#5: Adapt
Yea, it's trendy and all
to bash adapt these days. The mechanic is solid for Traditional
Limited, where having early plays that are good draws later on is
important, but Best of One isn't really about that. Mana sinks are
significantly worse if you can expect to have spells to spend all
your mana on for a long time, and the opening hand fixing makes that
much more likely.
That said, this is a good
Vanilla Test reminder. I'm not going to drop a card in value because
it has adapt that I don't think will be activated that often, I just
think its baseline stats will matter more. Aeromunculus is a perfect
example of this. I would gladly play a three mana 2/3 flier in Draft
without an upside, the fact that it has adapt is just nice on top of
a solid playable. Take and play the already fine bodies with adapt,
as at the worst the ability represents a combat boost making blocks
difficult, but don't fiddle too much with the ones that make you
spend extra mana before you get something out of them.
#4: Addendum
The difference between
Best of One and Traditional matches has almost no impact on addendum.
The power level of each addendum card is largely tied to the literal
text printed on it.
One we have the full set
revealed, then we can start making some second level assumptions. For
example, Sphinx's Insight is pretty mediocre in Best of One by virtue
of being an expensive way to draw few cards. When trying to evaluate
addendum cards in context of Best of One, ask the following
questions:
-Does this card tangibly
impact the battlefield, or am I using a valuable durdle slot on it?
-Am I overpaying for this
effect if I cast it on my main phase?
-If I wait to cast this at
instant speed, am I always going to want to cast it? Or do I have
other things I would want to cast instead?
#3: Spectacle
Spectacle is pure
weirdness on this scale.
By default, a mechanic
that rewards you for getting ahead and attacking should be a bit
better in Best of One. So Level Zero is that it is better in a
vacuum. But spectacle isn't mentor that always rewards you for
attacking, and you can get bricked by good blockers and suddenly your
spectacle deck looks bad. So Level One is that spectacle is worse
against properly adjusted opponents.
But some of these
spectacle cards make it look like conditional kicker, which if it
comes with a cost increase goes back to the same metrics as adapt. If
I want to play the card normally, great it has an upside. If I don't
then I'm not going out of my way for anything short of an exceptional
effect. Rafter Demon is well into unexciting territory, and Light up
the Stage is an unexciting mana for minimal cards proposition.
So this ends up being
another wait and see. The questions are simpler though.
-Is this spectacle card
baseline good?
-Can other decks reliably
stop me from turning on spectacle with blockers?
I have a feeling that the
answer to both is sometimes, so I expect spectacle cards to either
gain a fair amount or lose a lot in Best of One on a case by case
basis. Watch out, don't get fooled into playing below average things.
#2: Afterlife
One of the things I
highlighted as amazing in Best of One draft is card advantage that
plays directly to the battlefield. Afterlife is just that. You cast
your creature, make an exchange, and there's still free Spirit tokens
for future combat needs.
Once you put tokens on a
mechanic, it can really skew a format. Afterlife might be enough to
take Ravnica Allegiance Best
of One down a peg from aggressive to just proactive. One
toughness attackers are going to be really bad because they trade for
the back half of a normal Orzhov card.
It also has some Level Two
impacts on other mechanics. Slower decks are going to need a number
of ways to stop small fliers, and cheap removal that doesn't exile is
going to look kinda dumb if it leaves them with a Spirit token. These
both point towards spectacle having a metagame upside, where larger
ground creatures can attack profitably into the <a
href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Hitchclaw+Recluse"
target="_blank">Hitchclaw Recluse</a> style cards used to stop Spirit tokens and where your opponent needs
creatures to stop attackers and not all purpose removal.
#1: Riot
Riot is basically the
perfect Best of One mechanic. Haste for games you are racing, larger
creatures in games that come down to actual combat fights, and all
around just bigger and faster battlefield presence.
In many formats, afterlife
would be the defining mechanic for Best of One Limited, but in
Ravnica Allegiance Riot
ensures huge creatures will be slamming into those 1/1s. The extra size ensures tokens are worth only fractional cards and aren't able to chip away relevant
life totals over time. Oh, and having larger creatures makes
spectacle enabling attackers less likely to be profitable attacks.
Riot
as a mechanic is just raw power on a lot of axes, and all that is
magnified in Best of One Limited. It isn't a snowballing, format
defining mechanic like mentor was in Guilds of Ravnica,
but I expect Gruul to be a strong contender for best guild just based
on it having cards like this.
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