Sealed Away Blog
Magic: the Gathering Draft and Sealed articles, from a one time PT participant.
Thursday, February 9, 2023
One Sealed Primer
Friday, November 25, 2022
Esper Raffine Deck Guide
Esper Raffine Legends Variant
4 Fortified Beachhead
2 Shattered Sanctum
2 Shipwreck Marsh
4 Raffine's Tower
4 Plaza of Heroes
1 Caves of Koilos
2 Underground River
2 Eiganjo, Seat of the Empire
2 Otawara, Soaring City
1 Takenuma, Abandoned Mire
1 Plains
1 Swamp
1 Island
Creatures
4 Raffine, Scheming Seer
1 Brutal Cathar
4 Thalia, Guardian of Thraben
3 Dennick, Pious Apprentice
2 Ao, the Dawn Sky
1 Ertai Resurrected
2 Sheoldred, the Apocalypse
1 The Reality Chip
3 Harbin, Vanguard Aviator
1 Ratadrabik of Urborg
1 Loran of the Third Path
2 Adeline, Resplendent Cathar
1 Gix, Yawgmoth Praetor
1 The Raven Man
1 Myrel, Shield of Argive
1 Ludevic, Necrogenius
Non-Creature Spells
1 Destroy Evil
1 Cut Down
1 Void Rend
1 The Wandering Emperor
Sideboard
2 Void Rend
1 Cut Down
1 Dreams of Steel and Oil
1 Brutal Cathar
2 Negate
2 Duress
1 Ao, the Dawn Sky
2 Brutal Cathar
1 Unlicensed Hearse
1 Loran of the Third Path
1 Ertai Resurrected
Methodology
This deck while great, is not perfect. You have a lot of trouble with cards like Invoke Despair if the board is anywhere close to neutral, and really struggle in game one vs. control decks and other Raffine decks if you're on the draw. Your deck is full of legends, and sometimes you keep a hand with 2 Thalias, draw another one, and your Raffine dies. Not like I'd know anything about that. There's a lot of singletons which vastly change your sequencing if you draw them and are easy to screw up with. Ratadrabik specifically will have you making incredibly wacky plays like casting a 2nd Thalia to legend rule it and have it come back for the double tax.
- "Always Loot" Attack with Raffine aggressively, triggering it as many times as possible. Finding your unbeatable Brutal Cathar or Sheoldred is a lot easier when you're seeing 3-5 cards a turn every turn.
- Don't be afraid to discard your spells, even if they're pretty good. Getting a bunch of counters on your creatures makes them even harder to deal with in the future, and will even make them unkillable vs. decks relying on Cut Down, Voltage Surge, etc.
- Mulligan aggressively. Don't keep a hand without all 3 colors, don't keep a no Raffine/no 2 drop hand. If the hand looks mediocre, just go to 6.
- Intentional legend ruling. This comes up a lot with Ao and Ratadrabik, sometimes you'll want to legend rule your own stuff so that you can either make a copy, put 2 counters on everything, or find a specific permanent.
- Loran/Sheoldred, BFF's. Having both players draw a card is quite strong when it makes your opponent take 2, and you gain 2. As long as you're endstepping the Loran activation you don't have to worry much about them drawing a removal spell you helped them find. Still, use with caution.
Thursday, October 13, 2022
Standard Mono Blue Tempo Deck Guide
Deck List
Game Plan
Differences From Delver
Card Choices
Opening Hand
Sideboarding
Problem Cards
Tricks/Set-Ups
Monday, February 21, 2022
Set 6.5: Navigating a Midset Downgrade
Set 6.5 is not it. It hasn't even been a full week since release and nearly every complaint the set deserves has been said.
Rehashing Said Complaints
- 3 Trait units, their abundance in general, especially at lower costs (Sejuani, Rek'sai)
- Augment Power level, True Two's and Rich Get Richer are both gold augments. What.
- Bad designs. Silco. The Colossus trait, which is exactly what should be removed during mid-set.
- Awful balance. Syndicate units are awful across the board, Hextech units are broken across the board.
The Early Game
- Ezreal, Singed, Twitch --> Innovators, Twitch Reroll, Renata
- Nocturne, Jarvan IV --> Hextech Sivir
- Ziggs, Poppy --> Corki Reroll
- Kassadin --> Strong as a random unit, Mutants has the potential to be strong in some games
The Mid Game
The Late Game
A Quick Note on Augments
- Take Hextech Augments. The Silver and Gold +1 Hextech augments are insanely strong, and Stored Power is strong as well as long as you have some Hextech units early on. Note that it doesn't work during the creep round, no clue if it's a bug or intended.
- Knife's Edge is substantially less good in this set. Striker's already have 30/65 flat AD, more AD isn't an efficient way to get more damage. Challengers want Draven this time around, who really doesn't want to be in the front two rows.
- Second Wind is awful. I'm not sure if they were too conservative with the numbers, or if it's a metagame thing, but every time I see this augment it doesn't do anything.
Sunday, November 28, 2021
Tristana Flex ---> Masters
Trist comps rarely if ever win, but consistently top 4. According to my lolchess, 85% of the games where Trist is on my end game board, I top 4 the game. High-end Arcanist/Challenger/Fast 9 legendaries boards typically edge you out and push you into 2nd and 3rd.
Why Trist?
Carousel Priority
If you start Tear or Rod, do not play Trist.
Socialite
General Strategy
Friday, November 12, 2021
Set 6 Initial Impressions
Set 6 is great. Easily the best set thus far, even if we were forced to play the initial patch for the next 3 months. The only true balance outlier is Twisted Fate, who egregiously has extra Armor/MR. Yone is too forgiving, Fiora too weak, Lux too punishing. A few of the augments are not balanced very well (Phony Frontline especially). This is my entire list of gripes. I only hope the high complexity and sheer amount of reading don't scare off the casual players.
I hope to see the following for accessibility's sake alone.
- Socialite and Mutant need to be revealed at the start of the game. It's not fun to repeatedly have to figure these out, especially when they drastically change the power level of affected units. I am OK with the second Socialite hex staying hidden because revealing will probably just confuse people.
- The first augment should be on 2-1, not 1-3. Too many of the augments are really committal, and you're often forced to take a massive risk at the very beginning of the game.
Twisted Fate
No More Demotion
Quick Thoughts:
- (1) Best: TF, obviously.
Worst: Ziggs, can lose to creeps - (2) Best: Swain, CC/Good Traits/Resilient.
Worst: Kog'Maw, 30 AD KEKW - (3) Best: Zac, great CC/Good Traits
Worst: Lissandra, buggy and narrow - (4) Best: Yone, stupidly forgiving
Worst: Fiora, stupidly low damage - (5) Best: Yuumi, Good at everything except actually killing units
Worst: Viktor, takes 8 years to cast, bizarre ult targeting
- Rod: Morello and Spark are the best items.
- Belt: Strong and versatile.
- Sword/Glove: Comps that want these items really want them.
- Bow: Similar to Sword/Glove but worse.
- Cloak/Tear: Usually easy to come by later in the game if you need them. Largely taken to insure Bluebuff or Runaan's respectively.
- Chain: None of the chain items are good except for Titans.
Kevin
Saturday, September 11, 2021
Set 5.5 Quick Thoughts
Haven't written in FOREVER so here's some quick thoughts on set 5.5 patch 11.18.
Starting Items
Tear > Sword/Belt > Bow > Chain > Cloak >>> Rod
Rod is awful, do not start it. The only early item you can make with it that's not overly comital is Rageblade. Spark is an underpowered item and requires a 2 star tank, Gunblade is weak early, Locket is a weak item at all stages, Archangel is really comital and only good on Vlad and a few others. Morello is a good item but isn't going to save you HP early unless you have something that pairs really well with it like 4 Knight/4 Brawler/Abom.
Comps that need Rods either need one for Rageblade or two for Deathcap (Karma).
Tear
I really like starting Tear right now because comps that use Tear can use a pile of them, with spreads like Blue Buff HOJ Karma with Redemption frontline (4 whole tears!). The best early game openers right now involve Ziggs and Brand, who absolutely excel with Blue Buff. You get griefed if you open Tear and hit Cloak/Bow but then you can make a Runaan's and play Jax/Kayle/Lucian (it's actually good I swear).
Best Comps
The best things to play right now are Yasuo, Aphelios, Karma; Lucian and Kayle are good but are a step below. Nocturne/Sins is insanely good but is too reliant on Sin Spat/Radiant RFC, with the added fail rate of, woops I didn't hit Nocturne 3 guess it's an auto 6th.
Yasuo: Runaan's/JG/Flex, Legionnaire 2/Nightbringer 4 is important and it's pretty flexible after that. You don't have to go for Yasuo 3 if you're not hitting a lot of Yasuos, but unless you're really high HP it's probably going to be a bot 4/4th. Yasuo was probably broken in half when everyone was playing Lucian Galio and people either were missing something or playing it wrong, and now it's even better.
Aphelios: Deathblade is like playing a different unit, other two items are more flexible. Akshan 1 isn't always better than Aphelios 1 because reasons, despite being a legendary AD carry that uses 95% of the same items.
Karma: Blue Buff/Shojin are absolute requirements, and one good damage item like Deathcap or Giant Slayer. 2 Item Karma will work for way longer than it has any right to, as long as you have a lot of frontline Karma will do well. The dream is stacked Garen 2 but Galio 2 is very good as well.
Jax/Draven/Lucian: All of these comps are backup plans for Aphelios, or if you hit them early/2 star them early.
Rerolling
Most batches of early units can be successfully rerolled if you have a bunch of copies of them. I've had success/seen other people succeed with the following:
Gragas/Sej/Vlad/Soraka
I've seen Khazix used with Gragas as well. Soraka is the carry here and needs Archangel or Morello (an item that scales with fight length that isn't Rageblade)
Olaf/Irelia/Senna
Olaf 3 is a monstrosity of a unit but REQUIRES Runaan's. He has a tendency to get glued to a tank the entire fight, and his passive healing gets doubled with Runaan's. He plays like weird Jax but the units you can pair him with are better.
Hellions
Tristana is a pretty functional carry but so are Kled and Ziggs. Ideally you get strong enough to go fast 8/9 and pivot into something else, or play an entirely golden board with MF/Thresh at 6.
Vayne
Needs to be hit reasonably early as the primary strength here is streaking through the end of stage 3 into the beginning of stage 5 easily. Vayne like Olaf needs Runaan's (it's as close to double damage as it gets while allowing you to not get stuck on a drain tank like Hecarim/Galio/Jax). Vayne does mostly physical damage because of Forgotten, but is better with items like JG compared to Last Whisper because of the passive. Ideally you want to secure Runaan's/Rageblade and a Trapclaw, with either a good damage Radiant for Vayne or a good tank one for Hecarim
Closing Thoughts
This patch feels pretty skill rewarding and balanced, although I wish Velkoz and Heimer were SLIGHTLY better. I'm sitting around 590ish LP right now and have felt pretty competitive in all of my games despite being easily the lowest LP player in all of my lobbies.