pie chart

[Battle Box]

Custom

Faye.du.miroir


Sideboard


( For those unfamiliar with the format: https://draftsim.com/battle-box-mtg/ https://luckypaper.co/articles/a-guide-to-battle-box/ )

When building this battlebox, I tried to select as many cards as possible that would be useful both at the beginning and at the end of the game, such as:

Cards with Kicker; Cards with Adventure; Cards with Bestow; Cards with Reconfigure, Etc...

In addition, I included as many modal cards as possible, such as Charms. I also included several creatures with different activated abilities.

Finally, I added some combat tricks and other creatures with various colored mana costs to encourage land selection during the turns.

Now a little overview for each category:

Tricks:

In this category, I chose three cards for each color, all with mana value of 1, to make them easier to use even while making other plays during the turn. I also tried to make them as distinct from one another as possible, attempting to cover several keywords and P/T alterations in this category so that combat is varied, interesting, and full of surprises.

Adventures:

Adventures are interesting for a battlebox because most of them function as both a card with a relevant effect in the early game and another relevant effect in the late game. Here I included two cards for each color.

Bestow:

I selected three cards for each color in this category—three cycles, so to speak. Two of the cycles contain creatures/auras with keywords or that grant keywords to the enchanted creature. Another cycle changes the dynamics of combat in some way, whether by forcing the enchanted creature to attack every turn, preventing it from attacking alone, or even preventing the creature from blocking, this way you have the option to make your creature better, or to cause trouble for your opponent. In addition to these three bestow cycles, I included the all-star Chromanticore, which is one of the strongest cards in the Battlebox. If the opponent doesn’t deal with it immediately, their chances of losing the game only increase.

Equipments:

For equipments, I included three cards of each color—three cycles. One of them, the Clue cycle, both improves your creatures and provides card selection when sacrificed; The Job Select cycle from Final Fantasy enters with a token, something good for this battlebox, since having a high count of creatures is important. Finally, there is the reconfigure cycle, where you can choose to improve one of your creatures or go wide, in addition to simply having the option in the early game to use them just as creatures.

Charms:

One of the most interesting sections, as the variety of effects is surprisingly useful in many different game situations. The charms are great because they kinda fit in many categories. I included a lot of charms with various mana values and also a pseudo five-color charm in Unite the Coalition, also one of the strongest cards in the Battlebox. It has a good chance of turning the game around, even though its very high cost usually prevents you from doing many other things in the same turn.

Heavily colored costed creatures:

Here I tried to distribute relevant creatures with reasonable stats and abilities across as many different colored mana costs as possible, so the players really have to think ahead with their land drops, if they wanna play these on curve. I included a cycle of creatures with double colored mana symbols, the Tarkir three-color hybrid cycle, a New Capenna uncommon cycle, and the Alara sojourners cycle, which has cycling, a great ability for any battlebox.

Activated:

Don’t underestimate this category. In it I included three cycles of creatures with activated abilities and two extra cards in Cromat and Obelisk of Alara. The cards in this section were chosen to increase the number of possible plays each player can make at any moment in the game. Their colored mana requirements also once again encourage careful thinking about which land to play each turn.

Kicker:

This selection contains four cards of each color, all creatures. Cards with kicker are well known for their versatility throughout the game, making them almost an auto-include.

Misc:

And finally, I included some fun stuff that are not part of any cycle and didn’t fit in any other category.

Conclusion:

With this card selection, games are very dynamic; every decision matters, no matter how small; and you will constantly have many decisions to make—believe me. Which land to play, whether to use something early or save it for later and invest more mana into the spell, which mode to choose on a Charm, whether to spend your mana on a spell or on an activated ability, and so on. Sometimes even the starting hand of four cards can feel like too much!

Suggestions

Updates Add

Comments