![]() ![]() Great Monocolored First Picks in Dragon's Maze If the pack was weak or medium, lacking any of the top tier uncommon removal Like Turn // Burn, Far // Away, Putrefy, or the best common, Zhur-Taa Druid, it was often correct to take the best monocolored card in the pack to leave options open. In Return to Ravnica's full-block draft, Dragon's Maze was the first pack opened. ![]() Lesson Two: Prioritize Monocolored or Two-Colored Cards in The First Pack It's kind of a stretch to compare them, but it's the closest comparison I can find between the SNC cycle and any other cards we've seen in the past.Įven in a multi-color set where fixing is crucial, there are sometimes cards that are not bombs but are still too good to pass. Instead of fixing your mana, the 3-color KTK creatures could be played as colorless creatures for three mana until you have the colors available to turn them over. They just deal with mana-fixing in different ways. In many ways, the current cycle of mana-fixers that turn into late-game creatures in SNC makes me think of the cycle of three-color creatures in Khans of Tarkir. I'm just as happy to be curving into them on turn five without needing to fix my mana, but it's nice to have the flexibility. A few, like Rakish Revelers might even be better than I first gave them credit. Having played with them in the prerelease, and a bit on Arena when the set finally went live, I can confirm that everything I said about them was true. They all have decent stats and abilities for common creatures, so I anticipate seeing them on the battlefield as well as in exile." I said this about this cycle in a previous article: "The coolest part about these mana fixers is you can cast them in the late game to add another threat to the board when you no longer need them to fix your mana. ![]() The first is a cycle of "enters the battlefield tapped" allied-color duals, and the second is basic land fetching tri-lands tied to one of the five guilds. Fortunately, there are not one, but two cycles of common dual lands that can be found mixed into the commons of SNC. There is a land slot in SNC, but it's just for basics. This puts fixing of any kind at a premium in Invasion block, and SNC is not much different. There was another cycle of uncommon tri-lands found in Planeshift, and the enemy-color painlands like Battlefield Forge appear at rare in Apocalypse. The best duals in Invasion were uncommon like Coastal Tower and the allied-color lands in its cycle. Unlike some later multi-color sets, there are no fixed land slots in Invasion block with common duals. This lesson is applicable to every multi-colored format in Magic's history but was especially important in Invasion block. Let's look at some lessons we can learn from these past formats to help us find our way in Streets of New Capenna ( SNC) draft. Since Invasion came out, twenty-two years ago, we've had a number of multi-color environments over the years, each bringing something new to the experience. The first true multi-color Limited environment was Invasion block, my all-time favorite Limited format. Multi-color sets are historically very popular, and their Limited environments are usually equally beloved. Applying Lessons From Multi-Color Sets of the Past To New Capenna ![]()
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