M11 Draft Strategy | Playing With Magic 2011 Core Set’s Bombs


by Roberto Castro-Mahoney

So it’s been a while since I’ve discussed M11 draft strategy but it’s that time again!  I see people get confused (sometimes) about how to incorporate a bomb into their deck or how to play around an opponent that has bombs.  While most draft strategy comes from uncommons and commons, a total of twenty-four rares get opened every draft, and an average of 1.4 each of cards like: Mind Control, Sleep, and Fireball.  So how can one stay sane and make the correct plays in the presence of such bombs?!

Here are some general guidelines towards  both playing with and playing against the types of bombs you’re going to see.

So how do I build around my bomb?
If you get your bomb early it’s much easier to figure this one out.  You decide at what point in the game your card will dominate, and build your deck around getting to that point.  If it’s a big game-ending creature like a Titan then its time to start valuing cards like Cultivate and Foresee very highly because they’ll both thin your deck to find and play your giant as well as give you the lands to play it.  With all aggressive bombs (Titans, Dragons, Sleep) you want to make sure you have enough lands to curve out with creatures and top the curve with your game-ender.  With more controlling cards like Chandra Nalaar and Day of Judgment you don’t need as many lands (you’d rather have creatures in your hand to dump on the table after the board gets cleared out.)

Later in the draft it’s harder to adapt your strategy but never impossible.  If you’re in green you likely already have a Sylvan Ranger or Cultivate, and the mana for off-color sexiness isn’t a problem.  Blue will have card-draw, green will have fixing, and no matter what Terramorphic Expanse is still good.  (Note: most decks are better with two Mountains + Fireball no matter what).  When you do get a 3rd pack bomb it can be trickier to build around, but do your best to think how it fits in your deck and use the next thirteen picks to fill the gaps in your strategy to make your bomb viable.

So how do I play with my bomb?
The first mistake a new player will make is exclaiming: “Yes! Royal Assassin on turn three!” only to watch as the ‘lightning rod’ of Alpha earns it’s keep once again.  Your best card is often not your first play.  Take note of the colors on your opponents board and decide what removal package they might have.  If they’re UW and you have an answer to Ice Cage in hand then play the Assassin the moment Mana Leak can’t stop it. Though if they’re red, its time to dance around the Lightning Bolt in hand by offering up a slightly less saucy creature as sacrifice. Many bombs require patience.  Decide before you cast it whether or not the risk of it getting killed by the only removal spell in your opponent’s hand is outweighed by the chance you win the game asap. Simply put, you should familiarize yourself with every removal spell in the format and know them well. This can let you drop your Grave Titans against a black player with confidence, because their Quag Sickness and Doom Blade likely aren’t good enough to stop it.

Telegraphing a bomb can be your worst nightmare. Don’t be obvious with your plays, for instance never tap an obscene amount of mana for your Frost Titan, then change your mind and try to lure out that Doom Blade with an Azure Drake. This kind of thing is fine against less skilled players, who often think nothing of people untapping mana, but to a pro he’s now got a read on you for a big ol’ fatty, and will hold removal for it if possible. Of course, you can also use this kind of telegraphing to your advantage in the form of a bluff. My favorite card to pair with Day of Judgement is Squadron Hawk; I have the ability to gum up an early board before a sweep, or win with three flyers, or swarm a board post-Wrath. The neat trick though: if you go and fetch two Hawks out and DO NOT play them (or any other creatures) your skilled opponent will read you for the wrath.  On a board where the Hawks aren’t important or when they’re totally outclassed by his curve, use this trick and buy turns upon turns.  I had a game lead off with Elf > Sacred Wolf > Prized Unicorn from my opponent, compared to my turn two Hawk.  The Hawk traded with the Wolf and then I opted to NOT play my other two birdies.  Why?  He was a Green deck based on ramping out fat creatures, and my hand was low on gas and no removal.  If I try to play Assault Griffin then my opponent will put out a 4/4 and I’ll lose quickly.  Make sense?  He had no choice but to assume I had Day and thus didn’t play more than a couple 2/2s.  I eventually play Serra Angel and dominate from there (with Hawks chump-blocking VERY effectively).As another note, if you’ve got your opponent on the ropes game one, don’t go for the flashy win with your bomb rare. Yes it’d be fun to finish him off with Baneslayer Angel, but by not revealing your game winner, they cannot play around it in the next match, giving you an incredible edge. On the flipside, if you had to show your bomb game one in order to win, know that your opponent will likely be anticipating it, and the game dynamics are going to change accordingly.

So how do I play against bombs?
Often the answer to this question  lies in your sideboard.  Bring in the Naturalize or Plummet for Platinum Angel, bring in the Combust or Deathmark for Baneslayer, etc.  Bombs like those often win game one outright, so in game two you need to know how to win, and the win usually involves keeping those bombs off the table.  First decide whether or not your deck can answer the threat.  If you have the sideboard cards or maindeck answers then go second and play a controlling strategy where you avoid using any removal until you see the bomb.  This will only work, though, if you’re sure the rest of your deck is better than theirs; beat them through attrition of better creatures and slay their only real threat.  If you think their deck is better than yours you need to only save the spell in the midgame.  Early-game you chance that they don’t have it and you go for the juggular.  If the game does stall to midgame you can’t afford to Plummet that Cloud Crusader unless it’s for the win.  Save it for the Angel because otherwise you have no chance.

Keep in mind the different answers your deck has for potential huge threats.  Even if you have RRXX open and Chandras Outrage is the efficient way to kill their X/3 creature, consider using the Lightning Bolt instead.  If you know your opponent has a Garruks Packleader which could outdraw your red deck all day long, then by all means sacrifice mana efficiency for the chance to keep the right removal around.

Anything else?
Here are a few cases where neat tricks will help you beat your opponents bomb or make yours even more powerful

Squadron Hawk + Day of Judgement
We already went over this one.  Hawks is great before or after Day and you can convince good players to think you have Day by not playing the second/third Hawk from your hand.

Lilianas Spectervs. Obstinate Baloth
The Baloth is one of two Rares that shows up on MODO’s “Most Winning First-Picks” top10 list, the cards which; when first-picked; brought the most decks to victory. It’s because Mind Rot and Specter are both a huge deal in the Black archetypes and getting a ‘free’ 4/4 on turn three is a huge deal.  If you have the Baloth, try and give the opponent two chances to cast discard, while dropping your other creatures first.  Don’t sandbag it longer and especially not if it’s your only 4-drop.  Rock it out and beat face.  If you are the black player and you know about the Baloth you follow a similar pattern.  DO NOT cast Specter on turn three or four, sometimes not even turn five.  Give your opponent a full chance to cast Baloth, force them to decide “he doesn’t have any discard.”  The turn after they pass with no play and mana for Baloth it is now safe.  Get your card-advantage on!

Conundrum Sphinx + Your Deck
If you have a Crystal Ball, Augury Owl or even Preordain then you’re basically cheating out some free draws with the Sphinx, but otherwise this card is tricky.  Obviously if you’re pinned against a wall and NEED a card to survive then you name it. Otherwise you want to look at the full potential it can give.  Until you have enough lands to cast Foresee and another spell you can always use more lands.  Name Island if you need Harbor Serpent online or another land if there’s more in your deck.  Once you know you have enough lands to reliably cast all your cards is when you can play the die-roll.  Usually name the card that is the biggest problem for your opponent.  In a gummy situation name cards like Foresee or Diabolic Tutor so you can decide later what card is best.  Neat trick: if the game is going to end and you’re sure of it, name something you want your opponent to play around next game (Sleep, Mind Control, etc.). This is a great way to scare them off the next game, terrified of a Sleep you don’t even have in your deck and accepting bad trades because of it.

Hope this helps you in your next M11 draft!  We all try to build the best deck with the commons available to us but sometimes you have to play with/against the Big Boys and knowing how they interact with your deck will help you understand them and win no matter what obstacle.  Good luck!

-Roberto Castro-Mahoney

About Roberto Castro-Mahoney (pRoberto)

Tired of beating through multiple Top 8's without a PTQ win, Berto has finally dropped his Heroes of Newerth habit to start grinding and testing. Sadly, he has a man-crush on Pili-Pala so probably won't win one this season...