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Phyrexia: Alles wird eins | Draft & Prerelease Guide | Mechaniken, Deck-Archetypen, beste Commons

Mar 17, 2024
Hello friends and welcome to this Firects

draft

and pre-release

guide

. Yes, it will all be one, the new Magic set. Today we will first look at the mechanics that are represented in the set, then we will take a little more. look at the two color

deck

archetypes so we can get an overview of what we can

draft

in this set or open in our goal and at the end we will discuss my photographs for the best

commons

again, which just gives us the opportunity to put some cards individually to take a look at and those that didn't really appear in ceiling archetypes before because they don't have much to do with ceilings with set mechanics or anything like that, first of all the new mechanic is the first new mechanic we have for meroden and this is a mechanic that we find in equipment like wool shock splitter for four mana, we get a equipment for meroden because that means that when this equipment comes into play, it creates a 22 red rogue creature token and then I put it for various pieces of equipment.
phyrexia alles wird eins draft prerelease guide mechaniken deck archetypen beste commons
So not only equipment but automatically creatures as well. Yeah, that's not a particularly spectacular or unusual mechanic, so we've seen pieces of equipment that creatures bring with them quite frequently. Here it's just that they've incorporated it as a mechanic and it's always two two two, that's important to know, so in this case we have the Wohlstock divisor for four mana and 42, which we can then equip another creature with plus 2. plus 0 in status values ​​if 42 dies, which will probably happen relatively soon. The next mechanic we have is that the oil counters themselves don't mean anything yet, so there are individual cards that come with oil counters. them, like grid-sounding praying mantis, or cards that can get oil counters through some kind of effect, like wound secretion synth for which we don't have a creature.
phyrexia alles wird eins draft prerelease guide mechaniken deck archetypen beste commons

More Interesting Facts About,

phyrexia alles wird eins draft prerelease guide mechaniken deck archetypen beste commons...

You have to play spells to collect oil tokens and what effect oil tokens have is always different depending on the card, so I can't say much about this mechanic in general anymore, but I'm constantly focusing on it, it's important that brands are and why it is important. We'll get to that in a moment, so now the next new mechanic is toxic and it's a remake of Infekt. I don't know if it was called Infekt in German, but it must have been called that in any case. , let's take a look at the tainted extractor, which is for two flyers one with one toxic and one toxic, which means that players who take combat damage from this creature also receive a poison counter, which is always structured in such a way that the creature is toxic again has a toxic number or a toxic value and this determines how many poison tokens the other side has and what does what, because the poison tokens, it's not like the poison tokens have their own purpose, for so. speak, or an inherent purpose, you could say, that is, if you have ten poison counters on you as a player, then you lose the game immediately, so an alternative victory is a condition we are working on here and now you may ask yourself maybe not, but if So you should be wondering what happens now, but if a creature with toxic becomes toxic from this, let's see that company of nurses lead three fours with toxic 2 and an activated ability for two and a green, all the others creatures with toxic that you control get toxic 1 until the end of the turn, just activate this ability once per turn and what that means is that no, for example, we have the extractor contaminated and then it becomes toxic 1 but it already has a toxic one, so what happens then is very simple.
phyrexia alles wird eins draft prerelease guide mechaniken deck archetypen beste commons
It is added and it is the same as if the creature had toxic 2 it would have ne or if it already has toxic 2 and then a toxic came, it is the same as if it were toxic 3 as simple as you want and imagine, Exactly as I said, the creature has to inflict combat damage to a player to then gain so many poison counters. Distributing or giving this player how the creature's toxic number or total toxic value is toxic has no effect on the creatures. not at all, so if a creature simply takes combat damage then nothing happens because of the toxic, if the creature has trample and toxic then of course one damage is enough of the total power the creature has to deal out counters. poison to the player, as I said. , the only condition is that you have taken player combat damage from a creature with a toxic value and then the poison counters are also distributed.
phyrexia alles wird eins draft prerelease guide mechaniken deck archetypen beste commons
This is also a new mechanic. If you work together with toxic, it's basically a reward. payment for toxic and means that as soon as an opponent has 3 or more poison counters, you get a bonus to your card or the card now has another effect, usually stronger, incisive clothing for example gets an additional effect through Corrupted Anointing of Torment is at least theoretically a replacement effect, even if you can simply view it as a stronger version of the first effect. By the way, I would like to talk specifically about this card here: Anointing of Torment because I think you.
It could be easy to make a mistake, misread or get confused, so what the card says, exile a creature of your choice if its mana count is three or less and it says corrupted, then also exile the creature if your Controller has three or less. further. poison counters effectively means that as long as the opposing side has less than three poison counters, you can use two mana to exile a creature with a mana pool of 3 or less and as soon as the opposing side is corrupted, i.e. has three or more poison counters. you can use any Send the creature to the target twice as a recurring mechanic that then holds everything together.
This is a bit like growth, it's a slightly older mechanic that has already happened several times. growth means determining any number of permanent cards or players and then giving them away. For each type of token that is already there, we usually find another growth token on the cards as an additional effect, so growth is not a big effect and that's why we usually have something like experimental divination where we simply we pick some cards and put one in our hand and we also get growths or the adaptive spore singer that appears as a creature and then also does growths, so we don't usually find cards that only have growth as an effect, but that's an added service that comes and allows us to manipulate counters.
In this set are the oil counters and the poison counters as counters. Of course, we want to give the opponent even more, so. Since we can select players while doing grows, we can of course just select an opponent with poison counters, giving them an extra one and then we probably want to multiply the oil tokens, of course there must already be a token there, otherwise nothing. This will happen, so you can't use oil tokens from the creature that somehow brings two oil tokens and then add another oil token on top with growths, there has to be at least one left.
Otherwise, of course, it will happen. It does not work. Now let's go to the archetypes of the

deck

, that is, the combinations of two colors that we have available to draft. There is always one that represents a little. We will always see that first, but before. we start with this. A little disclaimer here for this part and I will only talk about Kamenz and his arrival, not about rare cards because they are important and often have a pretty strong influence on the deck or color you select, for example if you open a bomb then it you try Sure they mostly stay in color, but we see the individual cards so rarely that I don't think it's worth it while they came, they can keep showing up and the important thing is what element you can build. your deck, even if they do.
The reason why you might go for this color or color combination is more a bomb if you've opened the watch, then this exactly is not a

guide

for drafting, so I don't want to say drafting these two color combinations the same way I'm showing you now. I'm trying to incorporate some tips, but it's more about being informed about what I would say is an intended synergy, so what the cards are called. synergy is always how cards work together, so to speak, and it's usually not like a draft or seal deck, a mechanic or a synergy is fully supported and everything is built around it, but you have a few cards, a handful of cards that maybe works in a certain synergy with a certain mechanic and those pockets of synergy then become part of a deck and that's how it should be.
You see that instead of, like I said, your entire deck having to look like this, but now let's go to for the concrete example of grouper, aggro is exactly our archetype for red-white here represented by bladefest warwhip for the individual red next get white we have a team for several as we know we create a token of 22 rogue creatures and then the team is on what the team actually says equipping abilities from another team costs when activated 1 less and the equipped creature has double strike the equipment cost is five times as much but um yeah as we just saw there is a red and white that all of these movies are sled equipment containing spiked fist strikes we find dividers in Kamen.
I have to say it's a bit underworldly for me. Also, slam fist is ok of course, like two mana 31 somehow, but equipment is +1 -1. which means we can't even use it for a token or something. I'm not a fan of Witcher Gold Halberd, it's pretty good, but I think both the effects and equipment costs are there. A little underworld with the white cards. we have the Golden Wehr helmet, the Meeranian bearded ax which I also find relatively bad and the hexagonal hover wing which is a little better and always gives the ability to fly, it is a 32nd company aviator which is also not that good, but bombs. automatically other equipped creatures that spend three painters and then give plus 1 plus 0 and fly, so to speak, okay, okay, you can do that, um, but overall I have to say that the equipment seems relatively weak, so I need A little more reason to be right, I don't think most of them are good enough on their own.
Speaking of which, these are more cards that reward us for playing with equipment that provides good resistance to equipped creatures and destructibility, okay, but the trick. it's two mana each so I hope Oxidator Blackjack also has affinity for equipment is cheaper because we have equipment that you can stomp like five 75's not bad but I don't know if that's why I want to play a lot. bad equipment and the blade graft wannabe finds this interesting again because she takes care of it. So these are three of my two threes with threat but it also makes the equipment spells you cast cost one less and if we go back here to the equipment and subtract each one in my then all of a sudden these are pretty good cards so maybe this team sect can work if we have a lot of sound Ms.
Challenger, it remains to be seen, but I'm still skeptical like I said, there is only one card here that really makes me want to team up. If you still want to create equipment, then there are a few more creatures here. Those who simply use equipment well, such as those with evasive abilities such as flying the Leonid Lightbringer, particularly benefit from equipment and also noise. Raker, who wants to be much stronger so that he can do a lot of damage when he dies, is of course also very good to be able to equip it. In addition, red and white also have an artifact under the theme where natural equipment is also found. always artifacts but again rewards for gear like the Biblical Assimilation Judiciary Veil and sort of the Centurion Blacksmith's Hammer that you guys reward for artifacts and they're also a little bit more aggressive and I think this artifact gear thing is going to be more of our thing. theme and we mainly build the deck aggro white go wild means we have cards that can produce multiple creatures so it basically translates with go the width too if it doesn't reflect that but that's what we hear here Mob of the chimneys or basilica us it gives several creatures each and then as finishers we play something like armored deployment for example, which all creatures have +2 + 1 point and it becomes even cheaper.
The artifacts we have should be particularly cheap in a deck like this and the A Dangerous Burst can also be a good finisher in a very aggressive deck where we simply block the effect of enemy creatures for a round. Waiting is often enough to do the trick. green black damage is our first toxic deck here with priestess of necrogenic rot which is all that represents 1.5 for 4 with toxic 2 and with the ability every time a creature with toxic that you control is its player deals combat damage, the player Jena receives an additional poison counter, which strengthens our poison again and we can even give it acreature of your choice with toxic deathtouch for black and green individuals, which means we can basically have the next priestess every turn as long as it goes to black for a toxic attack and the creature has to be blocked a little because if not, then deals additional toxic damage and here the cheaper and smaller toxic creatures from the black team up with the slightly larger toxic creatures or become toxic from the green we have. of course spoiled which comes mainly in black or made of black with the anointing of torment which is a premium Remus Bell and gets even better with the spoiled corpse bat mask which also says a very easy reward for messing up because three of my two two with the touch of death and the connection of life is very strong and a comparison yes viral, so the green has also been spoiled a little, but less what it brings with it now, um growth, we are still seeing something like infection or poisonous raw material they are essentially creatures that still bring growths with them.
Brute even brings toxics and growth with it, Insidious Aspirant can be used quite well here in the black-green deck because green has a lot of growth to add extra reward and then of course black-green always looks like revival. We here at Never Alarm Paladin have a toxic creature and it also brings something from the graveyard, the skull bomb that we can sacrifice to get something out of the graveyard and the unnatural restoration that also brings us. something comes out of the graveyard and performs growth, so growth usually has a bit more of a useful spell, plus green and white is a toxic deck here, more like the wild look of white we've already seen , the singer of slaughter. two of my 22 for green and white with toxic 2 now and always If another creature with toxic you control attacks, you get the +1 + 1 until the end of the turn, so the status values ​​of the creatures are pumped here. instead of the toxic values ​​of the creatures, in addition to the green toxic cards, white ones are also added.
It's also more geared toward weenies, so they're more like little creatures with little toxic values ​​that maybe support each other. another a little bit, as well as the raptor, which can then give you another creature with toxic flight, making it easier to pass through toxic again, even a flyer with toxic is and of course the mites that the basilica would have then we already have I looked at five of my three, three, yeah, and it makes two, one, one for the rexian mite artifact creature tokens with a toxic one that can't block, but I think we shouldn't underestimate the mites.
Just because they can't block, we can also remember Ines. It's very different from the last illustration and we also had zombie tokens that couldn't block and were still a very important resource. I think you should use them here too. Don't underestimate them, they also have a toxic one. , so if we play with a group of mites, it is always a little dangerous for the other side to attack because we could counterattack during the last few poison counters, even if they feel alone, at this moment they do not threaten to kill. On the other hand, but we can also make you even more dangerous, something like the contaminated meat cutter, which also produces even more mites.
Other cards that support this aspect of becoming whiter well are things like porcelain singles that can pump one creature at a time. round Another creature can also pump and it is particularly good if we have toxic creatures that can give these nurses additional toxicity, maybe it also makes sense sometimes with our mites or a mite avalanche which can work as a removal spell or just create even more mites. If you only need it and as a finisher we use the poison attack or the armored deployment that we have already seen, also with the poison attack again, the idea is that we will have a lot of creatures that will kill the other side. because he has to block everything so as not to die from battle damage and then he gets so many poison counters that he dies and so on and of course we also have corrupted white cards, white has corrupted a lot and the Japanese in the invasion can help us and completely i want to highlight especially the incisive glider again for two man in 1.3 with flying but corrupted every time the incisive glider attacks and if an opponent has 3 or more poison counters, the creatures you control get +1 + 1 until the end of On the turn I also have the opportunity to cheer the entire team, but with a creature that can attack and deal damage all the time, I think it will work quite well here.
While we're on the topic of spoiled, we get to the point. White Black, the deck that is ruined Title has, so to speak, through the evangelist the how many section five times later for a 44 with a vigilance that is actually not that good but with the corrupt ability when it comes into play and if an opponent gives three or more you have destroyer, a creature or a planeswalker of your choice, this is of course a very, very powerful ability in black and white, we only have the most corrupted cards, so this mechanic is mainly represented in black and white, in the others we barely have the psychic dancer who beforehand becomes something like a flexible elimination spell.
But it is also very expensive to tap a creature for four mana, but if it only costs once, gladiators can always get out of the graveyard, we already looked at the ability before, well, and in black and white, most creatures are also toxic, although green also has a lot of it but especially this toxic aspect of going white is fulfilled very easily here because we have all the cheap little creatures in black like here consequences of the belly rat the swarm rulers sucker but also in white with the shepherds of the basilica Mites are what you all talk about, the Greeks have decoration and we also have something like the perfect dedication that also rewards us for having toxic creatures and a return, so a kite trick, a fight trick, no fight, 2+2 so to speak, and then draw a card is pretty good and we'll probably have a lot of black and white toxic creatures if we play these two. colors, so maybe a card that will have a lot of value here and, like I said, of course we still have the incisive clothing and that armored deployment that are there to serve as finishers for us so we can take down the other side and What we can do Particularly easy here, I would say, is to use the devastating-looking black sacrifice cards.
We can kill a creature for a single man, assuming we can also sacrifice something. Mites are also very good at killing. Centurion wants to sacrifice. creatures to be able to keep attacking or at least have creatures available to threaten, it pumps itself and fever of course will also be very, very good in the deck here three times a 1.4 that can simply sacrifice a creature or an artifact. per turn without hana costs for an extra card can be very very strong blue green or green blue takes care of the counters we very contaminated observers also tell us a little here for now it is a flying creature with toxic three times of two three years with a flying and toxic one is pretty good and an extra ability every time another creature comes into play under your control, you can pay two painters if you do this, make growths, so it's a way to get poison counters and multiply poison counters poison with the growth printed directly.
On this card, of course, we basically have the toxic cards, especially in green, which we have already seen in part. Blue also has some options for poison counters, spreading between two toxic creatures, and something like Reese's prologue. So if we're still looking for ways to somehow get the first poison counter, blue also has some indirect ways to do it because it doesn't necessarily have to be done with toxic combat damage, of course we do. Brands of oil that are also heavily represented in green and blue, the effects of which, as I said, cover a very wide range, so we have predation goods that can consume brands of oil in order to pump, the scrap metal eater that collects brands of oil. oil and then grows at some point, the pustular canker that collects oil marks and then at some point To draw cards, like I said, we have a variety of effects on them, we can't go into everything here in detail, but the important thing is that we have the poison counters and the oil counters here, um, because besides the oil counters, there are also some, like the oil-guzzling troll.
So this is a card that could be good in the deck because when we play green and blue, we always have something lying around that has oil tokens or an incubation bag that could also be useful in the deck here to just keep creating creatures. Maybe it's even pretty good, in some ways I'm not so sure yet because Company 33 is so bad. in modern limiting, but at least three four times three three is definitely a little bit more interesting, so a card like that is something that maybe you should keep an eye out for and maybe they're really good, but yeah, since we spread out so many chips and If we have them lying around, of course, we can also benefit particularly from the growth in this mountain.
The poisonous brute has already seen one, very cute, here is a creature thick with toxic that is still growing, so the bird is also a source of help. perform a repeatable growth which can be pretty good here and also the blue black spins around counters that swing the void hybrid is a two one for two with a flying and toxic one and when you perform a growth take the void swing hybrid out of your graveyard back to your hand, so Here we also have the toxic creatures again, especially in black, but as I said, also the toxic effects in blue and from the blue side, especially the oil counters that they bring with them and I particularly want them again.
Highlight oil magic cards. So there are some. of them that always say if you don't have a creature spell, actually put an oil token on it here and then they get better the more oil tokens they have, like wound secretion synth with 4 times, so those are Two of my 13 they're not particularly good in modern limited edition, but as long as it has four or more oil counters, it's just a 33 that can't be blocked, suddenly it's a really good creature and if you think about the fact that we're kind of playing spells that maybe put an oil counter on it and then still have growths or something, so we see that the synth can get to these four oil counters relatively quickly and also the trawl is just a variation of the creature that we Lo I've seen many times, so to speak, it gets a +1 counter every time we do it.
Non-creature magic spells work effectively the same way, only these are the oil tokens and like I said, I think growth in particular. We are not looking for creature spells that also grow like experimental divination would, like I said, for wish secretion, synthesize directly. That means two oil tokens, so you have to play two of them and then it can't be anymore. The hypnotizing can is, um, yeah, and a remus spell for blue, which also creates growth. The candidates we have already seen are worth another good one for that and, of course, we have the cards spoiled again, like me. said, especially black, but blue has some interesting spoiled cards that I think especially in this deck because with black blue we're often a little bit more control decks where there's a lot of them.
Removals want to do a lot of hardware because the Distorted Curiosity could be two cards for once or neutralize any spell for twice, so keep an eye out for these niche blue corrupted cards, especially in the blue-black deck, and the blue- Red particularly well supports the magic of the oil, the chimera that sweeps serum. shows us that for two, blue and red, it makes two fours with flying and yes, every time you cast a light creature spell, it's actually an oil token in the main series, like I said, kind of like a blue mechanic -red here, that's almost oil tokens don't work now, it's become its own mechanic, we can also remove three oil tokens from the serum sweep chemist to draw a card, be able to discard a card and then fire three damage Plus, we can activate a sorcery, so that tells us again that we want to work on our deck with spells and collect stomach oil like we said. synth and the Serdar that we just saw, which should be pretty good, flashes red, maybe also flashes red, but bring the Saw Blade Racker with you for one red mana, you get 1 gatherer with haste, and every time you cast a noncreature. spells an oil counter on the saw blade field and we can tap the remover, an oil counter from it, it deals one point of damage to each opponent, so it's also a very popular effect for this blue red deck without creatureswhat we have. creature that can be used for pretty much all non-creature spells that we can actually do damage without having to go directly into combat, so yeah, I think this one should work pretty well considering we can't cast creatures for the deck so of course we would especially like to have something like that that can grow again as experimental divination because we can use it to multiply oil brands.
The voltage load is of course quite good here too. I think it's pretty good in all blacks. , but three ways we can trigger three damage and perform growths and, um, maybe but also keep in mind something like surgical skull bomb as an artifact, it's not a creature spell and yes, we can immediately sacrifice it for a card. or use it for another spell effect and also draw a card so it can be solid. Then we have a few more cards that produce more oil tokens for us, like the Magma Runners' Molten Skull Bomb, which you can use to put down two oil tokens. tokens somewhere each round, or the roaring depot, which also collects oil tokens and rewards me a little for having a lot of oil, um, speaking of rewards, the laughing kultosa would particularly like to have creatures or permanents with oil. counters, or brass itself as well, and Secretion Plate Golem first gives you more oil counters and makes all creatures with oil counters stronger, so it might also be relatively good in the deck and then we also have an artifact under the theme here simply because blue brings that with it, something like Jungtus Umrüsterin who just likes you to play artifacts.
Chrome just sucks a good aggressive artifact i.e. artifact creature and prism is always nice, it's also a creature spell that draws a card and yeah. , if a deck somehow has two companions that care more about artifacts, then maybe you don't even care about our black and red deck Joke About Oil I don't mind the sacrifices to get value here with the ultimate abilities to get some extra cards or two on the side, so yes, it's not necessarily a very focused deck, but let's take a closer look at this aspect of sacrifice. Blacksmith's hammer Centurion the lighter the furious deposit they all reward you for the fact that the artifacts or creatures disappear, for example, sacrificing Also in black we have the necroskito or the vat of rebirth which are also activated under the same conditions and if we then have Enough incentives for that, let's take a look at what options we have for sacrificing our artifacts or creatures, writes Nell Schleuder. , it's a possibility but of course we don't know if we always have an artifact on the other side that we want to destroy, the joyful destruction that we both want factory moves art Bay can be used if they play a problematic artifact but mostly as a sacrifice spell has a sacrifice artifact makes 3 1 1 red florexiander goblins that's basically what it's about if you still have cards that activate when If we do that, it could also be a pretty good card and well, here's the sacrifice lets us sacrifice something to distribute a little damage in black we've already looked at sacrifice options as much as possible assassinate centurion then sacrifice creatures to die Withering stare I'll say that as five of my removal spells, the card is Not that great, but if we sacrifice something cheap , maybe we can activate something and then destroy a creature with it.
I think it will be one of the best black sacrifice cards, of course, if we play black and red and have sacrifice options, then We are also looking for a way to draw the creatures from the other side and sacrifice them here by waking up the sleeper four times so that the sorcery takes over until the end is the control of a creature of your choice, contains everything until you receive one until the end of the turn which so far is the usual what is the special effect this time if it is equipped you can all the equipment that That's what it's for.
Creatures believe they destroy well, as I said. I'm skeptical that the team text will be that good anyway, but it's an additional effect, I don't think it's as good as some of these other effects we've had in the last few sets, but we just have to do it again and show how cheap it is. are the sacrifice options, so Centurion doesn't need mana, a Glance costs one mana, Fiepser doesn't need mana, something like that I think that's why the card came in the first place and it's not that strong because of the sacrifice options. sacrifice. Sometimes they're pretty good and, um, so.
It might be too much to put a better draw effect into the deck if we're otherwise looking for sacrifice fodder, so there are a lot of artifacts that we can sacrifice well or that already sacrifice for some effect like prism or skull. bombs, of course, we also have some good sacrificial food options on the creature side. We had already seen the fleshless gladiators in the corrupted deck and yes, you can recover them from the graveyard at any time as long as the others. The side is corrupted and you have enough mana and hit points, but I guess just repeatable sacrifice food, so to speak, the noise scoundrel who can also be profitably sacrificed because he shoots damage again when he dies, whether the chimney spawn an extra creature, kind of like we want in red and green we also look at oil, but I think it's more of a bidder and a little less complicated to recruit, so we're trying to kill big creatures and therefore the opposite side.
Tinder Devastator costs four. , one red and one green, a total of six mana 55 with vigilance, but this spell costs for each permanent when cast with an oil token you control one less aha there we have it again, another creature that wants us to have a lot of permanent cards with oil tokens and also an ability when it comes into play to feed each creature an opponent controls one point of damage which can sometimes of course be extremely good if the other side and mites are following a plan or something like that. Sometimes it doesn't have a big impact on the game, but the important thing is that we have a 55 with guard that we can play three or four times if we have a lot of permanents.
Above all, I would estimate creatures with oil meters. but let's take a look at them. There are definitely a few oil creatures in red and green that are also a little bit smaller and a little bit new in the face that want to take on Striders of Melt 4 and. a red total of 5445 with two oil counters, comes into play and can remove an oil counter without investing mana to effectively give a creature of your choice haste to the end of the foot, so we have five of my four five with Haste that stays alive while it lasts and can give haste to the other creature that comes after is pretty strong, I guess, so the card seems pretty good to me for Carmen.
Don't underestimate five of my four fives. with haste, it makes a big difference, especially like I said, if you can hustle even more. The evolving adaptivores here would also like us to interpret the group of creatures, maybe even slightly stronger creatures so the grids can continue. to grow sound The praying mantis can be pumped every time it attacks as long as it has oil, so there are more bidders and creatures lined up here with particularly good oil in this deck, of course, also the stone from the stone plates from the secretion plates Golem, which is just stone plates that wouldn't be so disgusting, well, it gives our creatures even more oil with oil and strengthens it exactly the right thing here, I think the attraxas cable is whiter, but it's also one three times later two out of two, which is not good, but it can be. done at the start of the fight on your turn Can you remove an oil counter and give some creatures combat ability, flying ability, vigilance, death call, lifelink?
It's all pretty good and yes, if we have big creatures with oil counters then of course we particularly benefit from other cards that reward us for oil. We have already seen how that colossus Giggerer. I think the deck will be a little better here because it's also a deck that I think just wants to play trample creatures. many creatures in that direction or brass Cyber ​​should also work well and the oil eater should be loyal. Yes, you can also draw a card very reliably, so five times three fours of your three life, is not a good card. , but as long as you have reliable oil counters on your creatures, it's a good card for your deck and we can produce more oil, for example, with the meat release, since we are playing a little more proactive, a little lower.
Here we want to play a lot in the ground deck, maybe Combattrix, which gives us more oil, I can imagine well, and the trait runner is a creature in itself that can also attack with haste and so on, then it spreads even more oil. and of course also in green growth allows us to get more oil and maybe in red green we want to prefer growth effects that bring creatures with them, not like in the blue-red deck where you don't want creature spells. growth Let's specifically look for creatures with a contagious supply growth anyway, pretty cheeky card, but this is exactly what we want three three of the growth does or look for the cottage or the ulcer bloom like twice after 32 yes, you can do reserving if you want and otherwise maybe you can attack heavily in white and blue.
We have an artifact theme, but we definitely also have a white theme that we want to bring with us and they don't have to go together. We write it here as if we want to play as many artifacts as possible and the Head Feet Awakens post makes it sound like we want to play as many artifacts as possible for four mana, it's a five-star with flying and the strength of the Head. The post of the Awakening of Feet is equal to the number of artifacts you have Controlled, however, it must be said that as a company they fly 1.5 because the guard naturally counts himself, which in itself is not such a bad creature, for what you don't have to fill your deck with artifacts just because you have a sweeter head.
In and of itself, it's pretty solid and pretty easy, so it'll be relatively awesome. If we somehow have two more artifacts, it's a 35th company plane that we still have. A few more cards, but they reward you for artifacts. We have Transplant Theorist and Tamios Lockbuch, who are on the slower side and might want to play in a control deck, which would be a possibility, but I think that's what Klima wants to do. It's actually playing something like an aggressive artifact deck or, say, an aggressive deck that goes crazy and then also contains artifacts that are brought in blue and white around the TuS converter that we've also seen before, can exert a lot of pressure, I say, as long as we have one artifact that we can turn into 4, the escape experiment would like to attack you and reward you for many artifacts in white, we have the assimilation veil that we have already seen in white, red, which also wants to have as many artifacts. and attack with creatures the armored deployment that rewards you for being very you have a lot of creatures, especially if the artifacts are Mandible Justice, yes I think that has a lot of potential here in the deck because the blue is also so good that it can serve the artifact theme , the solitary lifelink, but you only get 1+1 per round for each artifact that goes in, and of course the white Go skin itself, even if it actually matches the incisive glider artifacts that I've already highlighted so many times.
Sometimes, it is also an artifact creature at the same time, conveniently the mite tokens are also artifacts that, for example, the basilica heard. So it fits pretty well, but that's why I say we should focus on druffing, go to wide cover and then there. There are artifacts there because good violence cards also simply contain artifacts, so you don't have to work as hard to grab them, especially now. I guess I'll add some other useful artifacts to the deck, maybe something like Mahlkartour's spotter is just Yeah, you can take a bit of damage, that gives you a bit of courage afterwards, maybe it's not a bad target if you do.
Any artifact wants to do a 4-4, the skull bomb is just a useful artifact and a useful effect is basically just a blue spell but implemented as an artifact, the Chrom Hirscher could very well be here, it's a nice and aggressive artifact creature in three times has three We can probably use two with flashes that still have an opposing creature coming in this deck, so we're done with the ten archetypes for now, but I still have a section on how we can play multicolor because I think that's always important . To know what green is, first we have brushed roots, not dark roots but thirsty ones, and for a green mana we can choose a standard land from our library orperform excessive growth if we already have enough land for armored scrap.
The devourer has looked at us, he can just tap any mana, but that's it for green when it comes to multicolor, at least when it comes to playing more colors reliably in Came and Arrive, but in colorless, first of all we have these creatures that can help us. a little to play with more colors like the slim one. Pick a standard earth mover and put it on top of the library and it's also a toxic creature if you still need something from it, even if twice after 2:1 it's toxic. It's not so exciting now that converted effort can of course also generate hit points for me at least once a round and is also a filler toxic creature for you.
I think it's a little better because it's basically free, so what we have is the prophetic prism. so prism itself has appeared in sets several times and has always been very solid it works as an option to splash or something, so splash means that if you somehow add two cards of the other color to the two color deck you are playing, The prism is very suitable for something like this because it basically doesn't reveal any space to you. It doesn't really cost anything because Tomcat sits back and looks at another card and we can also use the Führerexian atlas for three.
Anyway, just for an artifact that a man of any color touches, the cards are actually in each set now and three times they are from a guy with some additional ability, yes, here we can basically do more damage each time we touch if the other side is corrupt. , but that's not something I'm factoring into my plan right now because I think my corrupted decks are a little more aggressive and in Atlas I tend to do something in the deck that somehow wants to make it to the late game. We have come this far. Let's now look at my photos to see the best comments.
Like I said, I haven't played you cards yet, that's all. That's kind of my assessment, it usually changes dramatically in the. first two days of the new set, but there are a couple of times where I am very, very sure that they are good and I can recommend my kitties in blue for now with a clear conscience. There are two cards that I only want. To argue a little, that would be ending it and the wound cancer synthesizer. I'm still not too sure if they'll actually perform the best, but I see a lot of potential when it comes to finishing it because, um, thinking twice about neutralizing a spell of your choice unless its controller pays two is useful in the early game as long as when you can keep the two open because usually no one has an extra two lying around or if the other side somehow has a turn three or four one or two of my spells.
As a general rule, it's not that bad for you, so it usually works pretty well in the early stages of the game, but gets very, very bad later in the game, but by the end it's been messed up again and you can use it. simply as a counterspell. In the later stages of the game and as long as you play in black and white or green along with blue, you should have no problem with getting corrupted, there are only three poisons. counters, that should work and I think it's pretty good in almost all blue decks. It should be a card, but I was also able to hear myself and the wound secretion synth, as I said, so making four oils is of course a lot, but If we only think about what growth spells and something like that to play, then I think again they are: Sira quickly collects these four tiles and then three times, two, three three and it can be blocked, that's pretty good, but here I also keep seeing the I may be overestimating that and that somehow it just requires a lot time, a lot of work, but maybe not if we are together.
Looking at cards like that, I'm relatively confident that good performance will be in blue. Hypnotic can, of course, is a little difficult for a blue to cast, but yeah, that's just a pseudo blue removal. I no longer have the creature on the tab and so on until we get another growth, which is pretty cool. The extra value for our removal spell and experimental divination is just anticipation or yeah, I think it's just anticipation, but we also get free growth, I think that's really nice. Like I said, there isn't a deck that I don't revolve around counters in some way, so it seems like these two spells are very, very good support for almost all decks in red.
I'm also not entirely sure about Hex Hit, which hasn't occurred before from a Red Painter for a spontaneous spell. Deal two points of damage to a creature of your choice if the creature has toxics. The extra gold gives the creature four points of damage, firstly because there are many cheap toxic creatures that. perhaps it is important that you kill them early so as not to become corrupted. First of all, it's useful and then twice as much because if toxic is so important, then the Witcher's Gold Slash is not just Shock is important, so just. the first creature the other side uses dies toxically, but also just because toxic creatures are very, very important, in general we can also benefit a lot from the fact that maybe we can kill more expensive toxic creatures later on, so that could be a very important card that will be in the set, but I'm not entirely sure yet.
I really like Blazing Crescendo, but I keep wondering if I'm overrating it. I charged a creature of your truth + 3 + 1 twice until the end of the turn. That's not a good effect for two-for-one, but we can also exile the top card from your library. You can play it until the end of your next turn, so it's basically two mine plus 3 plus 1 until the end of the day and draw a card. That sounds, however, again quite good, even if it is plus 3 plus 1, so the problem is that it is often not like that, so behind that there is only +1 nowadays, it is often not a creature large enough to survive.
The fight below the combat trick of yours The creature that does not survive the fight reliably enough is actually not good, but since we draw an extra card here, we can use it very easily, we play some creature that is not blocked at all. or something like that or maybe the other side doesn't have a good block on the board or something and we just play it to do three extra damage basically without drawing a card. I think even then the letter is not. that bad and of course it has the potential to win in a fight and give you an extra one to draw a card, so um, I think we should also keep our eyes on the card, which could be extremely good and then Strider.
The Smelter, I have already praised him a little, is a walking monsteraur, I would call him, he has 45 rushes. You really shouldn't underestimate him and like I said, he also brings extra value or leaves Verdi with the oil token, so to speak, that we can remove later without giving it to another creature. So yeah, I think it has a lot of potential as well. I'm sure the voltage charge is three times as much for three damage to a target of yours. Choice is always a limited solid spell no matter what happens and here we get growth on top of that, all the colors or color combinations are rotating somewhere in the book, like I said.
The card should always do something good for you in green. , then we have the oil-guzzling troll. The problem here is, of course, that the oil tokens are in blue, green and red and not so much in the other colors, so green is black or something like green and white aren't really. right now it's a color for the oil guzzling troll, but I figure as long as we're somehow paired with each other, not black and white, and playing with green, the oil guzzling troll should be pretty good because, like I said, five there were three fours, three life points plus one card, it's actually very, very good, so I would say you can hardly get enough, well, actually, because five of my spells you can get enough very quickly, but I hope so you know what I mean, um. that could be an extremely good creature as long as we always have oil counters, if it turns out that the blue, red, and green six actually always have a reliable creature with oil counters.
Round 5, I think the troll will also deform accordingly with the dosage. Roots have a bit of a low power level because for once and with one card we get a land, which is sometimes useful, sometimes not much power, or we get growth, which we actually have as a bonus for future spells, but could be that. the flexibility here simply ensures that this is a card we might as well start with. Just play the land, so I could very well imagine that I'll play 16 more lands and root brushes and then a land can be a growth, which sounds better again.
In any case, I have a lot of confidence in the ruthless hunt, that's also just a reprint of the epic showdown from the last set of a creature of your choice that controls one plus 1 plus 2 until the end of the turn. fighting a creature of your choice that you don't control isn't even necessarily a premium removal spell, but it's just useful to have the green removal spell in the deck. You'll probably acquire it even if it's not exciting. card, but what is an exciting card is the contagious worm. I hope I'm infecting you with my supply fever now, as the shelf has completely captivated me, so first check out this epic work of art and then, in three threes, the game. appears, look at the top four cards in the library, you can reveal one of them face up and put it in your hand, put the rest in random order under your library, so far, very good card, three of my three, three of a kind.
On the top four cards, if there is land, you can take it to your hand. The draws for additional lands are quite attractive and now it comes yes. If you haven't taken a card into your hand this way, make a growth, so if I can't find a land or we don't want the land because we don't need it or we'd rather have the growth, then we get a growth, this is an extremely card. good. I would literally put up every copy I can get my hands on. in my deck. The best ones came from the set.
I'm not so sure yet, but one of the best ones came from the set. That's clear, now let's go to black. Oh, the black one is very good too. Thief has a. many common ones that I find interesting or at least good the infectious examination. I'm really not sure, it could be that the card is totally insignificant, but it could also be that it is an extremely good and important card than all those black decks. they just want to have something corrupted, so they want to do toxic damage, somehow give poison counters to the opposite side and infectious research makes it so that without us having to do combat damage, we draw two cards, lose two life points and give it to each opponent a poison counter, that's um, yeah, like I said a little speculative at this point, cards sometimes work very well, you draw two cards, lose two life in black and something extra, sometimes they don't work either, but I think than the poison counter, especially the first poison.
Counter, is a more important one in the set here and will be a good spell, but reality may teach me better, so let's see I've mentioned it several times before. I think he's just a corrupt good creature. I still don't know if it's top level or not. I do not know yet. It should be so good. Also, the rotbelly I had is definitely a useful creature because I think like I said only twice after the creature with a toxic one, you just want to play to get it. the first poison counter when he dies also gives him growth again, so there's also a little bit of extra value, so to speak, the idea that you play two, get an attack, and then you trade off and he dies, then ya It's created two poison counters alone and then you're almost corrupted, that's my idea of ​​this, so I think it will at least be useful now that I'm a little more sure it's the contaminant.
The extractor is actually a low-key creature because two flyers aren't that good, but flying ensures that the extractor can be relatively reliable and can distribute its poison counter and is therefore a reasonably reliable form. to lose the opponent's poison counters to the spoiled and I think that's why he is Carmen's most important toxic creature dressed in black. We'll see if that's the case, but after mulling it over a few times, I'm reasonable. confident and the anointing of torment is there. It's not a question for me at all because twice after sending a creature of your choice to the target, if their man count is three or less, that alone is already a premium removal spell for black and could be the better black came but because we have spoiled any Being capable of sending a creature into exile for two men as a spontaneous spell.
Yes, I am totally sure that this is simply the best black fire, if not the best of all time, even if. , like I said, it competes with something like the offering, so we'll take a look at it, but we should look at it. In any case, be one of thebetter, there is still white there, we also have some speculative photos. The deeply religious duelist is two of my two with a toxic one too, but he just hit on your turn, which is also a relatively reliable way to go toxic and that's why it's good, Justitia's love has a lot of potential, but since we have done.
I've already seen this white text, as well as some artifacts already produced, it could be that Juzi Justice is just a nice white creature that you don't have much for. You have to work and sometimes it turns out to be extremely good. So with the Shepherd's Basilica, which I'll talk about in a moment, if you play the Basilica today, Justice becomes the 4 three point life link until the end of the turn, so I can definitely see something here that I don't see . I still don't know if that's why she's a cousin or if she'll be a cousin, but I see it as potential and Basilica herds five of my three three three and brings her two mites, these are artifacts that are toxic, so Basilica heard that en Why does one of the incarnations of this also go crazy for me because he brings a body with evasive ability?
He brings two more creatures, like I said, that have toxic artifacts in some way, the basilica shepherds do almost everything except the creature bombs, but I think they are mostly very, very good. overall package five Normally you wouldn't want to pack that many of my cards in the blanket, but here it's actually a very, very nice package and it supports a good basic plan of white and now we come to the real delights here of the white world. Disruption one and a white enchanted artifact creature or planeswalker, the enchanted permanent can't attack or block and its activated abilities can't be activated, so this is an effect we've seen many times before, but it usually costs three um for two mana , which is really very, very very. efficient and yeah, I think sometimes through the ability to remove any creature here, at least to exclude it from the fight, um, that's also a very, very good option for the more aggressive white decks, which I think most it should be, since you have a very, very favorable cost for them.
You can remove a large creature in the way that prevents you from attacking and yes, number one in my heart is the incisive glider for 1 and I know that has happened on almost all foils as well. To be honest 13 flyers are corrupted every time they attack and if an opponent has 3 or more poison counters the creatures you control get +1+1 until end of turn yeah so like I said the only thing missing is that it also has a toxin. one or something then it would absolutely be tweaked but it's a ticking time bomb that comes out early to do some damage, it can even block pretty well and as soon as you activate your spoiler it just explodes brutally.
So two good creatures came that attack and two fours attacking all the other creatures signals that it really is a high power level and I think, like I said, that spoiled one will be relatively easy to activate, so we've reached the end. Wow, cool, so congratulations and respect for hanging in there this long. Of course, I had a lot of fun discussing the whole crown, even if it's always exhausting for such a long time. Of course, I had to leave some things aside several times to do it. talk about it, it's normal, but yes, those were my thoughts and the information I prepared for you.
I hope you now feel a little better prepared for your first draft, your pitch, or whatever you want. Would you like to see my too? videos here because of course I will play the set in English, but on the channel here maybe I will make the first video in German again. That's a very reasonable compromise for me. I just like having the cards in English. I always prefer it. but I always like to make the guide in German so that it is accessible to a wider audience. Not everyone can speak English that well or always wants to speak or read English or something, totally fine of course, and yes, so feel free. stop by if you do.
The fires are all B1 drafts that will be online until then. Have fun, glad I was there and stay flexible.

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