Phyrexia: All Will Be One – Draft Review – Gold, Artifact, and Lands



Phyrexia: All Will Be One will be out soon, so let’s look at all the gold, artifact, and land cards, and how they’ll do in draft!

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17 thoughts on “Phyrexia: All Will Be One – Draft Review – Gold, Artifact, and Lands”

  1. I am thinking of red-black as an oil deck with aristocratic leanings, rather than a true sac deck. If it is, I think that the available For Mirrodin! equipment might work out well in it, as many of the oil gain triggers tend to care about losing artifacts or creatures, and the sac effects mostly work with token creatures or equipment.

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  2. I’m pretty happy with Nahiri being a mythic. Being able to essentially haste reanimate a creature for 4 mana and have the means to load the graveyard how you want to as a + is not something I want to see at every draft.
    The amount of planeswalker removal on the set at least makes things a little easier for those going up against some of these planeswalkers.

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  3. Typically my friend and I do two headed giant sealed for prereleases, and with poison counters running around en-mass for the first time and a long time, it’ll be one of the few times where ten poison counters isn’t actually the game winning number!
    At 15 being required to do lethal, it’s far less simple to simply proliferate until you win, but with the right tools it can still be done. The “each opponent gains a poison counter” cards become twice as effective, and some of the F cards that effect more then one player can be much more useful given that they also assist your ally.
    I’m excited to play with these new cards for sure.

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  4. Thanks for these reviews, I appreciate your perspective! Too many others try to find some version of “well, this card could be useful when X” and you’re just “nope, not playing this, F for me!” Looking forward to your early access stream!

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  5. I don't understand why you are never attacking with your 1/5 (rotpriest). It gives 3 poison and can kill any one blocker.
    Obviously it dies to double or triple blocks, but outside of that it wins in four hits, or three with a single proliferate. Do you expect a poison kill to be so rare?

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  6. Hey John (I noticed you do share your name and city)! Just finished this series. I am using these vids because as a constructed player I want to know what not to overlook in my sealed pool this friday at the LA Moods prerelease. I am noticing that green seems poised to dominate sealed/draft this set (as it all too often does) because of just solid creature options at common, but I am wondering from your experience at the preprerelease if there were any themes that you feel are likely to be over- or under-rated in early limited?

    My early impression from running sealed pool simulators and forcing myself to make the deck even if the pool sucks is that the easiest colors to fill out a creature curve are green, red, a few empty spaces to emphasize how good green and red 2-3 drops are at common/uncommon, then black, white, and blue in that order. Black and white also seem to have by far the best removal as expected and shine as support colors alongside a green or red creature curve. The most feast or famine color is seemingly white, where either you are crushing skulls with all your awesome aggro creatures and premium removal or you're just opening a playset of the dumb 3/4 for 4 that bounces your guy or the crappy tapper on 1 and don't touch it with a 10 foot poll. Am I getting anything horribly wrong here from what you've seen?

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