Drafting with M12: Part 1 -
John Mourino
(8/31/2011)
M12 is a challenging format to draft and in this article I’m going to go through the different picks and archtypes that you should keep in mind when making your decisions. I’m going to rate each card on the average pick that they will be taken in a standard 8 man pod. Also, beware that passing offcolor bombs is sometimes unnecessary pack 2 or even pack 3. There are plenty of bombs in this format that can win you the game quite easily, especially splashable bombs like Flameblast Dragon. First, I’ll give a rundown of some of the more useful cards and what to watch out for. I’m skipping over autopicks such as the titans or planeswalkers which are all stupid good in limited (besides they’re worth some money). I’m also splitting the article into 2 parts since it would be too long otherwise.
Acidic Slime – Never a first pick, but one of green’s finer creatures that it has to offer. There aren’t as many artifacts as the previous Scars of Mirrodin block, but there are definitely quite a few pesky enchantments and there’s always the option of punishing a mana screwed opponent. The deathtouch is just the icing. 4-7th pick.
Act of Treason – Not the most useful of red’s choices, but certainly offers a viable way to finish off your opponent. Pick up Act of Treason with a Fling for an extra combo. 6-10th pick.
Aether Adept – I’m kinda mixed on this card since it serves to punish mana screwed opponents who are struggling to keep creatures on the field. In an an aggressive deck, it allows you to push through the extra damage, and in a control deck, it allows you to develop your board. 4-8th pick if blue.
Aegis Angel – No reason not to first pick her. She’s a bomb and can make random 2 or 3 drops a force to be reckoned with. 1st pick.
Alabaster Mage – A strong 2 drop. Lifelink in this format isn’t to be underestimated as it can easily turn around a game that would’ve been a sure loss. 3rd to 6thpick.
Alluring Siren – Normally an unplayable card, but it can kill illusions dead with her ability as well as guaranteeing you the win in the event of a board stall. Also randomly combos with Royal Assassin. 10-14th pick.
Amphin Cutthroat – Not a strong blue pick but certainly viable filler if you’re looking to fill out blue as your color. 8-12th pick
Angel’s Feather – Not playable at all. 14th pick.
Angel’s Mercy – Lifegain is almost never good except in the case of lifelink. 13-14th pick.
Angelic Destiny – An absolute amazing bomb. An almost sure win if you play it unless your opponent is able to kill the creature you’re enchanting in response. Otherwise, it keeps coming back. 1st pick.
Arachnus Spider – I like this guy. He's got a huge butt so not much can kill him and there are a zillion flyers in this format. Picking up 1 or 2 Arachnus Web as well makes this guy absolutely nuts. Instant tutor for removal is always good. 1-2nd pick
Arachnus Web – Fine removal. And it's even in the color that needs it the most. There are many problematic creatures with power less than 4. However, watch out for Greatsword or any other pump. 3-5th pick.
Arbalest Elite – An excellent white card. Often shuts down your opponent’s creatures until they draw a creature with toughness greater than 4. A fine card that is good whether you’re on the offensive or on the defensive. On a side note, if you use its ability on an illusion creature, the illusion will be sacrificed before Arbalest Elite’s ability resolves which counters the ability (allowing it to untap during your next upkeep). 2-5th pick.
Archon of Justice – 1st pick every time. This card will almost always take out 2 of your opponent’s creatures. Don’t forget that it can exile permanents so enchantments, etc can be targeted as well.
Armored Warhorse – Fine white filler that gets better in a deck that was able to pick up Honor the pure. 7-10th pick.
Assault Griffin – A decent flyer for white. Pick up these guys early if you’re going for a white aggressive deck. 4-7th pick.
Auramancer – I like this card. In a deck with plenty of enchantments you can often get extra value out of this card. 5-8th pick
Autumn’s Veil – A sideboard filler card against decks running blue/black. Much worse than Stave Off, that’s for sure. 13-14th pick.
Aven Fleetwing – A decent enough card for blue. It gets even better if you pick up a lot of enchantments or equipment. 3-7th pick.
Azure Mage – An excellent blue card. Most of the time will eat your opponent’s removal. Worst case scenario it replaces itself while trading for your opponent’s x/2 creature. 2-4th pick.
Belltower Sphinx - A good blocker for blue, and the extra mill is sometimes welcoming although it could backfire against a deck running a lot of graveyard recursion. Definitely not the most exciting blue flyer. 5-8th pick.
Benalish Veteran – A good card for putting pressure on your opponent early game. 6- 9th pick.
Birds of Paradise – Definitely not a windmill slam if you open it, but could earn its place in a green deck especially if you’re splashing removal spells. 3-7th pick.
Blood Ogre – Bloodthirst is a very strong mechanic in this format. Not only that, but first strike is also very strong in M12. A definite high pick if you’re running a red aggressive deck. 3-5th pick.
Blood Seeker – Not the strongest black card out there. Doesn’t hold a candle to Suture Priest from New Phyrexia. 9-13th pick.
Bloodlord of Vaasgoth – An amazing bomb even in a deck with 0 other vampires. Just get him bloodthirsted and watch your 6/6 flyer wreck the skies. If you pick him up, you’ll definitely want to cut black hard. 1st pick.
Bloodrage Vampires – One of the weaker bloodthirst cards since he trades with too many creatures even when bloodthirsted. Still, it's decent enough in a black deck and if you happen to have Bloodlord of Vaasgoth in play, both bloodthirsts would stack. 6-10th pick.
Bonebreaker Giant – Decks running red tend to be very aggressive so this guy will often be cut when finalizing a deck. Not the strongest 5 drop, but is certainly better than nothing if your deck lacks late game. 7-11th pick.
Bountiful Harvest – A terrible card. Never run it. 14th pick.
Brindle Boar – A Grey Ogre basically. Not the worst target for a creature enchantment since if they do kill your boar in response, you’ll at least gain some life. 5-11th pick.
Brink of Disaster - I often see these go late even though this card is miles ahead of Assassinate. 5 – 9th pick.
Buried Ruin – Certainly has its uses, although don’t run it if you’re afraid of running into mana screw. Still, it's useful if you drafted an artifact bomb like Pentavus. 8-11th pick
Call to the Grave – This card isn’t the garbage you think it is. It's automatically good since it forces your opponent to sacrifice first. Besides, it’s mega awesome with any zombie, Jade Mage, etc. 3-6th pick.
Cancel – The card defining blue. Isn’t the worst maindeck choice, but the double blue requirement to cast it can be taxing sometimes. 6-10th pick.
Carnage Wurm – I actually like this fatty. He often tables late and is a viable way to finish off your opponent. Running more than 1 is a little bit risky though. 6-9th pick.
Celestial Purge – Boring. A removal spell that’s only good against certain matchups. Still, side it in if your opponent is running black or red (he doesn’t have to be running both). 7-11th pick.
Cemetery Reaper – I actually like to 1st pick this guy. He pumps up all of your zombie creatures and pumps out 3/3s late game. 1-3rd pick.
Chandra’s Outrage – A staple red removal spell. Always pick these bad boys up early if you’re planning on going red. 2nd-5thpick.
Chandra’s Phoenix – A decent flyer that can keep coming back. Not a first pick but certainly usable. 3-6th pick.
Chasm Drake – This flyer is really good. It's got decent p/t plus it grants another one of your creatures evasion. It’s a little weaker if you’re on the defensive, but its strong offensive capabilities offset this. 5-9th pick.
Child of Night – A decent 2 drop that can hold the fort while you develop your board. It gets better with the right enchanments/equipment. 5-10th pick if black.
Circle of Flame – An extremely weak card. Sideboard material at best. 12-14th pick.
Combust – More removal that’s dependent on the colors your opponents are running. 10-14th pick.
Consume Spirit- Pick these up early if you feel like black is open. This is definitely a sleeper as it’s removal and can win you late game. 4-6th pick.
Coral Merfolk – Just a typical boring bear. Nothing to be excited about. 11-14th pick.
Crimson Mage – All the mages are really good, and this little guy is all about putting the hurt on your opponent. He’s a little weaker if your opponent has the edge against you but still a fine card that gets rid of Ice Cages on your creatures. 5-8th pick.
Crown of Empires – A fine removal card with an extra ability of winning the game if you control 2 other specific cards. Even though I pick these early (since they can shut down cards like Spirit Mantle or Troll Hide), I’d never maindeck 2 or more Crowns. 3-5th pick.
Crumbling Colossus – A cheap fatty that often serves as a blocker unless you plan on going balls to the wall against your opponent. You can ignore the sacrifice part if you run Sundial of the Infinite (although you need a very specific deck to run that). This card combos with Fling as well. 6-10th pick.
Cudgel Troll – An excellent card and is picked over most cards simply because of his ability to utterly control the board. 2-4th pick
Dark Favor – This enchantment is only good with creatures with evasion. 8-12th pick.
Day of Judgment – First pick bomb. Always pick it up. Combos a bit with Cudgel Troll or Troll Hide.
Deathmark – Always sideboard, but it's especially good versus green fatty decks. Taking out a 9/9 wurm for 1 black mana always feels good. Once again, don’t be afraid to side it in if your opponent is playing one of the colors. 7-12th pick
Demon’s Horn – Unplayable. 13-14th pick.
Demystify – Good sideboard material. Especially in this set when there are a lot of very powerful enchantments. 8-13th pick.
Devouring Swarm – This card makes a place in aggressive decks. It makes Mind Control less of a blow out and has some cute interactions with Reassembling Skeletons. 4-9th pick.
Diabolic Tutor – Tutors are always good in decks that have a bomb, and there are plenty of bombs in this format. There are also a few 2 card combinations such as Sacred Wolf/Troll Hide or Griffin Rider/Assault Griffin that would make running Diabolic Tutor justifiable. 7-10th pick.
Disentomb – I actually don’t mind running this card. There are many powerful creatures that are worth recurring such as Vampire Outcasts and Drifting Shade, and that is just naming a couple. Not to mention that this card almost always wheels. 7-12th pick.
Distress – Almost always good late, but not to be underestimated since it can remove good bombs. 7-12th pick.
Divine Favor – I like this enchantment. The life gain is useful and the +3 in the back protects the creature from most burn. However, be wary since it allows your opponent to 2 for 1 you. 6-11th pick.
Doom Blade – One of the best removal spells in the format. Useful even if one of your opponent's colors is black. 1-4th pick.
Doubling Chant – Unless you’re living the dream with 2-3 cards with multiples, I wouldn’t even consider running this card. 13-14th pick.
Dragon’s Claw – Always unplayable. 13-14th pick.
Dragonskull Summit – Money is the only reason to pick up this card. Of course it's useful, if it fits your colors. 4-9th pick.
Drifting Shade – This is definitely one of black’s powerhouses. It's great late game as it can easily become a 4/4 or a 5/5 flyer. 4rd- 7th pick.
Drowned Catacomb – Another dual land, take it if you want the money. 4-9th pick.
Druidic Satchel – I consider this card a mini-bomb. Revealing a land usually gives you the best advantage when using this artifact since it puts you a card ahead. Don’t underestimate it since any card with a reusable effect shines in draft. 1st- 5th pick.
Dungrove Elder – A bomb. Pick it up early. If you’re really lucky and green is open, your deck will probably dominate. 1-5th pick.
Duskhunter Bat – This card is able to turn on bloodthirst early. A Good card in a Black/red bloodthirst deck. Slightly weaker in a control deck. 5-10th pick.
Elite Vanguard – A fairly weak card in draft since it’s blocked by mostly everything. Still, it's useful with bloodthirst since nobody wants to trade most 2 drops in the format for elite vanguard. 7-12th pick.
Elixir of Immortality – Not a bad sideboard or even a maindeck card. There are mill strategies in M12, and this card alone will assure you the win against them. 6-11th pick.
Elvish Archdruid – Kinda weak since there are only 2 common elves in draft. Llanowar Elves is usually taken pretty early but Gladecover Scout can go pretty late since it’s a weak card. Still, not the worst ramp to run since it’s a bit better than Manalith. 6-11th pick.
Fiery Hellhound – Not a shabby early drop since it's good with bloodthirst and almost always can potentially trade for a fatty late game although it could be expensive to do so. 5-10th pick.
Fireball – One of the best uncommons in the set (and there are quite a few strong uncommons in M12). It's good removal/ finisher, and it's very easy to splash. 1-3rd pick.
Flameblast Dragon –One of the biggest bombs in M12. Most of the time you will win the game if you attack even once with Flameblast Dragon. 1st pick.
Flashfreeze – Good sideboard even if your opponent is running only one of the 2 colors. Especially if your opponent has a bomb in one of those 2 colors. 6-10th pick.
Flight – Horrible card. 13-14th pick.
Fling – a nice finisher and a good combo with act of treason. Still it’s not a good idea to run more than one of these in your deck unless you draft a balls to the wall deck. 6-10th pick.
Fog – Usually a bad card unless you side it in to counter Overrun. Even then, it’s a weak choice. 12-14th pick.
Frost Breath – Usually a gamebreaker if you’re having a tempo war against your opponent. It also shines if you're up against an incredibly aggressive deck and need to buy yourself 2 turns to develop your board. 4-7th pick.
Furyborn Hellkite – Not a shabby finisher since it’s a decent 7 drop and it's guaranteed to be bigger than whatever your opponent has. Still, playing it as a 6/6 isn’t the worst play if you’re afraid your opponent has a Mind Control waiting. 2-4th pick.
Garruk’s Companion – A decent two drop that makes Titanic Growth an even better spell. Combine with Titanic Growth and Hunter’s Insight for a truly devastating combo. 5-7th pick.
Garruk’s Horde – A big fatty that nets you card advantage. What isn’t there to like? 1st-4thpick.
Giant Spider – One of green’s best commons. It blocks most flyers in the set favorably. It also becomes a beater with Greatsword or Dark Favor. 4th – 6thpick.
Gideon’s Avenger –An absolute bomb although it’s a little different from other bombs in the sense that it doesn’t guarantee you victory 3-4 turns after it's played. Instead, your opponent could opt to stall any aggro against you in hopes of gaining superior board advantage. Or he/she could just draw a removal spell. Still an amazing card. 1-2nd pick.
Gideon’s Lawkeeper – One of the best removal cards in the set and it combos with Gideon’s Avenger. 2-4th pick.
Glacial Fortress – Take the money or pass. Yawn. 4-7th pick.
Gladecover Scout – Don’t underestimate this guy. He trades with x/1’s and has the extra bonus of being in the same color as Troll Hide. Even being enchanted with Spirit Mantle or equipped with Greatsword is advantageous to you. 5-11th pick.
Goblin Arsonist – A good card since it's amazing at removing 1 toughness creatures/ illusions/ or just activating bloodthirst. 5-10th pick.
Goblin Bangchuckers – Only really good with Goblin Chieftain in your deck. Only way to make him semi-useful is to pump his toughess, but he’s still way worse than Arbalest Elite. 10-14th pick.
Goblin Chieftain – Most of this time this guy is garbage, but if you gamble and take him early. There will be a chance that you’ll pick up other goblins or Goblin Grenades. Most goblins aren’t high picks so they sometimes go late. 3-9th pick depending on how lucky you’re feeling.
Goblin Fireslinger – Better than Scepter of Empires at least. This card only really shines in an aggressive bloodthirst deck. Sometimes you’ll be able to deal 10-12 damage to your opponent before they stabilize leaving them in pinging range from your Fireslingers. 5-10th pick.
Goblin Grenade – This card is absolutely ridiculous in any aggressive draft deck with enough goblins. 4-9th pick.
Goblin Piker – Good for bloodthirst and that’s about it. 8-12th pick.
Goblin War Paint – the +2/+2 can be handy sometimes but it leaves you opened to be 2 for 1’d. 6-11th pick.
Gorehorn Minotaurs – This card is definitely one of the best commons in the set. A 5/5 for 4 is amazingly efficient. 1-4th pick.
Grand Abolisher – Awfully unexciting. Only a sideboard card versus anything that taps in this format. It also makes Jace’s Archivist worse if your opponent is playing him. 5-10th pick.
Gravedigger – This card is good. It gets back your most dangerous threat and can chump, maybe even killing a creature. 4-8th pick.
Greater Basilisk – This is a good green card since it almost always forces your opponent to take 3 damage every turn or lose 2 of their creatures. It's also a good blocker. 4-8th pick.
Greatsword – Seems like a slow equipment, but this card has great synergy with Jade Mage and every flying/unblockable creature in the set. Don’t underestimate it. 5-10th pick.
Griffin Rider – Seems like a weak card, and sometimes it is. However, if you’re able to get out a 4/4 turn 3 or 4, and if your opponent does not have a good removal spell for the griffin, he/she will lose the game. However, be careful of being blown out if he/she does have a removal spell since Griffin Rider will turn back to a 1/1 whenever you control no griffins. 5-9th pick.
Griffin Sentinel – This guy blocks weenies all day long and combos pretty nicely with Spirit Mantle/Griffin Rider. 5- 8th pick.
Grim Lavamancer – Even as a splash in a draft deck this guy is pretty good since he’s a shock on a stick. That and he’s worth about a couple bucks as well. 1st pick.
Guardian’s Pledge – White’s Overrun, although a lot more situational and not as good. It does have some synergy with Timely Reinforcements. 6-10th pick.
Harbor Serpent – A decent enough card against a blue opponent. Otherwise, it’s a waste of time unless of course your deck is monoblue somehow. 7-12th pick.
Hideous Visage – I’ve never actually used this card, but in an aggressive black/red deck with bloodthirst creatures, this card seems like a reasonable way to get in the last damage you need to win. 5-11th pick.
Honor the Pure – If you draw this card with Timely Reinforcements, you’re going to give your opponent a beatdown. 4-7th pick.
Ice Cage – Definitely the worst removal spell. Unlike the illusions which are only really bad against tappers, this card is horrible against decks with any mages or anything else that targets their creatures. Basically, it’s a removal spell that you always have to play around them being able to destroy it. 5-7th pick.
Incinerate – One of red's staple removal spells in the format. Plus, it also kills Cudgel Trolls dead. 3-6th pick.
Jace’s Archivist – I really like this guy. It's like an Azure Mage except it costs 1 mana and a tap to draw a card unless your opponent was somehow able to dump his hand on turn 4. Use its ability during your opponent’s draw step so that you net an extra card while your opponent’s card number remains the same. 2-4th pick.
Jace’s Erasure – I really don’t like this card at all unless you’re able to pick up 7 of them. Even if you pick up Jace, Memory Adept, you don’t have to necessarily go mill since Jace can do that himself in 2 turns. 13-14th pick.
Jade Mage – The strongest mage in the format which is promising since all the mages are high picks. This guy comes out turn 2 and threatens to overwhelm your opponent unless he/she deals with it. Very good with Overrun. 2-4th pick.
Kite Shield – One of the weaker support cards, but I’ll have to admit it does have its uses. Still, not as useful as other cards in this format, and it always goes late. 11-14th pick.
Kraken’s Eye – Absolutely unplayable. 14th pick.
Lava Axe – Oh look. It's heartburn on a stick. Not useful except in a super aggressive deck, and even then I’d much rather have Act of Treason. 9-12th pick.
Levitation – Not the worst card. It's better than Kite Shield or Dark Favor. It ends board stalls if nothing else and it always tables. 7-11th pick.
Lifelink – There are better cards than Lifelink. Lifelink is only good if your opponent has no removal spells and you have all fatties. But if you have all fatties in your deck, you’re probably not going to do well. 12-14th pick.
Lightning Elemental – Normally a terrible card about 85% of the time since it trades with all 2 or 3 drops. Best case scenario is when you get in 4 damage before your opponent inevitably lays down some random weenie. 9-12th pick.
All in all, I feel satisfied with M12. It’s a little harder than previous sets since there are all these bomb mythics going around, but it allows newer players a chance to come out on top. In the next article, I’m going to go over the rest of the card choices in M12 as well as giving a rundown of what decks you’re looking to build depending on your card choices.
Rate Article
Discuss Article
Click here
to discuss this article in forum or leave comments for the author.
RSS Feed
This article is provided to you by CardShark.com - A Better Way to Buy and Sell Collectable Games Online.
Please check out the rest of our site - you won't be disappointed.
View More Articles