What do all the decks below have in common? They didn’t drop a single match during the prerelease.
I’ve scoured the internet to find you some of the best pools that people have shared from over this weekend. While many of these decks have a lot of bombs, perhaps the most interesting for our purposes are the ones that rely more on synergy or high overall card quality. I was surprised (well, only a little) by how many common fabricate creatures there were throughout all these decks. The semi-card advantage, artifact synergies, and flexibility with vehicles make them too good to pass up.
White continues its dominance in sealed – in part to great bombs, two common removal spells, ability to blink creatures, and the pervasiveness of fabricate creatures. Smuggler’s Copters are flying around everywhere. Maindeck artifact/enchantment removal seems to work. Surprsingly, most decks topped out at two vehicles. I don’t know if this is a coincidence but I had previously thought the optimal number might be three instead. No Aradara Expresses either.
Read on to see what it took to finish the first day in Kaladesh with a perfect record…
Notable: Only two removal spells (plus Fairgrounds Warden) and one vehicle. Just 17 guys, albeit a lot of very high quality ones with some good energy payoffs.
Notable: Night Market Lookout, Morbid Curiosity, and off-color Weldfast Monitor all seem questionable; the deck has three mana accelerants to power out a turn four Verdurous Gearhulk, which is just insane.
Notable: This deck is nicely set up in that it has a ton of ways to stall the game to buy time for deploying Rashmi, Nissa, or Metalwork Colossus. It’s unfortunate there are so many great energy producers but no powerful way in the deck to utilize all the energy.
Notable: I’m actually a little surprised that this is an undefeated deck. Yes, it has a planeswalker, but a bunch of Wind Drakes and 2/3 prowess guys are not exciting at all. I get the splash for Furious Reprisal but it’s not like it just wins you the game if you play it. But with the lands it’s virtually free.
Notable: Some insane vehicles here. I would probably play Apprentice too if it meant I could get my Smuggler’s Copter online. The creature count seems dangerously low, though.
Notable: In his tweet he calls it a “pile,” however the deck has four fantastic rares in it in Caravan, Bristling Hydra, Gonti, and Demon of Dark Schemes…
Notable: A lot of value going on here — and it’s not just Cloudblazer. So many two and 1.5 for ones, and the bounce/flicker effects for rebuys.
Notable: So far I’ve seen a lot more of Built to Last in these decks than I thought I would. Although the indestructible (which is a nice effect to have in sealed) is conditional, all his highest-value creatures are artifacts, so it is even better to protect them.
Notable: Deadlock Trap looks about as good here as it will ever be — there are 10 other sources of energy (plus Aether Tradewinds, more than enough to keep it going for the remainder of the game. Three Aether Theorist to find your gamebreaking bombs, plus all the four drops are amazing.
Notable: Wow there are so many mediocre creatures in this deck! But the sheer quantity of fliers is quite high.
Notable: What a really cool, powerful and synergistic deck. Ample removal, with a ton of fabricate creatures and +1/+1 counter synergies. The Dukhara Scavenger, is interesting given the wealth of other options. I didn’t get a chance to play with/against this card… is it actually good in sealed?
Notable: This is as close to a “Green White energy” deck as you’re going to see. Eddytrail Hawk has so many giant monster options to launch into the air. Maybe W/G is the best use for the card?
Notable: This looks like a draft deck, with the curve topping out at four. It also is only 16 lands — why not?
Notable: Our friend Fumigate seems to be appearing a whole lot, isn’t it? Maindeck Fragmentize along with Appetite for the Unnatural seems to have paid off for quite a few people. I think this is actually our first appearance of Prakhata Club Security.
Notable: 6-0, sweet! Another version of the “nuts R/W aggro” deck, this time without the Chandra but still with 16 lands. Trinketeer, Copter, and Deepala keep the gas coming if the game starts to drag out — you need some effects like this if you’re going to play this type of deck.
Notable: If we only all could be so lucky to get double Cloudblazer! This appears to have quite the ambitious manabase, and I’m not sure splashing the Sage of Shaila’s Claim is worth it, among other things.
Notable: I can’t say I really understand how these piles are organized… that notwithstanding, we have an 18 land deck here. This seems a bit dangerous because the curve is not that high, and with the small exception of the artifact creatures with activated abilities there aren’t any mana syncs to be found. Plus the extra land to hit on your Combustible Gearhulk — tragic!