![]() ![]() Ive also lived the dream and cast a turn 1 Final Parting, putting Garna in my hand and Grunn, the Lonely King in my graveyard for a turn 1 kill. I've never had a game where she wasn't amazing. Her synergy in this format is absolutely ridiculous. She also synergizes with the best cards in the format - Weight of Memory, Dark Bargain, Final Parting - because they all can put creatures in your graveyard which Garna can get back to your hand, and then you just cast them and immediately swing. She gives all the stuff you dropped on the board haste so you can swing immediately. ![]() The single best card that enables easy wins in Omniscience Dominaria has to be Garna, the Bloodflame. That said, some stuff is better than other stuff. So picking stuff to win is always secondary to picking those sweet Weight of Memorys. More cards in hand means more stuff you can drop on the board, and the person with the most stuff wins. Of the cantrips, Opt and Gaea's Blessing are the two best, with the latter able to tuck your best spells back into your deck so you can draw them again. All the cantrips are fine inclusions, even Warlord's Fury, because they get you closer to your busted cards. Opt is amazing for this, but even Keldon Raider is an acceptable inclusion because it can turn your useless Gift of Growth in hand into a Weight of Memory. These cards are what make your deck tick and you need as much card draw as you can get.Ĭard filtering and looting are good inclusions here too, because 40 of the 42 cards that you draft will have to be in your deck so you'll inevitably have a bunch of garbage cards in your deck that aren't really worth casting. Spells that put you up two or more cards, like Weight of Memory, are absolutely busted. Spells that you up an extra card, like Divination, are amazing. This format is all about dropping as much stuff on the table faster than your opponent can drop their stuff, and card draw is how you do that. The faster you're burning through your deck, the faster you can win the game. Remember that when picking your cards.Īll your card picks fall into five categories:Ĭard draw is the single most important thing in Omniscience. Omniscience is a wonderfully absurd Combo format, where the goal is to draw more cards than your opponent. You can't pick cards as if this was a regular Dominaria deck. Once you've removed the mana cost of nearly all your spells, card evaluation completely changes. Keep in mind that if a card has a kicker cost or activated ability cost higher than 5, you can't pay for it unless your deck has ways to generate extra mana, so cards like Fight with Fire get way worse. You also don't have any basic lands in your 40-card deck, so only 2 of the cards that you draft can be left out of your deck. In addition, you have an emblem you can activate once each turn (yours and your opponent's) to add WUBRG mana to use however you'd like in the case of Dominaria it's usually to pay for kicker costs ( Slinn Voda, the Rising Deep). ![]() Omniscience draft is a special draft variant where all the spells in your hand are cast for 0 mana. This event ends tomorrow night so let's skip the preamble and get right down to business! Is it any wonder why I love drafting this? Omniscience draft can be summed up in a single sentence: the person that draws the most cards wins. It's that simple. I had no intention of writing this, but after spending all of last night jamming endless games, I'm convinced that this event is an excellent way to acquire gems while also expanding your collection if you still need Dominaria cards. Here's a super impromptu guide to the Dominaria Omniscience Draft currently available on Magic Arena. ![]()
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