It is a little slower since there aren’t good one-drops (just Thraben Inspector and Flayer Husk, which are both good but not super-aggro like Court Homunculus but it’s better at pushing through damage with cards like Sanctum Spirit. I’ll also add more rare analysis, as you’ll be seeing twice as many and they’re important to the overall design.ĭouble Masters starts with a throwback, as Azorius Artifacts goes back to the first two Modern Masters, with hits like Sanctum Gargoyle, Esperzoa, Glassdust Hulk, and Myrsmith paired with newer cards like Relic Runner and Chief of the Foundry. As for the archetypes themselves, along with the ten two-color pairs, most of the three-color clusters have obvious synergies at least worth touching on. Instead, you should use them to lock in synergies, since this format looks to be so synergy-driven. While the marketing says you’ll use this to pick both great rares in a pack, that isn’t as important on MTGO (either because you’re doing phantom drafts or because most cards are near-worthless on the platform). However, you aren’t here for my design ramblings, you’re here to learn how to play this unique set.īefore we get into the archetypes proper, there’s an important rule that will be going for all MTGO drafts (the only drafts you should be doing in the near-future): you get two first picks. I prefer my sets to have more focus, and it would look a lot better if those singletons were thrown out, even if they were mostly for expensive reprints like Council's Judgment, Noble Hierarch and Avenger of Zendikar. A total of 28 different non-evergreen/deciduous mechanics are used in the set, with a max of five of one mechanic (Historic, along with Morbid if you count Bone Picker ), only 11 are used the former rule of thumb of three times, and 10 used just a single time. That goes doubly (no pun intended) so for the mechanics. Furthermore, there are so many cards that work with all the archetypes that I have no clue where I would start drafting-then again, this is for experienced players, so maybe that could work.Īt the top end, there are so many cards just randomly thrown in for random value purposes that it feels like there’s no unified theme, especially for something that’s getting so much focus in the marketing. ![]() ![]() At the bottom end, there are a ton of synergies, and if I hadn’t gotten an archetype list from the Mothership I would have had no clue on some of them. Sure, “Artifact Masters” is a fine idea for a set (and that would have been nice to know beforehand to guide my design…), but overall there are two major problems I see with the design. Somehow I’m even less sure what to think about Double Masters now that we have the full set list.
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