Drafting with
Kaladesh
Kaladesh has been available for a
while now, and today I’m going to talk about drafting with it. I’ve racked up a
few drafts and gotten to know Kaladesh in a limited environment, and what I’ve
learned is that it’s a very efficient set.
First, let’s take a look at the keywords and
mechanics new to Kaladesh; Create, while not technically a keyword or mechanic,
is a new, and shorter way of saying “Put a token onto the battlefield”. While
most players use Create as the term for making a token already, it’s nice to
see it on cards now and it makes more room for possible text on future cards.
Vehicles are a new artifact sub type. These
are atifacts that have a power and toughness, and sometimes abilities, and can
be turned into creatures via another new ability, Crew. More on that in a
little bit. While a Vehicle is in any zone it is classed as an artifact,
meaning anything your opponent has that targets a creature, possibly to destroy
it, has to wait until you choose to turn it into a creature. Like other
creatures, Vehicles also suffer with summoning sickness (can’t attack the turn
they entered the battlefield) so Crewing one on the same turn I useless.
Onto Crew, and you can Crew a Vehicle
by tapping any number of creatures with power equaling the Crew number. For
example if a Vehicle says “Crew 3” and you have a creature with three power,
you can tap that creature to turn your Vehicle into a creature until the end of
turn. This ability isn’t just at sorcery speed either, so you can activate a
Vehicle in your opponent’s turn to block. As a last, kind of confusing piece of
information, Vehicles can Crew other Vehicles. So, just in case you’re heavy on
Vehicles and only have enough power to Crew one of them, provided that Vehicle
has enough power, you could use it to Crew a larger one.
Kaladesh is rich with a substance
called Aether, a form of pure energy. It can be harnessed and put to various
uses. Energy counters can be gained from cards as part of the effect and used
in combination with most of the cards in Kaladesh by paying an amount of
Energy. A nice, clean example of this is a 1/3 creature for 1U that gives you
three Energy when it enters the battlefield and, as part of its ability, you
tap and pay one Energy to Scry 1. This does provide another thing to keep track
of, but this is a very fun mechanic. There are a lot of little exciting
interactions with Energy and it’s all over the place so you won’t find yourself
short.
I’ve left Fabricate until last because I
believe that, while Energy may be the more prominent mechanic with its new
symbol and such, Fabricate is the better of the abilities. Fabricate, along
side a number, appears on creatures and give you an option to put that many
+1/+1 counters on that creature or create (see what I did there) that many 1/1
Servo creature tokens. This is where that efficiency I was talking about
earlier comes into play. With this option, you can quickly turn the tide of a
game; sometimes your opponent has a couple of large creatures and you need more
numbers to attack round them, sometimes you need a threat to start attacking
your opponent with. As your decisions can change rapidly throughout any game,
the versatility of Fabricate makes it perfect for almost any deck. Couple that
with the fact that most of the creatures with Fabricate are very efficiently
costed, a 2/1 for 2WW with Fabricate 2 for example, makes it a very powerful
ability.
In my drafts, I have tried a couple
of different strategies and I would say all have their merits. You can draft
all the Energy cards, basing a strategy around first picking or hoping to get
passed a Dynavolt Tower or Multiform Wanderer. Most of the cards in this set
will give you Energy counters in some way but the main problem with this
strategy is finding something to use them with. At least I thought. In my fist
drafts I went down the Energy line, it worked well for my Pre-release card
pool. In this format however, it was slightly different, I was looking for a
big Energy sink as a game winner, when in reality I should have been using my
Energy across the board. Using Energy as more of a background ability, more
sparingly from less cards in your deck, in my experience had a greater affect.
However, in a red/green aggressive style deck, using Energy in combination with
such cards as Voltaic Brawler, Longtusk Cub or Bristling Hydra, like I got at
one point, can be devastating. In that case I guess you had a nice draft and
enjoy your prizes, and I did, but in a more representative draft utilizing your
Energy in conjunction with cards like Eddytrail Hawk or Servant of the Conduit
in a more conservative way can be very valuable. Before I leave Energy, I want
to talk about one card, Harnessed Lightning.
An instant for 1R, this card targets a creature and then gives you three
Energy. You can then pay any amount of Energy to deal that much damage to that
creature. Note that you don’t have to use any Energy if you don’t want to and
you don’t just have to use the Energy that Harnessed Lightning gives you, you
can use any Energy from any cards. This card is a removal all-star in this set,
in the right deck it can take out any creature and can be used as free Energy.
If you see this in the pack, take it. It’s splashable and very good.
As much as I like to draft an
aggressive deck, sometimes it doesn’t happen and you have to change you plan of
action. Fabricate is a perfect for slower decks, clogging up the board until
you get to your end game, and can quickly turn aggressive when you find an opening
to start bashing away. Most of the time I opted for a mix of the two, using
cards like Inspired Charge and Engineered Might, alongside Fabricate creatures
and other creature token makers, to make a lot of power across a lot of
creatures. This strategy proved quite difficult to play against with most of my
opponents having to find many of ways to get rid of many creatures, while being
very aware of a possible combat trick in the form of +2/+1 to all your
creatures at instant speed for four mana. Even if you don’t find a mass pump
spell for your creatures, or you find yourself playing a more controlling deck
that can make a few Servos every now and again, you can find that four or five
1/1’s can get the job done just as well. One card to touch on is Visionary Augmenter, the four mana 2/1 I talked about earlier. This creature is very
efficient in both cost and ability; three creatures for four mana on turn four
is pushed but with the ability of just being a four mana 4/3 is very solid.
Another sure pick.
The last strategy I’m going to talk
about today is a red/white draft. Red and white creatures in Kaladesh can be
very aggressive and very efficient. Usually above the curve as well, meaning
for example a 3/2 for three mana, not only with the ability to give another
creature type a power/toughness bonus, but create that creature type for four
mana as a secondary ability. Other good uses for these creatures can be to Crew
Vehicles. Vehicles can be used in any type of deck, but they seem most powerful
in a good red/white draft with a few creatures that trigger when they become
tapped. With cards like Gearshift Ace, Speedway Fanatic or Spireside Infiltrator, you can pick up a couple of Vehicles to Crew, gaining an advantage
such as bonuses to Crewed Vehicles and more synergy with your small red and
white creatures. If no good Vehicles show up or you find yourself fighting for
the Vehicles deck, fret not, there are plenty of creatures just itching to
attack such as Brazen Scourge or Lathnu Hellion. Add in a couple of cheap
Fabricate guys and you’ve got a very powerful, low costed deck. Well take a
look at some of the Vehicles in a second but one red/white card worth talking
about is Veteran Motorist. RW for a 3/1 creature is a very aggressive turn two
play. This guy also Scrys 2 when he enters the battlefield, as weird and out
of place that may seem but design isn’t my job, so now you have an aggressive
two drop that can fix your next two draws. The last ability on Veteran Motorist
is, when it is used to Crew a Vehicle, that Vehicle gets +1/+1 until the end of
turn. So, all in all, we have a two drop ready to attack with added card
manipulation and extra benefit for Vehicles. Granted at an awkward cost, but at
two mana it means you’re going to be feeling good when your opening hand
contains a plains and a mountain.
So, now with the new sub type, let’s get
better acquainted with some of these Vehicles:
Cultivator’s Caravan is three
colourless Mana artifact that taps to add a Mana of any colour to your Mana
pool, Crew it for three power and it becomes a 5/5 creature. It can put you
essentially one turn ahead with the extra Mana or if left unblocked, is happy
to take a quarter of your opponent’s life total making it a easy pick if you
see it.
Fleetwheel Cruiser is a four colourless
mana, 5/3 Vehicle with trample and haste, that can be Crewed for two power. The
nice thing about Fleetwheel Cruiser is that it becomes a creature when it comes
into play. Meaning you don’t have to Crew it and you can attack with it
straight away. But even only taking two power to Crew it means it won’t take
away too much of your attack force while giving you a creature that could
trample over for the last points of damage.
Smuggler’s Copter is probably the
best of the Vehicles, being a two colourless mana, 3/3 Vehicle that only takes
one power to Crew. Sounds pretty good right? Wait, there’s more. Whenever
Smuggler’s Copter attacks or blocks, you may draw a card and if you do, you
must discard a card. A 3/3 with a loot ability is absurd, yes you need to tap a
one power creature to attack with it but it’s definitely worth it. Two things
to note, the first being that you draw first and then discard. It has become
more common in recent Magic sets to discard before the draw, so in situations
like this you get the extra information from the draw and then can choose which
to get rid of. Second thing to note is the fact that Smuggler’s Copter triggers
when it blocks as well as attacks, so sure you don’t hit for three damage, but
you still get to fix your hand slightly while maybe taking out one of your
opponents creatures.
Skysovereign, Consul Flagship. The
poster Vehicle of Kaladesh and I can assure you it’s a big hitter. A 6/5
Vehicle for five colourless mana with Crew 3. That’s pretty good on its own in
my opinion. It also has flying and whenever it enters the battlefield or
attacks, it deals three damage to target creature or Planes-walker your opponent
controls. Told you it was a big hitter, having an immediate effect usually
resulting in destroying a creature, or maybe a Planes-walker if you get lucky.
You’re able to do that each turn as long as you can Crew it and as long as it
goes unchallenged it can very quickly and very easily take out all of your
opponent’s creatures.
As I continue with my drafts and
sealed events, I’ll continue to explore, using different cards and trying
different things. If you like idea of drafting with Kaladesh, head down to your
local game store to find out what day they hold them. Otherwise, keep checking
back to Game Changers for more drafting stories and tips.
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