Wednesday, August 27, 2014

Drafting M15: White Commons

In this series I will try to review all the cards of M15, starting with the commons.

The Green commons:
The Black commons:
The Red commons:

Now its time for the White commons.

Here they are, in order of perceived power for Draft.

Triplicate Spirits: If you have played any M15 limited, you know that this is a format defining card. Once again a white token making card breaks a limited format, just like Battle Screech in VMA. Just the fact that this card makes Negate maindeckable in M15 limited should make you take notice of it. This is the best common in the format by far.

Raise the Alarm: Its main use is to enable Triplicate Spirits. Still, two bodies for two mana is a great deal in this Convoke format. Draft this highly.

Pillar of Light: You deal with the small threats with your horde of white creatures. You deal with the big threats with this. Don't forget that Kinsbaille Skirmisher can help you get rid of those creatures with 3 Toughness. Do not be afraid to sideboard this out if you don't see at least one target in the first duel.

Sanctified Charge: It is so obvious but yet so powerful that your opponent really can't do much when you cast it. It will punish him severely if you play at least 15 creatures or creature creating cards.

Kinsbaille Skirmisher:  Just a bear with a solid upside. Helps with Convoke. Helps defend. Helps Pillar of Light. Overall quite hard working.

Oreskos Swiftclaw: He dies to everything but he will often take someone with him to the grave and, in those rare cases when your opponent stumbles, will punish an opponent early some of the time.

Razorfoot Griffin: Not the best flyer of all time, but this is a card that will be played and will do work. Put to shame by the blue flyers.

Midnight Guard: A solid body that untaps when you need him the most for Convoke costs or blocking. Very solid.

Sungrace Pegasus:  The Pegasus has impressed me. There are many ways in this format to make him extremely useful and can often trade for a x/1 creature if nothing else.

Heliod's Pilgrim: This guy goes in his deck and not in others. If you have three of him, a Spectra Ward and four more enchantments to target, you are set to win the draft. If not, be careful and think twice before maindecking him.

Oppressive Rays: Does a lot less than you think it will do. Most playable in a very aggressive deck.

Selfless Cathar: Useful 1-drops that are not dead draws in the late game are very good for the Convoke deck.

Marked by Honor: This risk of getting 2-for-1ed is huge and you really don't want to play this but it will serve quite adequatly as your Heliod's Pilgrim target 2-4 if you have to do that.

Ephemeral Shields: Often the creature you save with this is not better than the creature you would have played instead of it. Do not play unless you are starving for playables.

Solemn Offering: An excellent sideboard card.

Soulmender: Annoying and convoke enabler. Maybe a 23rd card, hopefully not in your main deck.

Divine Favor: If your opponents removal is all red and damage based, this actually becomes quite good. If he has any other color in his deck- which he probably has - you do not want to play this card. You could make a case for it in a heavy Pilgrim/Broodkeeper deck, but you really should be looking for something - anything - else.

Tireless Mercenaries: Horribly overcosted.

Meditation Puzzle: Never play cards that just gain you life unless you get 20+ life. This is not worth a card and will not help you get back in the game. Remember that when you draw this, your opponent draws yet another threat and develops his board while you accomplish very little. Never play except against a deck with three or more Lava Axes.

Here is an interesting vote about card ratings in M15 that I found useful:

Next time: Blue Commons!

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