Friday, August 5, 2016

Special Report: Lone Rider // It That Rides As One

Eldritch Moon has waxed over us.  Amid price spikes and and pro tours, the booster draft format for EMN is young, impressionable and complex as the common spell slinger continues to explore.

One shadow is being cast long over the format, one looming figure instilling fear in drafters.

I like to refer to him as The Saint of Killers.



Lone Rider // It That Rides As One

The fact that this card is found at uncommon rarity shakes me to my bones. Without the ability to flip, this card is still an interesting, pesky creature likely to draw your opponents removal. The flip side is a veritable win condition. Life gain is a trivial matter for Lone Rider, as it will be diving into enemy ranks before any board state is truly established. Spells like Blessed Alliance and simple battle tricks like Shadow's Over Innistrad's Strength of Arms and Aim High can be found easily late. If not dealt with on turn three, maybe four, Lone Rider is very likely to become It That Rides As One, a concession is likely to follow (unless playing a Black deck -- this player may try to draw Murder before conceding).

"Aha! A reason to play me!"
With an equipment or Aura attached, a la Lunarch Mantle (or Senseless Rage or True Faith Censor), It That Rides As One will be a titan on the battlefield, representing a game winning threat as well as a lifelinking wall, something no one wants to attack into.

Lone Rider is held back by its one toughness, whereas First Strike will allow it to attack into plenty of early board states, this is a format with plenty of one damage spells.  There are few 1/1 creatures in Eldritch Moon, and with the emergence of spells like Make Mischief, Galvanic Bombardment, the pinging ability of Weaver of Lightning, and Borrowed Malevolence all seemingly designed to stop the Saint of Killers in mid-gallop.

The Natural Enemy of the Saint
Blue/Red is shaping up to be the most sought after deck in the format, but this dark horse easily fits the saddle of an underdog. White/Green Humans had a presence in the previous SOI format, and the synergies to be found there are only deeper, keeping the archetype pinned to #3, if not #2.  B/R is likely to have multiple drafters at a table, so never fear to take this card very early in the draft, and start looking for incidental lifegain. It is also a great signal card, so if you see this passed to you beyond the third pick, you can assume either your opponent opened Thalia (if its Bruna or Gisela, you'll be able to see) or, much more likely, white is a wide open plain awaiting the hooves of righteous horror.


Tuesday, April 12, 2016

Shadows Over Innistrad Booster Box Opening!

We got our hands on a booster box, and we open it for you!




Stay tuned for more openings!

Friday, April 8, 2016

Limited Attention -- Shadows Over Innistrad's Most Wanted -- Green!

Keep eyes peeled and diligent in search of these draft picks, and pursue with extreme prejudice!


AUTUMNAL GLOOM // ANCIENT OF THE EQUINOX



Green is heavy into Delirium. Green/Black is good, and is very delirious. This card is good before it transforms, enabling your delirium with a cheap effect that only requires you to have some black mana to make cards fall like dead leaves into your graveyard. Once you have a 4/4 trample/hexproof Treefolk on the board, you are way ahead.
 Preferred Draft Pick: 2-5




CRAWLING SENSATION


This is another Delirium enabler, and one that will fit into more decks. This card can reliably give you 1/1 tokens starting on turn 4. This is a deceptive enchantment that may escape your opponents notice at first, but after two turns on the board, one is likely to have Delirium activated for your other cards, and you've taken 5-7 less damage thanks to your chump blocking insects. Graveyard hijinks decks will go crazy with this deck, gaining value from plenty of creature cards as they hit the graveyard. 
Preferred Draft Pick: 4-6



INTREPID PROVISIONER


Human tribal synergy may not be the most flavorful in the set, but it shall not be denied. Intrepid Provisioner is a solid body that passes the vanilla test thanks to a Trample ability that will keep it relevant after it's Entrance ability has resolved. In most color combinations, you will find Human creatures for your deck, not least of which being Green/White. 
Preferred Draft Pick: 4-6




WATCHER IN THE WEB


When I think of this card, I think of a Command & Conquer RTS game where you click a spot on the map and out pops a bunker, ready to be your defensive rock as well as take down a bunch of bad guys. If you play this card, defense is no longer what you have to worry about. It survives against most threats and removal spells, and locks down any flyers that might come your way (most of which having 1-2 power). Conversely, seeing an opponent drop this will seriously challenge one's gameplan.
Preferred Draft Pick: 4-6



PACK GUARDIAN


We all are going to be very accustomed to discarding lands during this set. Putting 6 power onto the ground on turn four is very nearly ridiculous. Even should you play this late game, you will still very likely get a great block or a very punishing attack in with this card. Getting full value from it is not a far shot to make, and will have double the effect on the board (if not your opponent's life total) than a card like Goldknight Castigator, a fellow four-drop. This card could almost deter players from laying a 5th land. At Uncommon, this could very well be THE reason to play Green. 
Preferred Draft Pick: 2-4


More bulletins as they develop! Stay tuned to InstantSpeedMTG.com!
DRAFT AWARE!