Friday 24 May 2013

Limited: DGM Common tricks list

Play around this card.
A checklist of combat Instants to expect in DGM:
R Rubblebelt Maaka (Bloodrush)
R Weapon Surge (no Overload)
1R Weapon Surge (Overload)
WU Deputy of Acquittals
3B Fatal Fumes
4R Punish the Enemy

So in a DDD draft, any opponent with R up has two likely combat tricks: Rubblebelt Maaka (on attack) and Weapon Surge. We can count Weapon Surge as two different combat tricks, though the 1R Overloaded version is more likely to cause blowouts.

Without red mana, the likely combat tricks are just a 2/2 Flash creature and some overcosted removal spells.

(The list here is very short -- it is only the commons that can get played and affect combat at instant speed. It also excludes Mending Touch, Riot Control, and Mutant's Prey, which probably won't make your opponent's deck.)

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