Core set prerelease question?

Started by Birdbrain, May 01, 2013, 08:09:21 PM

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Birdbrain

Just curious on what people pick in core prereleases. In a core set prerelease, do you use 1 or 2 colors? Or more?

Xaol

Quote from: Birdbrain on May 01, 2013, 08:09:21 PM
Just curious on what people pick in core prereleases. In a core set prerelease, do you use 1 or 2 colors? Or more?
Stick to two mainly. Normally core sets don't have an much mana fixing as RtR has had, so you're safer with two if we are talking about Sealed.

Gorzo

Since a prerelease is sealed event, a mono color deck is pretty damn hard to achieve with 6 random packs. Two colors is probably the most realistic thing you can expect. If you somehow mana enough good cards of one color and can pull off a mono color deck, though, all the power to ya.

Birdbrain

Ok, let me ask a different question. Have you noticed any patterns in the decks built in core sets corresponding to the cards printed?

Dudecore

Sealed is about trading creatures. Anyone who does not trade creatures profitably loses. I mean attacking a 2/2 vs. blocking with a2/2, they both die. Being "on serve".

Core release also favors mono-colors. The cards are nearly all mono-color. M13 by comparison had 1 multi-colored card - {Nicol Bolas, Planeswalker}. The fewest colors the better.

Removal is huge, using it effectively then trading creatures. Control usually is horrible in sealed, cause you can rarely have enough to get to the next level.

Birdbrain

That's weird. In the dragons maze prerelease, I didn't trade very much and did fine.

Gorzo

Patterns? not really. It sounds kinda stupid saying this, but the decks with good cards are the ones that win :P it's impossible to predict what deck types will do what in a sealed prerelease when a total of 5 cards of ~300 have been spoiled.

One thing to keep in mind though is that core sets tend to stick to the color stereotypes pretty well, whereas expansion blocks often tend to stretch what each color excels with in certain directions. For example: it's safe to assume that in core, white will have flyers, some life gain, and small dudes. But in something like Innistrad, being white was more about humans and angels than any of those things.

Birdbrain

So basically, playing well is of top most importance than

Gorzo

Quote from: Birdbrain on May 01, 2013, 09:01:57 PM
So basically, playing well is of top most importance than

Isn't it always? ;)

But yeah, as far as I'm concerned, 2 factors win sealed. Luck (pulling good cards) and focus (avoiding play mistakes).

I suppose deck construction skill makes a difference too, so 3 factors.

Dudecore

Quote from: Birdbrain on May 01, 2013, 08:59:20 PM
That's weird. In the dragons maze prerelease, I didn't trade very much and did fine.

I don't know about DGM sealed until it hits MTGO. I do know an awful lot about M13 and RTR sealed. It ends up mostly being about trading. It's usually the only way to delay a game long enough to get to the cards you need to get.

The line is: take some damage, trade, take some damage, trade, take some damage - swing the game.

I've noticed the people who do that best, and aren't greedy with their removal (and conversely aren't too liberal with it) end up winning most. They have a greater knowledge of the format and know more "outs" then most players.

MuggyWuggy

Quote from: Birdbrain on May 01, 2013, 09:01:57 PM
So basically, playing well is of top most importance than

Playing well in any cOmpetetive field is standard over having kobe Bryant or any other all star :)

I was amazed that at my prerelease is my whole defense relied on the commons, big cards are fun, but if you can't afford them or pull them, commons allow much room for strat to win. I feel your brain just gets a bit more racked with timing and combos.

Agarrita80

Quote from: Dudecore on May 01, 2013, 09:10:06 PM
Quote from: Birdbrain on May 01, 2013, 08:59:20 PM
That's weird. In the dragons maze prerelease, I didn't trade very much and did fine.
.

I don't know about DGM sealed until it hits MTGO. I do know an awful lot about M13 and RTR sealed. It ends up mostly being about trading. It's usually the only way to delay a game long enough to get to the cards you need to get.

The line is: take some damage, trade, take some damage, trade, take some damage - swing the game.

I've noticed the people who do that best, and aren't greedy with their removal (and conversely aren't too liberal with it) end up winning most. They have a greater knowledge of the format and know more "outs" then most players.

You sound like a poker player haha♠♥♣♦