card that many people have their eyes on, and it plays nicely with Monument to Endurance. The most compelling home for the card is Rakdos Monument, which I tested thoroughly before the Arena Champs and decided was underpowered for the format. The deck's major issue was how it constantly ran out of gas, and your hand size mattered a lot. Discard outlets in the deck mostly put you down cards, so without a Monument, you struggled to produce enough threats compared to the interaction. Cool but Rude helps by allowing you to play a one-drop, attack, and discard a card without being down additional cards. This lets you pump your one-drops and put cards like Bloodghast into the graveyard. No doubt this is the perfect home for this card; however, I'm still skeptical that this doesn't play right into the issues I had with the deck, which were that you needed your one-drop to stick or you were constantly falling behind. There are several ways to utilize Cool but Rude, but I suspect Rakdos Monument will gain popularity now with new tools like Cool but Rude. This card looks good, and Sagas have always ended up better than they look, so I'm confident this card will find a home. If not now, then in Standard's future. Leatherhead, Swamp Stalker I played Simic Rhythm at the Arena Championship, and a struggle we had when building our list was finding a way to include cards that could interact with artifacts and enchantments against Lessons, such as Wistfulness and Reclamation Sage. Unfortunately, they often didn't line up well. Rec Sage would frequently be dead when they hadn't developed a Monument or Artist's Talent. Wistfulness, the better option, wasn't a card you could effectively Rhythm for, but did pack a punch when it lined up. Leatherhead is a nightmare for Lessons decks because it can take out their Monuments and has hexproof to make it immune to Lessons' incredible creature removal suite. If you happen to get counters onto it with, say, an Ouroboroid, then you can remove those counters and let it keep hexproof. Leatherhead seems like an incredible addition to a wide variety of green decks. It may be one of the best Standard cards in the set in terms of its potential immediate impact. Krang, Master Mind Krang looks flat-out broken in a traditional affinity-style deck. It may be difficult in Standard to get your desired quantity of artifacts; however, Krang pays you for dumping a bunch of cheap artifacts into play. Ideally, it's the last card out of your hand, but Krang is your deck's focal point if you can build a deck in that manner. It's a potent threat that draws four cards at an obscene rate. While there's currently no home for the card, Krang is a build-around that may be worth building around. I plan to look at this card more, which will force me to examine artifacts from older sets to see if there is a way to take advantage of them. With a five-year Standard on the menu, cards like Krang can have an immediate impact but also can line up well as more artifacts get rolled out with additional sets. Krang needs support to be viable, but if that support arrives, then Krang could be one of the more important cards from TMNT. Agent Bishop, Man in Black I was so focused on the Arena Champs recently that I didn't bother looking over the TMNT previews. I first saw this card in play in the Limited early-access streamer event. Unless you have an immediate answer, it felt nearly unbeatable. While it's easy to interact with, you can often play it on turns your opponent doesn't have removal up. You'd want this card near the top of your curve, but if you're able to slam it and it goes unchecked, it's going to quickly run away with the game. We've had cards like this before at lower mana costs, Luminarch Aspirant for example, but the difference is this card is double the effect for only a single mana more. I'd equate Agent Bishop as a more narrow Goblin Rabblemaster. You need to play cheap creatures so that at least one other creature is in play when you cast it, but it has a similar effect in that it will quickly close the game if left unchecked. Agent Bishop is more of a maybe than other cards on this list. Creatures like this seem to be better than they look on their face, so I think Agent Bishop has a chance to have a big impact, especially in a format like Standard when a card like Voice of Victory exists. Death in the Family Black got the short end of the stick in this set, so the best, most reliable pick would just be this simple, solid removal spell, Death in the Family. Standard has no shortage of removal options these days since it has so many sets to choose from, but Death in the Family's restriction to a three-mana value will make it a good option against some of the format's threats because of the ability to exile. It's not an exciting card, but it will see some play and is another tool in black's removal suite. North Wind Avatar North Wind Avatar is by far my favorite TMNT card. Do I think this is the best card in the set? No. It's just simply my favorite. North Wind Avatar is a five-mana, 5/5 dragon that Demonic Tutors when it enters the battlefield. The cost is having those cards in your sideboard that you want to tutor for, which makes deck and sideboard building more challenging and rewarding. North Wind Avatar's rate isn't fantastic but not too bad. It has an immediate impact on the board and will usually dominate. By the nature of the "wish" effect, it can find cards in any situation. If you're ahead on board, then it can help search for a counterspell to lock the game up. If you're behind, then it can find a sweeper to reset the board. If you're setting up a combo? This card can locate the combo piece you're missing. Maybe your opponent's deck is heavily focused on using the graveyard? Get that Soul-Guide Lantern or whatever other graveyard hate you need. Large Standard will give us a high amount of narrow but efficient interaction that North Wind Avatar gives you access to without the cost of putting them into your main deck. I'm skeptical of a five-mana, 5/5 that doesn't affect the board immediately in other ways can see play in five-year Standard. If any could, North Wind Avatar is the one. I'm hoping North Wind Avatar has some function because it's almost there. TMNT looks solid so far. It's small, so it doesn't have a massive impact yet. I would look at these cards immediately if I were building Standard decks for a tournament in the next few weeks. Next week, I'll dive into TMNT Limited, a format that's been surprisingly fun.

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