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Important Concepts of Sealed: Time Spiral Block - Part 1. -
by fatguy_poolshark - posted 4/19/07 - discuss
here
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Welcome to part one of my two article series over sealed
and specifically Time Spiral sealed. During the first part of the series, we
will explore the basics of deck building and some of the best draft commons and
uncommons in each color. In part two, we will look further in depth at the
sealed bombs in Future Sight. As sealed is a very complex and deep subject, this
article will only scratch the surface of a format that is more challenging than
constructed Magic. Before we are ready to look at that much detail, let’s go
over some of the basics, such as….
40- Always, and I mean
always run 40 cards in a sealed deck. This is a simple issue of math. If you
have one bomb in your deck and run 40 cards, you are 50 percent more likely to
pull your game winning card than if you are running 60 cards. I hear players
all the time say, “well I got SO many good cards.” No you do not; regardless
of card quality, there is a difference in the power level of almost every card
in a sealed pool. This difference will determine what will make the 40 card
cut and what will not.
3- The average sealed deck
will run three colors. Usually, this consists of your two main colors and your
third or splash color in which you are probably running five cards at most in
this color. Sometimes, two colors in your sealed pool have enough power to be
run without splashing for a third color. Those sealed pools are rare, say one
out of five. Usually, your splash color either contains a couple of heavy
hitting finishers or a few good removal spells.

Removal- If your sealed pool
will support it, run any solid removal spells you might have in the pack (i.e.
Lightning Axe, Sulfurous Blast, Strangling Soot, Dark Withering, ect.) Removal
spells save you from your opponents early creature rush and hopefully kill
their late game bombs.
Evasion-
When deciding on creatures in Limited, things that are unplayable in
constructed suddenly look a lot better in Limited. Take Jedit Ojanen of Efrava
for instance. In constructed, he is not tournament worthy; however, in Limited
if he hits the board and stays a couple of turns, you probably win the game.
Good abilities to watch for in Time spiral block are flying, shadow, land
walk, and fear. These kinds of abilities are what separate a generic 2/2 from
a playable game-winning 2/2.
Land- In a generic 40 card,
three color deck, you generally will want to run 17 lands, give or take one.
Learning the land mixture that is right in a sealed deck is an extremely
complicated process. Suffice it to say, your splash color probably shouldn’t
be more than four or five of your lands at most. Also, be sure that if you
have a storage land in your colors (even if it only produces one of your
colors) to run it. Also, Prismatic Lens is a very good card to run for color
fixing and colorless mana excel. The same goes for the totems.
Defense- Another mistake I
see some players making is running a large amount of defensive cards. Walls
and fog effects in general aren’t playable (exceptions do exist including Wall
of Roots.) The problem with defenders in Limited is the same problem they have
in constructed. Defenders don’t win games; they simply help to prevent you
from losing. However, they do not do this well enough to warrant running them
and losing a slot to another removal spell or game winning creature.
The basic principles outlined above are relatively easy to
follow, and while not set in stone, are generally accepted strategies. Now that
the basics are out of the way, we shall take a look at the strengths of colors
in Time Spiral Block Limited. The opinion outlined below is based solely on
common and uncommon cards; rares will have be evaluated on their own strengths.
White- White in Time Spiral is
the color of flanking creatures and creature pumping. Cards like Celestial
Crusader, Duskrider Peragrine, Fortify, Griffin Guide, Knight of the Holy
Nimbus, and Watcher Sliver are solid cards in white.

Black- The color of murder and
downright sneakiness. With such bombs as Assassinate, Corpulent Corpse, Dark
Withering, Phthisis, Skulking Knight, Sudden Death, Strangling Soot, and Urborg
Syphon-Mage in Time Spiral, make Black a very solid color for Limited.

Green- Land appearing and
monsters rearing, that’s the theme of Time Spiral Green. The power that Green
has: Greenseeker, Might of Old Krosa, Might Sliver, Nantuko Shaman, Penumbra
Spider, Phantom Wurm, Search for Tomorrow, Scryb Ranger, Strength in Numbers,
Yavimaya Dryad and especially Tromp the Domains (arguably the best finishing
spell in Limited), usually makes Green a GREAT inclusion in many sealed decks as
far as creature base and mana fixing is concerned.

Blue- Time Spiral Blue has
largely been a color concerned with bouncing things (like Blue always does) and
efficient fliers like the Errant Ephemeron. Creatures and spells to keep a look
out for in your sealed pool are: Crookclaw Transmuter, Drifter il-Dal, Errant
Ephemeron, Dream Stalker, Fledgling Mawcor, Riftwing Cloudskate, Snapback,
Spiketail Drakeling, Think Twice, Tolarian Sentinel, and Viscerid Deepwalker.
Blue is definitely a power house in Time Spiral sealed.

Red- Ransack and mayhem are
the order of the day when red comes to play. In Time Spiral, the creatures
aren’t the greatest, but the burn spells are second to none. A few cards I
recommend for Limited play include: Bonesplitter Sliver, Conflagrate, Empty the
Warrens, Firemaw Kavu, Goblin Skycutter, Lightning Axe, Mogg War Marshall,
Orcish Cannonade, Rift Bolt, Sudden Shock, and the board wiping Sulfurous Blast.

I hope you enjoyed this foray
into the realm of competitive sealed deck construction and strategy. Hopefully,
this information will be of use when we evaluate a few of the Limited bombs in
Future Sight in the near future, and especially at the Prerelease this weekend
for Future Sight.
~fatguy_poolshark~
You can discuss this article in the MDV forums
here.
Find other articles by this author here.
Find other articles from this series here.
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Articles
Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events Blink And Bounce: Timing is Key Going Blind: XCB Metagaming - A Prolonged Conclusion. The Science of Magic: Genetic Engineering, Part Two. Shifting Lineaments: Casual Metagaming (Pt. 2). The Dungeon Of Malefict: Pure Evil! Land Week Introduction & Schedule. Combofusion: Legends Timeshifted. One Card to Rule Them All: Coastal Piracy Irrational Love: Chimeras. The Lego's of Magic.
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