Hey everyone, I’m trying to find a safe way to buy Robux for my Roblox account. I’ve already been burned once after trusting a random site that offered “cheap” Robux, and I really don’t want to risk my account like that again.
There are so many platforms out there claiming to sell Robux at lower prices with instant delivery, but it’s honestly hard to figure out which ones are actually trustworthy. A lot of them just look sketchy, and I’d rather not take chances anymore.
I’ve seen Skycoach mentioned a few times and it seems like a solid option, but I’m still not completely sure. Has anyone here used it or can recommend other reliable places to buy Robux safely?
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OP -- at this point brother... skycoach.gg. $4 and you got it. Just pretend its in-gamer currency
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owned
r/skycoach
u/Regular-Lab-9345
2026-05-14
I've had only **positive experiences** with SkyCoach. **They** are fast and always **deliver exactly** what **they promise**.
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r/lrcast
u/Traditional-Elk5705
2026-05-12
I trophy reasonably frequently in mythic but almost never get the clean 7-0, but this powered through so many grindy lorehold decks.
Side note, ranking up in mythic feels even tougher than normal. 7-0 run brought me from the mid 600s to the upper 500s, roughly 100 rank increase total. Meanwhile, a single loss slams rank by anywhere from 50 to 200. Insane grind...
bb is solid for fps but skycoach is more of an mmo/wow carry platform tbh. booster pools vary a lot depending on the game, sounds like it might've just been bad timing on your order
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owned
r/skycoach
u/DaddyFatSacks4200
2026-05-12
Good fast service will use again
I've used Skycoach for World of Warcraft for the past 3 years.
From M+ assistances to Raid runs and gold buying.
Very few times did I have any issues with Skycoach. The one issue I had was actaully my fault, I accidentlally bought gold and chose the option for "Horde" instead of "Alliance" and they sent it to some other toon. They fixed it and resent to my toon.
Anyways, the Pro's ive matched with have all been really good.
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owned
r/skycoach
u/Mammoth_Teacher_4171
2026-05-11
Fast and great service
Which game were you getting boosted for? I’m asking because I was considering using SkyCoach too.
tons of strength in these cards, feel like a bit of green would be nice for the barrage but not completely sure how to handle this.
can't believe the double emeritus lol, also got the woe
think I have to start taking removal higher! sad about the additive evolutions but don't think it's that castable
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owned
r/skycoach
u/Hot_Acanthisitta1725
2026-05-10
You guys can see all thing on ss. They promised %5 extra wowgold before order. AFter i paid they just said srry for misunderstanding.. lol And they tried to misdirect you with cashback !
https://preview.redd.it/uetmzx0j8d0h1.png?width=374&format=png&auto=webp&s=97f1b6647ca68bb996704ec108924ff049a5633c
https://preview.redd.it/pyfwh6rk8d0h1.png?width=391&format=png&auto=webp&s=ed1669a1f9d5a507bd9f35ab756cd53ddbe72419
https://preview.redd.it/8k9s0hcp8d0h1.png?width=382&format=png&auto=webp&s=2faa8dacee3159c8bfc0284e5807b4fb6cdf61de
https://preview.redd.it/4825d0pr8d0h1.png?width=388&format=png&auto=webp&s=470dbe18a44d06c3060bdb6f9e91c3ecd91e9994
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Long story short on context, i started playing during Turtles, really fell in love with SoS and finally worked up the courage to start drafting. I had done like 4 drafts before this one with mixed success. 2 0-3 runs, but then the rest were 3-4 wins and I felt like i was at least learning.
Going into this draft I basically just told myself no Witherbloom since I had struggled with it despite feeling like I got great drafts for it. Through the first chunk of this draft it was setting up to be a Silverquill deck. The first few times it wasn't available i grabbed the Lil Goblin that makes a treasure, and the Aziza since i figured maybe splashing red could be an option. Next i grabbed the Dual land mostly just for my collection, but then all of a sudden the dang Capstone showed up and i was absolutely in 3 color territory.
MVPs of the run were Capstone and Skycoach. capstone was the real winner which ill touch on in a minute. But the mana fixing from Skycoach came in so clutch like \~4 of the games i was able to keep a 0 or 1 mulligan hand that only had access to 2 mana colors because i had that, and it also did a ton of chip damage.
The gist of the deck was just get some creatures on board for tempo, try to get one of the Repartee cards scaling, and then just overwhelm them with the capstone. I have 3 key highlights that stick out to me, they'll be in chronological order.
\-Had a really aggressive matchup with a Silverquill deck. They ended up winning the board control battle, passing the turn to me with my board empty and them presenting lethal but only 2 health. I had Poet+Dig Site inventory in hand, with enough mana to get both triggers needed to win the game.
\-real slow early game with a like 4-5 color soup deck with Lute, i ended up getting the Capstone off relatively early so was able to rush them down quicker than they could respond at that point. I end up winning, but i had to decline the Capstone on my last turn or id have decked out with only 1 card in my library.
\-and then finally i had a game where i started with the Silverquill Charm in hand, and was tempted to play it alot of times when it would have dealt with the thing i wanted but just felt like a bad use of that card. fast forward quite a few turns and as the game is winding down, he might win the turn if i pass it back to him, but the way it worked out the Silverquill Charms deal 3 damage gain 3 life effect ended up giving me perfect lethal on that turn.
that really is a rush like no other. Also definitely solidified that I love this set and despite being a new player with 0 history of magic I definitely like the in universe sets more (but not a UB hater), i think Bloomburrow is my current 2nd favorite set
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owned
r/skycoach
u/Ok-Presence-6894
2026-05-10
Would recommend, gays service
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owned
r/skycoach
u/Practical_Complex_97
2026-05-09
Fast, pacient and efficient, everything went great
What is the average cost for max th17 or th18 rn?
Theres a lot of good th18 in [skycoach.gg](http://skycoach.gg) for 60-100$ but they seem a bit too good to be true.
Warranty is 2months if i do all the instructions theres no risk of pullback?
Very nice and fast service and everyone is really kind too
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owned
r/skycoach
u/Green_Plastic2889
2026-05-08
Guter und schneller Service. Anregungen werden auch übernommen und flexibel gelöst.
Thanks for this, i come from WoW too and sites like player auctions and skycoach are legit, i used to sell mount carries and level boosts etc. But the price OP listed is insane. Blueprints are dirt cheap. For 150$ you could buy close to if not all blueprints in game
So thats a scam. You can buy any BP for under 5$ usually on skycoach and its legit. Basically you have people that play the game all day and farm this stuff out to sell, they make a living off of this. I come from WoW where these services are a massive black market and extremely profitable. Its generally not a scam if its being sold at market rate in mass on a reputable site
Nobody is. You can buy any blueprint under 5$ on skycoach and its legit
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owned
r/skycoach
u/Key_Application2821
2026-05-03
Seriously guys, stay the hell away from Skycoach. I made the mistake of using them and it’s been a complete nightmare. They took my money instantly but never delivered anything. I’ve been going back and forth with their shitty support over a hundred times now and they just keep running me in circles.
The second I started demanding my refund they just stopped responding. I'm being actively ghosted after 100+ messages trying to fix this. They hide behind fake "policies" just to steal your cash. They aren't a real business, they’re just scammers with a shiny website. If you give them your card details you might as well just burn your money. I have all the chat logs to prove this 100-message bullshit. Go literally anywhere else. YOU HAVE BEEN WARNED.
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**Key Stats & Components**
* [**Scorchflame Plate Armor**](https://www.google.com/search?q=Scorchflame+Plate+Armor&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAC) **(Chest):** 14 Defense, Critical Rate Lv 2, Fire Resistance Lv 7.
* [**Scorchflame Plate Gloves**](https://www.google.com/search?q=Scorchflame+Plate+Gloves&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAE)**:** 5–21 Defense, 10–34 Attack, and grants "Volcanic Eruption" (fire damage burst upon getting hit).
* [**Plate Leather Boots**](https://www.google.com/search?q=Plate+Leather+Boots&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAG)**:** 1–18 Defense, 9–29 Attack, Lightning Resistance Lv 1, Critical Rate Lv 2–3.
* [**Plate Cloak**](https://www.google.com/search?q=Plate+Cloak&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAI)**:** 0–12 Defense, Fire Resistance Lv 3. \[[1](https://skycoach.gg/blog/crimson-desert/articles/crimson-desert-best-armor-sets), [2](https://games.gg/crimson-desert/guides/crimson-desert-how-to-get-scorchflame-armor-set/), [3](https://crimsondesertgame.wiki.fextralife.com/Scorchflame_Plate_Armor), [4](https://vulkk.com/2026/04/28/how-to-get-the-scorchflame-plate-armor-in-crimson-desert-overview-and-stats/)\]
**Important Details**
* **Upgrading:** Can be upgraded into Kuku Flame Resistant Armor, reaching 38 Defense and 10 Fire Resistance, though it may lose abyss gear sockets.
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**Key Stats & Components**
* [**Scorchflame Plate Armor**](https://www.google.com/search?q=Scorchflame+Plate+Armor&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAC) **(Chest):** 14 Defense, Critical Rate Lv 2, Fire Resistance Lv 7.
* [**Scorchflame Plate Gloves**](https://www.google.com/search?q=Scorchflame+Plate+Gloves&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAE)**:** 5–21 Defense, 10–34 Attack, and grants "Volcanic Eruption" (fire damage burst upon getting hit).
* [**Plate Leather Boots**](https://www.google.com/search?q=Plate+Leather+Boots&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAG)**:** 1–18 Defense, 9–29 Attack, Lightning Resistance Lv 1, Critical Rate Lv 2–3.
* [**Plate Cloak**](https://www.google.com/search?q=Plate+Cloak&oq=scortchflame+armor+stats&gs_lcrp=EgRlZGdlKgYIABBFGDkyBggAEEUYOdIBCDcwMzhqMGo0qAIAsAIB&sourceid=chrome&ie=UTF-8&mstk=AUtExfAdxr8EZ4YZVTSf1Iypm-kPkogJgXz3njAs4IWf-XMX--peP1e6u3EeSXl5CuR1bFRqcf2DGtd1zDelu88iNId1C4r7X2EyizU3dk0MrvprdXO1cAioRwFU4OfbSUyr8do&csui=3&ved=2ahUKEwjy1Pjr952UAxXxIkQIHQAjNqgQgK4QegQIBBAI)**:** 0–12 Defense, Fire Resistance Lv 3. \[[1](https://skycoach.gg/blog/crimson-desert/articles/crimson-desert-best-armor-sets), [2](https://games.gg/crimson-desert/guides/crimson-desert-how-to-get-scorchflame-armor-set/), [3](https://crimsondesertgame.wiki.fextralife.com/Scorchflame_Plate_Armor), [4](https://vulkk.com/2026/04/28/how-to-get-the-scorchflame-plate-armor-in-crimson-desert-overview-and-stats/)\]
**Important Details**
* **Upgrading:** Can be upgraded into Kuku Flame Resistant Armor, reaching 38 Defense and 10 Fire Resistance, though it may lose abyss gear sockets.
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I got accounts on different market places and got 5k+ feedbacks overall so i can bring orders for you . Looking for someone who can push master 1 and above or prestige 3 . Comment down below if interested
Opened flashback in 6 pools but only played Red in 3, all three of those pools trophied.
Being able to buy back the spell of your choosing at a crucial moment is awesome, even if it's a 7-mana draw 2 by recasting Homesickness on an empty board. And yeah, flashing back Together as One is ok or whatever.
The one loss was with the middle deck (the one with Homesickness), I kept a one lander on the Play with Preordain and an island. Two spells scried to the bottom, drew a spell, drew a spell for turn, drew a spell for turn. Whoops.
Not much else to say as this is a brag post, I just really love Flashback.
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owned
r/skycoach
u/Wise_Campaign_2371
2026-05-02
Je n'avais pas l'intention d'essayer mais ils offrent un service véritable et sans arnaque qui occasion aucun problème
Anyone looking to save time grinding a game skycoach comes in a clutch always!
Got lucky to open such good fixing, even though I didn’t have any converge payoffs. Big props to Sanar, hubby convinced me to splash him even through I generally hate splashing a gold bear, but that little guy won me half my games. Most games wound up with me emptying my hand keeping parity against aggro decks then casting mathemagics on myself for 8 cards to bury the opponent, or using Sanar to generate enough treasure to Mathemagics my opponent for the win.
Quandrix cascaded into Essence Scatter 4 of the 5 times I played him, but I couldn’t afford to cut them, they were clutch in so many matchups.
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r/mtg
u/Craig1287
2026-05-01
The rules for preparation cards can be found in section [722 of the CR](https://yawgatog.com/resources/magic-rules/#R722) so feel free to check that out if you want more details and in a few of these points I’ll reference specific rules from it. For anyone that prefers videos, I made this one but for those who prefer it written out then here you go. I’m going to start off with some of things I think are a little on the easier side and then at the end I’ve got some much more tricky Prepared scenarios that I think are the most complex to understand and grasp. My articles often get a lot of flack for being too lengthy, but this time it's because I'm covering 20ish different things, so as always I apologize for the length of this post but I still hope it helps some players out.
1. Preparation cards do not violate things like the ban list in Commander nor do they violate the highlander aspect of having only one copy of a card in your deck. You can run \[\[Emeritus of Ideation\]\] that has the Preparation card Ancestral Recall even though the card Ancestral Recall is banned in Commander. You can run the card \[\[Grave Researcher\]\] that has the preparation card Reanimate as well as run the actual card Reanimate in your deck.
2. You must still follow all the normal timing rules for casting spells when you’re casting the Preparation spells. Just because your Grave Researcher is prepared doesn’t mean you can cast the copy of Reanimate on your opponent’s turn. This does mean that if you have a card like \[\[Vedalken Orrery\]\] that does let you get around timing restrictions that that also applies to Preparation spells.
3. You can re Prepare a creature with their own Prepared spell, like in the case of \[\[Emeritus of Conflict\]\] that says, “Whenever you cast your third spell each turn, this creature becomes prepared” and its Prepared spell is Lightning Bolt. You could cast the Emeritus, then two other spells, Preparing it and giving you the copy of Bolt to play. Then on your next turn, you cast two spells and then choose to cast the Prepared Bolt, it is your 3rd spell for the turn and this will trigger the Emeritus to become Prepared again.
4. If you Prepare your Grave Researcher and then on your Main Phase you cast the Reanimate copy, then I cannot respond with \[\[Swords to Plowshares\]\] to try and stop you. This is similar to how if you activate an ability of a creature I can’t stop that ability by Swordsing that creature, the ability is now its own thing independent of that creature, just as the Prepared spell is an independent thing from the Preparation creature.
5. In a similar vein to the last note, we do have to account for Priority when playing these Preparation creatures, this means that when you play your \[\[Emeritus of Woe\]\] and it has the Replacement Effect for how it enters Prepared, there is no point at which I can try to respond and Swords it before you can cast the Demonic Tutor. It entering Prepared is not a Triggered Ability and therefore it does not use the Stack, when the creature spell resolves and enters you will then have Priority to cast the Demonic Tutor even though it’s a sorcery and my Swords is an instant. To expand on this, if you also controlled a card like \[\[Ayara, First of Locthwain\]\] when your Emeritus enters, then this would play out differently. Ayara has a creature ETB ability, so when your Emeritus enters, Ayara is triggered placing an ability onto the Stack, and with the Prepared spell being a Demonic Tutor which is a sorcery it can only be cast when the Stack is empty, so this would give me a chance to Swords your Emeritus before you can cast the Tutor.
6. If you cast a Prepared spell, this is not an Alternative Cost, this matters because in Magic you can only ever cast a spell via one form of an Alternative Cost, you can’t combine them.
7. If a player casts their \[\[Meddling Mage\]\] and names Reanimate then this will obviously stop you from casting the spell Reanimate card you have in your hand but it will also stop you from casting the Prepared spell via Grave Researcher, it being a part of the card Grave Researcher has no effect on its name.
8. When a creature becomes Prepared, this is a Designation and that is not something that is a Copiable Value. If you control a Emeritus of Conflict that is Prepared and then a cast my \[\[Clone\]\] and have it enter as a copy of your Prepared Emeritus of Conflict then my Clone will not already be Prepared.
9. If you control Emeritus of Conflict and have cast your third spell in a turn, this Prepares your Emeritus, but then on my turn I gain control of your Emeritus, I can actually be the one to cast the Lightning Bolt copy that is in Exile. The game does not care about the owner of the Prepared creature nor who the controller of it was at the time the creature became Prepared, it only cares about the current controller at the time and that’s the player who can cast the Prepared spell.
10. In any Zone like your Hand, Library, Graveyard, a creature with Prepare are only the qualities of their main card. This means that if you cast \[\[Mystical Tutor\]\] or \[\[Zealous Lorecaster\]\] then you cannot search your Library for or target your Emeritus of Conflict via the Lightning Bolt that it can Prepare. It is only that Creature Human Wizard in those Zones.
11. When you cast a Prepared spell, these are being cast from Exile, not from your hand, GY, Library, or any other Zone. So anything you have that cares about this Exile aspect will care about these Preparation spells. \[\[The Thirteenth Doctor\]\] will trigger to get a counter, \[\[Passionate Archaeologist\]\] will trigger to deal damage, and \[\[Doc Aurlock\]\], \[\[Grizzled Genius\]\] will reduce their cost by 2 generic mana.
12. You control \[\[Teval, the Balanced Scale\]\] which says Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token. And you also control a \[\[Lluwen, Exchange Student\]\] that has an Activated Ability that says Exile a creature card from your graveyard to have Lluwen become Prepared. There is a rule (CR 722.3a) that creatures cannot become Prepared more than one time, once Prepared any further Preparing results in nothing. This however doesn’t mean you still can’t do something like activating your Lluwen over and over, exiling a creature card from your GY over and over to pay the cost to try and Prepare it over and over. Maybe you just want to have multiple instances of a card leaving your GY to keep triggering your Teval.
13. \[\[Myrkul, Lord of Bones\]\] has a Triggered Ability that says, “Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that card, except it’s an enchantment and loses all other card types.” Despite the text on Prepare creatures like Grave Researcher saying “... this creature becomes prepared.” this does not hinder anything. Myrkul will make these tokens not be creatures and only be enchantments, but the game will not care about that. When they say “this creature” the card practically is saying “this object” or "this permanent".
14. If you control a card like \[\[Eye of the Storm\]\] that has a Triggered Ability that says, “Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.” then when you cast a copy of a Prepared spell it will NOT trigger this Eye of the Storm. It explicitly looks for an instant or sorcery card being cast and these are copies not actual cards being cast. So be careful with the wording on your cards in your deck (like if \[\[Prosper, Tome-Bound\]\] is your Commander) if they ever ask for something specific like this, they may not work.
Okay, that’s what I think are the easier to grasp things, so now let’s get into what I imagine are the trickier and more difficult aspects of Prepare spells.
15. You control Grave Researcher and during your upkeep he becomes Prepared, this creates a copy of the Prepared spell in Exile which is Reanimate. On my turn, I cast \[\[Darksteel Mutation\]\] that says Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types. What happens to your Researcher and your Reanimate? As for the Researcher, it is still Prepared, the Mutation does nothing to stop that, and as for your Reanimate copy it is actually still sitting in Exile and waiting for you to choose to cast it. Even though it has lost all abilities from the Mutation, none of that negatively impacted. Once cast, your Mutationed Researcher will lose its Preparation Designation and it will have lost its Triggered Ability to become Prepared again of course. However, all is not lost, for if you control the card \[\[Skycoach Waypoint\]\] which is a land that has the Activated Ability of 3 and tap for Target creature becomes prepared, then you can actually use that on your Mutationed Researcher and despite having lost all of its other abilities it will create a copy of Reanimate in Exile again. A Prepared spell is not an ability of the creature.
16. \[\[Twinning Staff\]\] is an artifact that does and does not interact with Prepared spells so lets cover what is and what isn’t. When a creature becomes Prepared and a copy of an Object is created in Exile, yes, you’re copying something, and yes that something has the quality of being an instant or a sorcery, but not in the way that the Staff will care about. To compare this to a previous card, it’s like when you use \[\[Isochron Scepter\]\]’s activated ability and how it doesn’t trigger the Staff, because you’re copying the exiled card and then casting it so it becomes a spell, this is different than having a spell on the Stack already and then making a copy of that spell, which is what the Staff is looking for in order to trigger. Magecraft plays out the same way, once the creature becomes Prepared and the copy is made, Magecraft triggers will not trigger, but once you choose to cast that copy, it does move to the Stack becoming a spell on the stack being cast, and Magecraft would now trigger.
17. You control Grave Researcher and it gets Prepared during your Upkeep, so a copy of Reanimate is created in Exile, then you then cast \[\[Mirrorform\]\] and you have your Researcher become a copy of your Emeritus of Woe which has Demonic Tutor as its Prepared spell. Is it still Prepared or not? Yes, it’s still Prepared, but what happens with the copy of the Prepared spell in Exile? Does it remain being Reanimate or does it now become a copy of Demonic Tutor? It will actually stay as the Reanimate. The game doesn’t constantly check for this to update what the Prepared spell is, rather there is a one-time creation of that copy and it stays as that. We can see the specific text from CR 722.3c that says, “This copy remains in exile for as long as the prepared permanent remains on the battlefield and has the prepared designation.” So, it doesn’t matter if the Prepared permanent changes names, changes types, or many other things, it will still have that originally created copy exist in Exile. I say many things, as there is one thing that can happen to it, if the Prepared permanent is Phased out, then because it’s treated as if it doesn’t exist, then the copy in Exile does cease to exist until that Prepared permanent Phases back in.
18. Expanding on this just a bit with creatures changing what they are a copy of. A creature that doesn’t have a Prepare spell on its card cannot be Prepared, we can see this is CR 722.3a when it says, “... If that permanent has the alternative characteristics of a prepare spell, this gives the permanent the "prepared" designation…” So that means you cannot use Skycoach Waypoint to Prepare your \[\[Llanowar Elves\]\] and then use \[\[Nanogene Conversion\]\] to turn your Elves into a Grave Researcher that is now Prepared. That isn’t to say you cannot activate Skycoach Waypoint to target the Elves, you can do that, it just won’t actually result in anything. You could use the Skycoach Waypoint in a deck in which you want to commit Crimes if you wanted, it’s a good land for doing that.
19. Okay, let’s finally throw \[\[Deadpool, Trading Card\]\] into the mix. What happens when you play Mr. Pool and have him enter with swapped text boxes of a creature with a Prepared spell on it? If that happens, then Mr. Pool will not take the Prepared spell’s inset frame on the right of the creature card, he will only have the text box from the left side text box. If the creature he swapped with was Prepared, they will still be Prepared and you’ll still have that Prepared copy existing in Exile ready to be cast. Mr. Pool will not be able to be Prepared as he doesn’t have the alternative characteristics of a prepare spell. The other creature can be Prepared again but without their text box this might be difficult as they won’t have their own ability to do so, but a card like Skycoach Waypoint can do so.
20. Here’s a little wild scenario I thought of. Maybe you don’t have that Skycoach Waypoint nor do you have the ability to flicker a creature like \[\[Studious First-Year\]\] that only has the ability to enter Prepared but not re Prepare itself again. You could use a card like Mirrorform to re Prepare the First-Year. Have a creature like Emeritus of Conflict, trigger its ability to re Prepare it, then in response cast the Mirrorform so that it is now a Studious First-Year when that resolves so that the copy created is a Rampant Growth. Are there any other weird scenarios you all can think of to try and break some balance for these creatures, the ones that can’t normally be re Prepared? I think \[\[Mirage Mirror\]\] could do some wild and crazy things here. Please hit me with any other questions you have about Prepare and I’ll try my best to answer them.
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The rules for preparation cards can be found in section [722 of the CR](https://yawgatog.com/resources/magic-rules/#R722) so feel free to check that out if you want more details and in a few of these points I’ll reference specific rules from it. For anyone that prefers videos, I made this one but for those who prefer it written out then here you go. I’m going to start off with some of things I think are a little on the easier side and then at the end I’ve got some much more tricky Prepared scenarios that I think are the most complex to understand and grasp. My articles often get a lot of flack for being too lengthy, but this time it's because I'm covering 20ish different things, so as always I apologize for the length of this post but I still hope it helps some players out.
1. Preparation cards do not violate things like the ban list in Commander nor do they violate the highlander aspect of having only one copy of a card in your deck. You can run \[\[Emeritus of Ideation\]\] that has the Preparation card Ancestral Recall even though the card Ancestral Recall is banned in Commander. You can run the card \[\[Grave Researcher\]\] that has the preparation card Reanimate as well as run the actual card Reanimate in your deck.
2. You must still follow all the normal timing rules for casting spells when you’re casting the Preparation spells. Just because your Grave Researcher is prepared doesn’t mean you can cast the copy of Reanimate on your opponent’s turn. This does mean that if you have a card like \[\[Vedalken Orrery\]\] that does let you get around timing restrictions that that also applies to Preparation spells.
3. You can re Prepare a creature with their own Prepared spell, like in the case of \[\[Emeritus of Conflict\]\] that says, “Whenever you cast your third spell each turn, this creature becomes prepared” and its Prepared spell is Lightning Bolt. You could cast the Emeritus, then two other spells, Preparing it and giving you the copy of Bolt to play. Then on your next turn, you cast two spells and then choose to cast the Prepared Bolt, it is your 3rd spell for the turn and this will trigger the Emeritus to become Prepared again.
4. If you Prepare your Grave Researcher and then on your Main Phase you cast the Reanimate copy, then I cannot respond with \[\[Swords to Plowshares\]\] to try and stop you. This is similar to how if you activate an ability of a creature I can’t stop that ability by Swordsing that creature, the ability is now its own thing independent of that creature, just as the Prepared spell is an independent thing from the Preparation creature.
5. In a similar vein to the last note, we do have to account for Priority when playing these Preparation creatures, this means that when you play your \[\[Emeritus of Woe\]\] and it has the Replacement Effect for how it enters Prepared, there is no point at which I can try to respond and Swords it before you can cast the Demonic Tutor. It entering Prepared is not a Triggered Ability and therefore it does not use the Stack, when the creature spell resolves and enters you will then have Priority to cast the Demonic Tutor even though it’s a sorcery and my Swords is an instant. To expand on this, if you also controlled a card like \[\[Ayara, First of Locthwain\]\] when your Emeritus enters, then this would play out differently. Ayara has a creature ETB ability, so when your Emeritus enters, Ayara is triggered placing an ability onto the Stack, and with the Prepared spell being a Demonic Tutor which is a sorcery it can only be cast when the Stack is empty, so this would give me a chance to Swords your Emeritus before you can cast the Tutor.
6. If you cast a Prepared spell, this is not an Alternative Cost, this matters because in Magic you can only ever cast a spell via one form of an Alternative Cost, you can’t combine them.
7. If a player casts their \[\[Meddling Mage\]\] and names Reanimate then this will obviously stop you from casting the spell Reanimate card you have in your hand but it will also stop you from casting the Prepared spell via Grave Researcher, it being a part of the card Grave Researcher has no effect on its name.
8. When a creature becomes Prepared, this is a Designation and that is not something that is a Copiable Value. If you control a Emeritus of Conflict that is Prepared and then a cast my \[\[Clone\]\] and have it enter as a copy of your Prepared Emeritus of Conflict then my Clone will not already be Prepared.
9. If you control Emeritus of Conflict and have cast your third spell in a turn, this Prepares your Emeritus, but then on my turn I gain control of your Emeritus, I can actually be the one to cast the Lightning Bolt copy that is in Exile. The game does not care about the owner of the Prepared creature nor who the controller of it was at the time the creature became Prepared, it only cares about the current controller at the time and that’s the player who can cast the Prepared spell.
10. In any Zone like your Hand, Library, Graveyard, a creature with Prepare are only the qualities of their main card. This means that if you cast \[\[Mystical Tutor\]\] or \[\[Zealous Lorecaster\]\] then you cannot search your Library for or target your Emeritus of Conflict via the Lightning Bolt that it can Prepare. It is only that Creature Human Wizard in those Zones.
11. When you cast a Prepared spell, these are being cast from Exile, not from your hand, GY, Library, or any other Zone. So anything you have that cares about this Exile aspect will care about these Preparation spells. \[\[The Thirteenth Doctor\]\] will trigger to get a counter, \[\[Passionate Archaeologist\]\] will trigger to deal damage, and \[\[Doc Aurlock\]\], \[\[Grizzled Genius\]\] will reduce their cost by 2 generic mana.
12. You control \[\[Teval, the Balanced Scale\]\] which says Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token. And you also control a \[\[Lluwen, Exchange Student\]\] that has an Activated Ability that says Exile a creature card from your graveyard to have Lluwen become Prepared. There is a rule (CR 722.3a) that creatures cannot become Prepared more than one time, once Prepared any further Preparing results in nothing. This however doesn’t mean you still can’t do something like activating your Lluwen over and over, exiling a creature card from your GY over and over to pay the cost to try and Prepare it over and over. Maybe you just want to have multiple instances of a card leaving your GY to keep triggering your Teval.
13. \[\[Myrkul, Lord of Bones\]\] has a Triggered Ability that says, “Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that card, except it’s an enchantment and loses all other card types.” Despite the text on Prepare creatures like Grave Researcher saying “... this creature becomes prepared.” this does not hinder anything. Myrkul will make these tokens not be creatures and only be enchantments, but the game will not care about that. When they say “this creature” the card practically is saying “this object” or "this permanent".
14. If you control a card like \[\[Eye of the Storm\]\] that has a Triggered Ability that says, “Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.” then when you cast a copy of a Prepared spell it will NOT trigger this Eye of the Storm. It explicitly looks for an instant or sorcery card being cast and these are copies not actual cards being cast. So be careful with the wording on your cards in your deck (like if \[\[Prosper, Tome-Bound\]\] is your Commander) if they ever ask for something specific like this, they may not work.
Okay, that’s what I think are the easier to grasp things, so now let’s get into what I imagine are the trickier and more difficult aspects of Prepare spells.
15. You control Grave Researcher and during your upkeep he becomes Prepared, this creates a copy of the Prepared spell in Exile which is Reanimate. On my turn, I cast \[\[Darksteel Mutation\]\] that says Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types. What happens to your Researcher and your Reanimate? As for the Researcher, it is still Prepared, the Mutation does nothing to stop that, and as for your Reanimate copy it is actually still sitting in Exile and waiting for you to choose to cast it. Even though it has lost all abilities from the Mutation, none of that negatively impacted. Once cast, your Mutationed Researcher will lose its Preparation Designation and it will have lost its Triggered Ability to become Prepared again of course. However, all is not lost, for if you control the card \[\[Skycoach Waypoint\]\] which is a land that has the Activated Ability of 3 and tap for Target creature becomes prepared, then you can actually use that on your Mutationed Researcher and despite having lost all of its other abilities it will create a copy of Reanimate in Exile again. A Prepared spell is not an ability of the creature.
16. \[\[Twinning Staff\]\] is an artifact that does and does not interact with Prepared spells so lets cover what is and what isn’t. When a creature becomes Prepared and a copy of an Object is created in Exile, yes, you’re copying something, and yes that something has the quality of being an instant or a sorcery, but not in the way that the Staff will care about. To compare this to a previous card, it’s like when you use \[\[Isochron Scepter\]\]’s activated ability and how it doesn’t trigger the Staff, because you’re copying the exiled card and then casting it so it becomes a spell, this is different than having a spell on the Stack already and then making a copy of that spell, which is what the Staff is looking for in order to trigger. Magecraft plays out the same way, once the creature becomes Prepared and the copy is made, Magecraft triggers will not trigger, but once you choose to cast that copy, it does move to the Stack becoming a spell on the stack being cast, and Magecraft would now trigger.
17. You control Grave Researcher and it gets Prepared during your Upkeep, so a copy of Reanimate is created in Exile, then you then cast \[\[Mirrorform\]\] and you have your Researcher become a copy of your Emeritus of Woe which has Demonic Tutor as its Prepared spell. Is it still Prepared or not? Yes, it’s still Prepared, but what happens with the copy of the Prepared spell in Exile? Does it remain being Reanimate or does it now become a copy of Demonic Tutor? It will actually stay as the Reanimate. The game doesn’t constantly check for this to update what the Prepared spell is, rather there is a one-time creation of that copy and it stays as that. We can see the specific text from CR 722.3c that says, “This copy remains in exile for as long as the prepared permanent remains on the battlefield and has the prepared designation.” So, it doesn’t matter if the Prepared permanent changes names, changes types, or many other things, it will still have that originally created copy exist in Exile. I say many things, as there is one thing that can happen to it, if the Prepared permanent is Phased out, then because it’s treated as if it doesn’t exist, then the copy in Exile does cease to exist until that Prepared permanent Phases back in.
18. Expanding on this just a bit with creatures changing what they are a copy of. A creature that doesn’t have a Prepare spell on its card cannot be Prepared, we can see this is CR 722.3a when it says, “... If that permanent has the alternative characteristics of a prepare spell, this gives the permanent the "prepared" designation…” So that means you cannot use Skycoach Waypoint to Prepare your \[\[Llanowar Elves\]\] and then use \[\[Nanogene Conversion\]\] to turn your Elves into a Grave Researcher that is now Prepared. That isn’t to say you cannot activate Skycoach Waypoint to target the Elves, you can do that, it just won’t actually result in anything. You could use the Skycoach Waypoint in a deck in which you want to commit Crimes if you wanted, it’s a good land for doing that.
19. Okay, let’s finally throw \[\[Deadpool, Trading Card\]\] into the mix. What happens when you play Mr. Pool and have him enter with swapped text boxes of a creature with a Prepared spell on it? If that happens, then Mr. Pool will not take the Prepared spell’s inset frame on the right of the creature card, he will only have the text box from the left side text box. If the creature he swapped with was Prepared, they will still be Prepared and you’ll still have that Prepared copy existing in Exile ready to be cast. Mr. Pool will not be able to be Prepared as he doesn’t have the alternative characteristics of a prepare spell. The other creature can be Prepared again but without their text box this might be difficult as they won’t have their own ability to do so, but a card like Skycoach Waypoint can do so.
20. Here’s a little wild scenario I thought of. Maybe you don’t have that Skycoach Waypoint nor do you have the ability to flicker a creature like \[\[Studious First-Year\]\] that only has the ability to enter Prepared but not re Prepare itself again. You could use a card like Mirrorform to re Prepare the First-Year. Have a creature like Emeritus of Conflict, trigger its ability to re Prepare it, then in response cast the Mirrorform so that it is now a Studious First-Year when that resolves so that the copy created is a Rampant Growth. Are there any other weird scenarios you all can think of to try and break some balance for these creatures, the ones that can’t normally be re Prepared? I think \[\[Mirage Mirror\]\] could do some wild and crazy things here. Please hit me with any other questions you have about Prepare and I’ll try my best to answer them.
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This sub is full of bots spreading propaganda about Skycoach.
Don't buy anything, they will scam you.
[https://skycoach.gg/blog/arc-raiders/articles/best-attachments-guide](https://skycoach.gg/blog/arc-raiders/articles/best-attachments-guide)
post
owned
r/skycoach
u/Creative-Storm-7509
2026-04-30
(no body — comment matched in title or URL only)
The pro was very professional and the service was exceptional! I've used many boosting services in WoW and Skycoach is hands down the best I've used. I will always use them!
post
r/lrcast
u/Darkwolfie117
2026-04-29
I think I’m past tempo lol
Do I just cut out blue?
post
owned
r/skycoach
u/BeautifulStairs
2026-04-29
Hello guys. I was working on skycoach since march 2026. Had a lot orders done and successful withdraws.
Today i was just logged out automatically from my computer & phone and even with my correct password couldn’t sign in.
Recovery doesn’t help cuz i don’t get any mails. My telegram chat of orders stopped sending notifications. Discord supports doesn’t replay and I’m stuck like this.
I don’t know what happened i have 2fa set on my skycoach account and if it was hacked i didn’t receive any notifications on my mail. Also,support who texted me almost immediately - stopped contacting me for more than 5-6 hours…
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post
r/EDH
u/Craig1287
2026-04-29
The rules for preparation cards can be found in section [722 of the CR](https://yawgatog.com/resources/magic-rules/#R722) so feel free to check that out if you want more details and in a few of these points I’ll reference specific rules from it. For anyone that prefers videos, I made [THIS VIDEO](https://www.youtube.com/watch?v=Hz8RnBvXXtQ) covering all this information as well. I’m going to start off with some of things I think are a little on the easier side and then at the end I’ve got some much more tricky Prepared scenarios that I think are the most complex to understand and grasp. My articles often get a lot of flack for being too lengthy, but this time it's because I'm covering 20ish different things, so as always I apologize for the length of this post but I still hope it helps some players out.
1. Preparation cards do not violate things like the ban list in Commander nor do they violate the highlander aspect of having only one copy of a card in your deck. You can run \[\[Emeritus of Ideation\]\] that has the Preparation card Ancestral Recall even though the card Ancestral Recall is banned in Commander. You can run the card \[\[Grave Researcher\]\] that has the preparation card Reanimate as well as run the actual card Reanimate in your deck.
2. You must still follow all the normal timing rules for casting spells when you’re casting the Preparation spells. Just because your Grave Researcher is prepared doesn’t mean you can cast the copy of Reanimate on your opponent’s turn. This does mean that if you have a card like \[\[Vedalken Orrery\]\] that does let you get around timing restrictions that that also applies to Preparation spells.
3. You can re Prepare a creature with their own Prepared spell, like in the case of \[\[Emeritus of Conflict\]\] that says, “Whenever you cast your third spell each turn, this creature becomes prepared” and its Prepared spell is Lightning Bolt. You could cast the Emeritus, then two other spells, Preparing it and giving you the copy of Bolt to play. Then on your next turn, you cast two spells and then choose to cast the Prepared Bolt, it is your 3rd spell for the turn and this will trigger the Emeritus to become Prepared again.
4. If you Prepare your Grave Researcher and then on your Main Phase you cast the Reanimate copy, then I cannot respond with \[\[Swords to Plowshares\]\] to try and stop you. This is similar to how if you activate an ability of a creature I can’t stop that ability by Swordsing that creature, the ability is now its own thing independent of that creature, just as the Prepared spell is an independent thing from the Preparation creature.
5. In a similar vein to the last note, we do have to account for Priority when playing these Preparation creatures, this means that when you play your \[\[Emeritus of Woe\]\] and it has the Replacement Effect for how it enters Prepared, there is no point at which I can try to respond and Swords it before you can cast the Demonic Tutor. It entering Prepared is not a Triggered Ability and therefore it does not use the Stack, when the creature spell resolves and enters you will then have Priority to cast the Demonic Tutor even though it’s a sorcery and my Swords is an instant. To expand on this, if you also controlled a card like \[\[Ayara, First of Locthwain\]\] when your Emeritus enters, then this would play out differently. Ayara has a creature ETB ability, so when your Emeritus enters, Ayara is triggered placing an ability onto the Stack, and with the Prepared spell being a Demonic Tutor which is a sorcery it can only be cast when the Stack is empty, so this would give me a chance to Swords your Emeritus before you can cast the Tutor.
6. If you cast a Prepared spell, this is not an Alternative Cost, this matters because in Magic you can only ever cast a spell via one form of an Alternative Cost, you can’t combine them.
7. If a player casts their \[\[Meddling Mage\]\] and names Reanimate then this will obviously stop you from casting the spell Reanimate card you have in your hand but it will also stop you from casting the Prepared spell via Grave Researcher, it being a part of the card Grave Researcher has no effect on its name.
8. When a creature becomes Prepared, this is a Designation and that is not something that is a Copiable Value. If you control a Emeritus of Conflict that is Prepared and then a cast my \[\[Clone\]\] and have it enter as a copy of your Prepared Emeritus of Conflict then my Clone will not already be Prepared.
9. If you control Emeritus of Conflict and have cast your third spell in a turn, this Prepares your Emeritus, but then on my turn I gain control of your Emeritus, I can actually be the one to cast the Lightning Bolt copy that is in Exile. The game does not care about the owner of the Prepared creature nor who the controller of it was at the time the creature became Prepared, it only cares about the current controller at the time and that’s the player who can cast the Prepared spell.
10. In any Zone like your Hand, Library, Graveyard, a creature with Prepare are only the qualities of their main card. This means that if you cast \[\[Mystical Tutor\]\] or \[\[Zealous Lorecaster\]\] then you cannot search your Library for or target your Emeritus of Conflict via the Lightning Bolt that it can Prepare. It is only that Creature Human Wizard in those Zones.
11. When you cast a Prepared spell, these are being cast from Exile, not from your hand, GY, Library, or any other Zone. So anything you have that cares about this Exile aspect will care about these Preparation spells. \[\[The Thirteenth Doctor\]\] will trigger to get a counter, \[\[Passionate Archaeologist\]\] will trigger to deal damage, and \[\[Doc Aurlock\]\], \[\[Grizzled Genius\]\] will reduce their cost by 2 generic mana.
12. You control \[\[Teval, the Balanced Scale\]\] which says Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token. And you also control a \[\[Lluwen, Exchange Student\]\] that has an Activated Ability that says Exile a creature card from your graveyard to have Lluwen become Prepared. There is a rule (CR 722.3a) that creatures cannot become Prepared more than one time, once Prepared any further Preparing results in nothing. This however doesn’t mean you still can’t do something like activating your Lluwen over and over, exiling a creature card from your GY over and over to pay the cost to try and Prepare it over and over. Maybe you just want to have multiple instances of a card leaving your GY to keep triggering your Teval.
13. \[\[Myrkul, Lord of Bones\]\] has a Triggered Ability that says, “Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that’s a copy of that card, except it’s an enchantment and loses all other card types.” Despite the text on Prepare creatures like Grave Researcher saying “... this creature becomes prepared.” this does not hinder anything. Myrkul will make these tokens not be creatures and only be enchantments, but the game will not care about that. When they say “this creature” the card practically is saying “this object” or "this permanent".
14. If you control a card like \[\[Eye of the Storm\]\] that has a Triggered Ability that says, “Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.” then when you cast a copy of a Prepared spell it will NOT trigger this Eye of the Storm. It explicitly looks for an instant or sorcery card being cast and these are copies not actual cards being cast. So be careful with the wording on your cards in your deck (like if \[\[Prosper, Tome-Bound\]\] is your Commander) if they ever ask for something specific like this, they may not work.
Okay, that’s what I think are the easier to grasp things, so now let’s get into what I imagine are the trickier and more difficult aspects of Prepare spells.
15. You control Grave Researcher and during your upkeep he becomes Prepared, this creates a copy of the Prepared spell in Exile which is Reanimate. On my turn, I cast \[\[Darksteel Mutation\]\] that says Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types. What happens to your Researcher and your Reanimate? As for the Researcher, it is still Prepared, the Mutation does nothing to stop that, and as for your Reanimate copy it is actually still sitting in Exile and waiting for you to choose to cast it. Even though it has lost all abilities from the Mutation, none of that negatively impacted. Once cast, your Mutationed Researcher will lose its Preparation Designation and it will have lost its Triggered Ability to become Prepared again of course. However, all is not lost, for if you control the card \[\[Skycoach Waypoint\]\] which is a land that has the Activated Ability of 3 and tap for Target creature becomes prepared, then you can actually use that on your Mutationed Researcher and despite having lost all of its other abilities it will create a copy of Reanimate in Exile again. A Prepared spell is not an ability of the creature.
16. \[\[Twinning Staff\]\] is an artifact that does and does not interact with Prepared spells so lets cover what is and what isn’t. When a creature becomes Prepared and a copy of an Object is created in Exile, yes, you’re copying something, and yes that something has the quality of being an instant or a sorcery, but not in the way that the Staff will care about. To compare this to a previous card, it’s like when you use \[\[Isochron Scepter\]\]’s activated ability and how it doesn’t trigger the Staff, because you’re copying the exiled card and then casting it so it becomes a spell, this is different than having a spell on the Stack already and then making a copy of that spell, which is what the Staff is looking for in order to trigger. Magecraft plays out the same way, once the creature becomes Prepared and the copy is made, Magecraft triggers will not trigger, but once you choose to cast that copy, it does move to the Stack becoming a spell on the stack being cast, and Magecraft would now trigger.
17. You control Grave Researcher and it gets Prepared during your Upkeep, so a copy of Reanimate is created in Exile, then you then cast \[\[Mirrorform\]\] and you have your Researcher become a copy of your Emeritus of Woe which has Demonic Tutor as its Prepared spell. Is it still Prepared or not? Yes, it’s still Prepared, but what happens with the copy of the Prepared spell in Exile? Does it remain being Reanimate or does it now become a copy of Demonic Tutor? It will actually stay as the Reanimate. The game doesn’t constantly check for this to update what the Prepared spell is, rather there is a one-time creation of that copy and it stays as that. We can see the specific text from CR 722.3c that says, “This copy remains in exile for as long as the prepared permanent remains on the battlefield and has the prepared designation.” So, it doesn’t matter if the Prepared permanent changes names, changes types, or many other things, it will still have that originally created copy exist in Exile. I say many things, as there is one thing that can happen to it, if the Prepared permanent is Phased out, then because it’s treated as if it doesn’t exist, then the copy in Exile does cease to exist until that Prepared permanent Phases back in.
18. Expanding on this just a bit with creatures changing what they are a copy of. A creature that doesn’t have a Prepare spell on its card cannot be Prepared, we can see this is CR 722.3a when it says, “... If that permanent has the alternative characteristics of a prepare spell, this gives the permanent the "prepared" designation…” So that means you cannot use Skycoach Waypoint to Prepare your \[\[Llanowar Elves\]\] and then use \[\[Nanogene Conversion\]\] to turn your Elves into a Grave Researcher that is now Prepared. That isn’t to say you cannot activate Skycoach Waypoint to target the Elves, you can do that, it just won’t actually result in anything. You could use the Skycoach Waypoint in a deck in which you want to commit Crimes if you wanted, it’s a good land for doing that.
19. Okay, let’s finally throw \[\[Deadpool, Trading Card\]\] into the mix. What happens when you play Mr. Pool and have him enter with swapped text boxes of a creature with a Prepared spell on it? If that happens, then Mr. Pool will not take the Prepared spell’s inset frame on the right of the creature card, he will only have the text box from the left side text box. If the creature he swapped with was Prepared, they will still be Prepared and you’ll still have that Prepared copy existing in Exile ready to be cast. Mr. Pool will not be able to be Prepared as he doesn’t have the alternative characteristics of a prepare spell. The other creature can be Prepared again but without their text box this might be difficult as they won’t have their own ability to do so, but a card like Skycoach Waypoint can do so.
20. Here’s a little wild scenario I thought of. Maybe you don’t have that Skycoach Waypoint nor do you have the ability to flicker a creature like \[\[Studious First-Year\]\] that only has the ability to enter Prepared but not re Prepare itself again. You could use a card like Mirrorform to re Prepare the First-Year. Have a creature like Emeritus of Conflict, trigger its ability to re Prepare it, then in response cast the Mirrorform so that it is now a Studious First-Year when that resolves so that the copy created is a Rampant Growth. Are there any other weird scenarios you all can think of to try and break some balance for these creatures, the ones that can’t normally be re Prepared? I think \[\[Mirage Mirror\]\] could do some wild and crazy things here. Please hit me with any other questions you have about Prepare and I’ll try my best to answer them.
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r/skycoach
u/Visible-Living-755
2026-04-29
They are ignoring Pro's/boosters messages on why their account is being halted from taking orders and withdrawals are ignored. The people i talked to even told me the boosters only take 20-30% cut of the orders and they even had to bid for it waiting for whole hours to just get a 10% bump and that is why your services takes so long to get taken because these guys are money hungry and 100% scamming customers and pros by not refunding or halting withdrawals and ghosting in order to make more money
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I had a really great experience with the booster and the service from Skycoach overall. The booster was professional, efficient, and clearly very skilled. They completed everything faster than expected. Communication was smooth polite which made the whole experience feel amazing.
Best service out there for sure, very fast and also a very nice and kind support
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r/EAFC
u/Friendly_Pay_8872
2026-04-28
I hired SkyCoach for a **coin transfer service** and my account was permanently banned for 'Coin Distribution/Economic Advantage'.
The EA Data Logs clearly show their responsibility: their booster accessed my account from **Redditch (UK)** at 12:50 and **Dnipro (Ukraine)** at 16:02 without any VPN, just before the ban at 15:50.
Not only did they use unsafe transfer methods, but they also ignored the basic security protocols (VPN) they promised. After 48h, they only offered a ridiculous **30% refund** of the service price. This is unacceptable for a lost account. Order #DI85079
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r/mtgcube
u/Ancient-Progress6434
2026-04-27
I thought I'd try a slightly different post to provide some variety to the cube help questions here. We will soon be updating our Vintage Cube with Strixhaven so I thought I'd post this as a visually appealing contribution with some background thoughts from me for those of you who like to read :D
A friend and I have been curating the Mox & Mocca Vintage Cube ( [https://cubecobra.com/cube/about/MMVCube](https://cubecobra.com/cube/about/MMVCube) ) for about two years now. We play it approximately weekly with 6 to 10 players as part of our cube event in Hannover, Germany. It started as a copy of the LSV Vintage Cube and has since become its own thing. We update the cube with each new set, swapping in both new and old cards.
With Secrets of Strixhaven, we're toning down the combo archetype a bit and trying to add more universally cards.
Some thoughts about the changes:
\[\[Auriok Salvagers\]\] is a cool combo card that, together with \[\[Lion's Eye Diamond\]\] or \[\[Black Lotus\]\], generates infinite mana and then, with something like \[\[Pyrite Spellbomb\]\], enables infinite card draw and damage. Unfortunately, the combo is quite specific and has only seen play once in over 30 rounds. Erode is the perfect answer to Oko, Minsc, and T3feri and is playable in any white deck.
\[\[Ceaseless Conflict\]\] is a cool twist for a board wipe. At 5 mana, it's actually too expensive, but the ability to maintain board presence might make the card interesting outside of control decks and for midrange and creature-based decks. Sunfall has the advantage of exiling and then generating a large body, but Conflict at least looks like a worthwhile endeavor.
\[\[Flow State\]\] is an interesting card. At first, I thought it was too slow and conditional for the Vintage Cube. Then I played several drafts with the card and changed my mind relatively quickly. If I can easily enable the card in a Strixhaven draft, it shouldn't be a problem with the cheapest and best instants and soceries Magic has to offer. Star Charts is also a good card, but it falls short of similar cards like \[\[Treasure Cruise\]\] or \[\[Stock Up\]\].
\[Skycoach Conductor\]\] is a mono-blue \[\[Restoration Angel\]\] with a flexible trigger. Since I currently enjoy the UW Tempo archetype around \[\[Aang, Swift Savior\]\] and \[\[Rhys, the Evermore\]\], as well as the Dimir Ninja deck around \[\[Kaito, Bane of Nightmares\]\] and \[\[Super Shredder\]\], I'd like to at least test the card. \[\[Treachery\]\] was a nice nostalgia card, but in the context of the current Vintage Cube Tempo, it's significantly weaker than it used to be, in my opinion.
\[\[Flashback\]\] is simply a solid Magic card. It might not have the highest power level, but hopefully, it can be used effectively as a backup for existing combo decks and in Izzet Spells or Jeskai decks. \[\[Raphael, the Nightwatcher\]\] was neat, but not very good in my perspective.
\[\[Ambitious Augmenter\]\] looks like a good, aggressive one-drop that's often underestimated until it becomes too powerful and then leaves another problem body for the opponent. \[\[Voldaren Epicure\]\] was intended as a cheap enabler for Reanimator and Artifact/aggro decks, but it's a mediocre glue card that won't be missed much.
\[\[Vastlands Scavenger\]\] is a nice addition to the cheaty face/timmy archetype we supported with the last archetype. \[\[Oath of Druids\]\] on a 4/4 Deathtouch body for 3 mana is a valid card that can be played in non-natural order decks without hesitation. Depth/Stage is a C-tier combo that some players in our playgroup really like. However, since the combo requires a lot of buildaround and the payoff isn't always game-winning, Marit Large is currently on the bench.
\[\[Emeritus of Abudance\]\] looks like the most playable card from the cycle. \[\[Sentinel of the Nameless City\]\] has shown that 3/4 Vigilance for 3 mana can put a lot of pressure on your opponent. I consider Emeritus weaker than Sentinel, but having Regrowth on a reasonably cheap Threat sounds promising.
\[\[Kinetic Ooze\]\] is a scaling \[\[Reclamation Sage\]\]. One mana to kill a mox, three mana for a 2/2 and kill a Talisman, or five mana for a 4/4, kill a palanthir, and draw a card. Not outstanding, but not bad either. Ooze will probably soon be replaced by something like \[\[Goldvein Hydra\]\], but perhaps it will surprise us and earn its place.
\[\[Tendrills of Agony\]\] is also a nostalgia card that doesn't really have support in the Cube (I consider cards like \[\[Cabal Ritual\]\] or \[\[Rain of Filth\]\] parasitic, as they're practically unplayable outside of Storm). If someone in our group goes into Storm, it's usually with a Brain Freeze combo. Tendrills is a vintage Cube staple, but without real support and with a very low play rate in our community, the card will be cut for now. I think \[\[Superior Spider-Man\]\] is a cool card that fits best in Dimir Reanimator, but can also work well in more aggressive Grixis decks.
I had a dream about \[\[North Wind Avatar\]\]. The ability to get everything from the sideboard still sounds very, very cool to me. Especially since, in my experience, cuts are always difficult in vintage Cube anyway. Unfortunately, the specific and expensive mana costs aren't worth it. \[\[Traumatique Critique\]\] sounds like a good and flexible value card for Izzet. I'm curious to see how it compares to \[\[Flame of Anor\]\].
Finally, I'd like to test at least one of the charms from Strixhaven. \[\[Witherbloom Charm\]\] looks like the most flexible to me by far. Trading a land for two cards in the late game sounds just as good as destroying Sol Ring, Ajani, Bowmasters, Psychic Frog, or Ragavan early on. I also had \[\[Lorehold Charm\]\] on my maybe list, but I think it's too narrow for the Boros colors to really see play. We've had \[\[Captain America, Super-Soldier\]\] in as a proxy for a few months now, but it hasn't made a lasting impression so far. The built-in protection is cool, and the protection against discard or brainfreeze is neat, but aggressive white decks often have better three-drop alternatives.
These are my planned changes and thoughts. Feel free to agree or disagree in the comments or let me know about any Strixhaven cards that have performed well for you so far.
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Good service and really nice people with fast service
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r/skycoach
u/Particular-Chart4221
2026-04-26
10/10 ordered a few things no issues with any. All came through and were completed in a timeframe that was given even faster than I expected
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owned
r/skycoach
u/Medical-Machine2904
2026-04-25
At first I was not sure but after my first transaction I got my confidence and did my second one and I will be doing more in future thanks skycoach
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owned
r/skycoach
u/Striking-Travel9509
2026-04-25
Highly recommend. Fast and easy
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r/skycoach
u/Neat_Square_9112
2026-04-25
I have bought 2 accounts from Skycoach and I must say the things are very mixed I see allot of people say support is rude and thats not true ifs the sellers you need to watch out for they are selling some dodgy stuff that are obviously not obtained legally but if you find a good seller I think ur experience would be good
⭐⭐⭐⭐⭐ Skycoach Review – Reliable, Fast, and Worth It
I’ve used Skycoach multiple times now for in-game services, and overall my experience has been very positive. If you’re someone who enjoys gaming but doesn’t always have the time to grind for hours, this platform is honestly a huge help.
First off, the ordering process is simple and straightforward. Everything is clearly laid out, and you can choose exactly what service you need—whether it’s leveling, boosting, farming, or unlocking specific items. The platform itself is easy to navigate and doesn’t feel confusing or overwhelming.
What stood out to me the most was the speed and efficiency. In most cases, my orders were started pretty quickly and completed within a reasonable time. That alone makes a big difference when you’re trying to progress without wasting time.
Another big plus is the professionalism of the players (“pros”) and support team. The people I interacted with were respectful, communicated well, and clearly knew what they were doing. It didn’t feel sketchy or unorganized—it felt legit and well-managed.
I also appreciated the customer support. Whenever I had a question or needed an update, they responded and kept me informed throughout the process. Good communication goes a long way with services like this.
That said, it’s not perfect. There were a couple moments where things took a little longer than expected, but nothing too serious. As long as you go in with realistic expectations, it’s not a big issue.
Overall, Skycoach delivers what it promises. It’s a reliable and convenient option for players who want to save time and still enjoy the best parts of their games without the grind. I’d definitely recommend it to anyone looking for a boost without the hassle.
Final verdict:
Easy to use
Fast and reliable service
Professional players and support
Great for saving time
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I needed to say some time get some blueprints for Arc Raiders and they came through clutch
This is the third Mathemagics-based deck I've trophied with (and the fifth mill strategy deck overall, the other two used Exhibition Tidecaller / Brain Freeze). And this time there was no Plan B; all 7 wins came from a lethal Mathemagics. Most of the time propelled by Mana Sculpt, but sometimes the abundance of mana dorks + two Tablet of Discovery were enough. In one game I burned Mathemagics early to draw 8, counting on Divergent Equation to get it back and that worked fine. A couple times Divergent was used to bring back Mana Sculpt in order to counter a large spell into lethal mill the next turn. I even got to use Sanar's Wild Idea preparation to search for either Mana Sculpt or Mathemagics. And what's really satisfying is that most of the matches were against Silverquill and Witherbloom where they weren't doing the mill job for me.
Unlike some creatureless Prismari decks, this one actually features quite a few, but they're universally not for attacking. That steady stream of high toughness blockers and also removal targets to distract my opponent from further developing the board absolutely carried me. This isn't even the best version of Mathemagics I've drafted, let alone the best possible. It's lacking in cheap cantrips to help find the combo pieces and my removal options are suboptimal like having a Heated Rivalry instead of a Stress Dream or Banishing Betrayal instead of almost any other option.
In my personal ranking, Mathemagics is now a build-around A. It's great not just against spell decks that are milling themselves out naturally but against aggressive decks too because in the right shell it can actually kill fast. I had a game where I landed an early Sanar for a steady stream of tokens from tempo spells which, thanks to a timely Mana Sculpt for 6 allowed me to lethal Mathemagics with only three land in play. Insane.
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owned
r/skycoach
u/Chemical_Phrase5519
2026-04-24
I have used skycoach several times for WoW, and its really good. Good service, quick responses on any concerns or questions
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owned
r/skycoach
u/No-Excitement8833
2026-04-24
Sky Coach is a scam website that stole my money and blocked me because I demanded my rights. I am communicating with them and I do not understand the reason and they did not respond to me. They stole my money. Do not deal with them.
I feel like this is a really solid box. 3 foil rares, 7 mythics, 1 Mythic archive, 3 rare archive, 4 lands, and a lot of solid playable cards. Buy singles folks. Cheers.
Hello friends! Spring is in full swing here, and it's time for me to make some room in my binder for new alters I have planned.
I'm putting up 13 alters for sale all at doorbuster prices, so if you're looking to get a sick alt for your deck, now's the chance! Drop me a PM if you are interested in a card!
Shipping is $5 and is for US only. I accept Venmo or PayPal.
Here's the full list of alts:
* Senshi Rocco - SOLD
* Atlantis-themed Command Tower -
SOLD
* Adventure Time Sol Ring -
SOLD
* Earthbender Ascension -
SOLD
* Lasyd Prowler - $
35
* Skycoach Conductor - SOLD
* Elrond, Lord of Rivendell - $
35
* Stonybrook Banneret -
SOLD
* Greedy Freebooter -
SOLD
* Orcish Lumberjack - $
25
* Mana Geode - $
15
* Aether Spellbomb - $
15
* Firebending Lesson - SOLD
I'll also be opening commissions again in May, so keep an eye out for that on IG (gutterwizardalters).
Thank you all!
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owned
r/skycoach
u/Critical-Stuff-488
2026-04-23
Every single time the attitude and speed of fulfilling orders is pristine. Cant say anything negative! I will continue to use their site anytime I need any of their wide range of services, especially for arc raiders!
I’ve been using this platform for several years, mainly when I had less time but still wanted to get into endgame content. I’ve used some of the support services here during that time.
Overall, I’m reasonably satisfied with the platform. I’d rate it 4 out of 5. Some experiences depend on the game’s popularity and the availability of boosters. In a few cases, I had to wait around 24 hours even after buying the super express option. That said, this seems to vary depending on demand and the type of support requested.
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Saves me so much in game play time! Always had a great experience and would highly recommend!
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owned
r/skycoach
u/InterviewUnfair498
2026-04-22
Really good app to use. Professional and fast service!
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owned
r/skycoach
u/AccomplishedTooth987
2026-04-21
Amazing service. Fast and easy with a master of primal. Thx.
Fast runs are always about having the right group. If you don’t have that it can be rough. I’ve seen people just grab a quick carry on skycoach gg to get it done clean and fast.
Hello everyone! I made a video outlining my Draft Strategy, Pick Order, and Archetype breakdowns for Secrets of Strixhaven. I hope it is helpful to some :)
Video version: [https://youtu.be/zUJgXSv\_\_JI](https://youtu.be/zUJgXSv__JI)
**Pick Order - Early Picks**
Look for Commons & Uncommons that excel in the following criteria:
* Flexibility
* Rate
* Power Level
* Curve (ie cheap cards)
* Synergy
**Premium Removal**
My benchmark for rating all the other cards. Efficient, easy to cast, no conditions. Few non-rares will be picked ahead of these:
* Stand Up For Yourself *(2W ins // Destroy target creature with power 3 or greater)*
* Foolish Fate *(2B ins // Destroy target creature. If you gained life, they lose 3)*
* Bitter Triumph *(1B ins // Discard a card or pay 3 life. Destroy creature/planeswalker)*
* Dismember *(1BB (phyrexian mana) ins // Target creature get -5/-5)*
* Burst Lightning *(R ins, kicker 4 // 2 damage to any target or 4 if kicked)*
* Impractical Joke *(R sor // 3 to a creature/planeswalker)*
* Knockout Maneuver *(2G sor // +1/+1 counter on a creature you control, it punches another creature)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
* Tainted Treats *(1BG Instant // Destroy target Creature. If its mana value was 4 or less, make a Food)*
**Premium Rate Cards**
Early picks, taken at or above Premium Removal:
* Matterbending Mage *(2U 2/2 // bounce a creature. Whenever you cast an X spell, this can’t be blocked))*
* Stock Up *(2U sor // Look at the top 5, take 2)*
* Royal Treatment *(G ins // target creature gains hexproof this turn, +1/+1 counter, and Ward {1})*
* Environmental Scientist *(1G 2/2 // Search for a basic land to hand)*
* Snarl Song *(5G sor // Converge, make two X/X creatures, gain X life)*
* Paradox Surveyor *(U{U/G}G 3/3 reach // Look at the top 5, take a land or X spell)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
**Good Removal**
Still high picks but other top cards may be taken over these:
* Essence Scatter *(1U ins // counter target creature spell)*
* Run Behind *(3U ins // costs {1} less if targeting an attacker. Target creature to top or bottom)*
* Last Gasp *(1B ins // Target Creature gets -3/-3)*
* Wander Off *(3B ins // Exile target creature.)*
* Artistic Process *(3RR sor //choose 1 – 6 to target creature / 2 to each creature / make a 3/3 flying haste)*
* Unsubtle Mockery *(2R ins // 4 to target creature, surveil 1)*
* Abrade (*1R ins // 3 to a creature or destroy an artifact)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Quandrix Charm *(UG ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
**Above-Rate Cards**
Taken at or above Good Removal:
* Elite Interceptor *(W 1/2 // enters Prepared. Sor: 1W tap or untap a creature, draw a card)*
* Primary Research *(4W ench // return a nonland mv 3 or less from your graveyard to the battlefield. End step if a card left your graveyard, draw a card)*
* Orysa, Tide Choreographer *(4U 2/2 // costs {3} less if you have total toughness 10 or greater. Draw 2 cards)*
* Flow State *(1U sor // look at the top 3, take 1. Or take 2 if you have an instant and a sorcery in your graveyard)*
* Dissection Practice *(B ins // drain them for 1, target creature gets +1/+1, target creature gets -1/-1)*
* Send in the Pest *(B sor // make a 1/1 pest, they discard a card)*
* Additive Evolution *(3GG ench // make a 3/3 fractal. Beginning of combat, put a +1/+1 counter on a creature and it gains vigilance)*
* Studious First-Year *(G 1/1 // enters prepared. Sor: G search for a basic land into play tapped)*
* Thornfist Striker *(2G 3/3 Ward 1 // creatures you control get +1/+0 a trample if you’ve gained life this turn)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
**Archetypes.** Here are my brief impressions of each of the two-colour archetypes in the format. We will be trying to end up in one of these by the end of the draft. There are only five supported colour pairs in Secrets of Strixhaven, and each gets 10 (!) multicolour cards at Common/Uncommon. A lot of the power in this set is concentrated in the multi-colour cards, so finding the open colour pair in the draft will be heavily rewarded.
**White-Black Silverquill Aggro.**
Mechanic: Repartee. Whenever you cast an instant or sorcery spell that targets a creature, get a bonus. Note that this includes “Prepared Spells” but **does not** include **activated abilities**.
Signpost Uncommons:
* Abigale, Poet Laureate *(1WB 2/3 flying // when you cast a creature spell, \~ becomes prepared. Sor: 1{W/B} +1/+1 counter on target creature)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
* Snooping Page *{1WB 2/3 // Repartee – this can’t be blocked. When \~ deals damage to a player, draw a card and lose 1 life)*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
Signpost Commons:
* Inkling Mascot *(WB 2/2 // Repartee – gains flying, surveil 1)*
* Imperious Inkmage *(1WB 3/3 vigilance // surveil 2)*
* Render Speechless *(2WB sor // Take a card from their hand, put 2 +1/+1 counters on target creature)*
Avoid:
* Social Snub *(1WB // Each player sacrifices a creature and you drain them for 1. Copy this spell if you control a creature on cast)*
This is likely the most aggressive deck in the format. Look for cheap threats with Repartee triggers such as \[\[Graduation Day\]\], \[\[Leturing Scornmage\]\], and \[\[Melancholic Poe\]\]. Repartee should happen naturally by playing removal prepared spells, so try not to devote too many deckslots to cards just for the sake of targeting something. \[\[Cost of Brilliance\]\], Dissection Practice, and Elite Interceptor are nice support pieces that target.
You’ll be doling out a lot of +1/+1 counters, so creatures with Double Strike or Flying go up in value such as \[\[Quill-Blade Laureate\]\] and \[\[Owlin Historian\]\]. Occasionally you may want a card with Flashback like \[\[Dig Site Inventory\]\] for multiple triggers.
**White-Red Lorehold Graveyard**
Mechanic: Whenever a card leaves your graveyard, you get a bonus.
Signpost Uncommons:
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Kirol, History Buff *(RW 2/3 // Whenever a card leaves your graveyard, \~ becomes prepared. Sor: 1RW mill a card, put 2 +1/+1 counters on target creature, it gains trample)*
* Molten Note *(XRW Sor // deals damage = amount of mana spent to target creature. Flashback 6RW)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
Signpost Commons:
* Spirit Mascot *(RW 2/2 // whenever a card leaves your graveyard, put a +1/+1 counter on this)*
* Pursue the Past *(RW sor // gain 2 life. Discard a card, draw 2. Flashback 2RW)*
* Wilt in the Heat *(2RW ins // costs {2} less if a card left your graveyard. 5 damage to a creature)*
Avoid:
* \[\[Lorehold Charm\]\]
* \[\[Borrowed Knowledge\]\]
\[\[Garrison Excavator\]\] and \[\[Living History\]\] are two more solid graveyard payoffs. Look for ways to repeatedly trigger them like \[\[Rubble Rouser\]\], \[\[Ascendant Dustspeaker\]\] and \[\[Summoned Dromedary\]\]. Spells with Flashback like \[\[Group Project\]\] and \[\[Tome Blast\]\] can help here too.
Getting cards into your graveyard may be the trickiest part. Look for instances of Surveil, Mill and Discard where you can find them.
**Blue-Red Prismari Spells**
Mechanic: Opus. When you cast an instant or sorcery, get a bonus. If you spent at least 5 mana, get another bonus.
Signpost Uncommons:
* Abstract Paintmage *(U{U/R}R 2/2 // At the beginning of your main phase, add UR to spend on instants/sorceries)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Sanar, Unfinished Genius *(UR 0/4 // enters prepared. {t}: make a Treasure if you’ve cast an instant or sorcery this turn. Sor 3UR search for an instant or sorcery to hand)*
* Spectacular Skywhale *(2UR 1/4 flying // Opus – +3/+0 or 3 +1/+1 counters)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
Signpost Commons:
* Elemental Mascot *(1UR 1/4 flying vigilance // Opus – +1/+0, if 5 or more mana, exile the top card and you may play it until the end of your next turn)*
* Stadium Tidemage *(2UR 4/4 // enters or attacks, you may draw and discard)*
* Visionary’s Dance *(5UR sor // make 2 3/3 flying tokens. {2} discard this card: look at the top 2, take one)*
Avoid:
* \[\[Rapturous Moment\]\]
Despite Opus being a “big mana” mechanic, this deck looks to be on the more aggressive side. \[\[Deluge Viruoso\]\], \[\[Expressive Firedancer\]\], and \[\[Tackle Artist\]\] all hit hard alongside cheaper spells like \[\[Ancestral Anger\]\], \[\[Monstrous Rage\]\], and \[\[Goblin Glasswright\]\]. I don’t think you’ll really need to “try” to trigger the big side of Opus as the best expensive cards are already high picks.
**Black-Green Witherbloom Lifegain**
Mechanic: Infusion. Get a bonus when you gain life.
**Signpost Uncommons:**
* Teacher’s Pest *(BG 1/1 menace // when \~ attacks, gain 1 life. BG: return this from your graveyard to the battlefield tapped.)*
* Witherbloom Charm *(BG ins // choose 1 – sac a permanent to draw 2 / gain 5 life / destroy a nonland with mv 2 or less)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Mind Roots *(1BG sor // target player discards 2. Put up to one land from among them into play tapped under your control)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
* Old-Growth Educator *(2BG 4/4 vigilance reach // Enters with 2 +1/+1 counters if you’ve gained life this turn.)*
* Root Manipulation *(3BG sor // creatures you control get +2/+2, menace, and “whenever this attacks, gain 1 life”.)*
**Signpost Commons:**
* Bogwater Lumaret *(BG 2/2 // when this or another creature you control enters, gain 1 life)*
* Pest Mascot *(1BG 2/3 trample // whenever you gain life, put a +1/+1 counter on this)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
The one-two punch of Bogwater Lumaret into Pest Mascot at common is a big draw into this deck. Some strong lifegain payoffs include Thornfist Striker, \[\[Poisoner’s Apprentice\]\], and \[\[Lumaret’s Favor\]\]. \[\[Leech Collector\]\] is a 2 drop that stays relevant all game. \[\[Follow the Lumarets\]\] can be a 2-mana draw two in a high-creature-count deck.
Incidental lifegain such as \[\[Mindful Biomancer\]\] are very valuable, as well as repeatable lifegain enablers like \[\[Potioner’s Trove\] and \[\[Shopkeeper’s Bane\]\].
Look for ways to punish our opponents for blocking our Pest tokens such as \[\[Rabid Attack\]\] and \[\[Arnyn, Deathbloom Botanist\]\].
**Blue-Green Quandrix Ramp**
Mechanic: Increment. Creatures get +1/+1 counters when you cast a spell with mana value greater than their power or toughness.
**Signpost Uncommons:**
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
* Paradox Surveyor *(G{G/U}U 3/3 reach // Look at the top 5, take a land or X spell)*
* Proctor’s Gaze *(2GU ins // bounce a nonland, search for a basic into play tapped)*
* Quandrix Charm *(GU ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Fractal Tender *(3GU 3/3 ward 2 // Increment. End step, if you put a counter on this, make a 3/3 fractal)*
**Signpost Commons:**
* Embrace the Paradox *(3GU ins // draw 3, put a land into play tapped)*
* Fractal Mascot *(4GU 6/6 trample // tap & stun)*
* Pterafractyl *(XGU 1/0 flying // enters with X +1/+1 counters, gain 2 life)*
**Avoid:**
* \[\[Growth Curve\]\]
* \[\[Tam, Observant Sequencer\]\]
\[\[Tester of the Tangential\]\] is an interesting Increment payoff that can pass counters around as the game goes on. Mostly, we are not focused on Increment however and are just looking to find lands with Environmental Scientist and Studious First-Year to play big spells. Card draw from \[\[Landscape Painter\]\], \[\[Homesickness\]\], and Orysa, Tide Choreographer is a natural fit here.
Blue-Green is the best base for the Converge mechanic, which counts the number of colours of mana spent to cast a spell. You would like to have access to at least four colours in most cases. The best converge payoffs are Snarl Song, \[\[Transcendent Archaic\]\], and \[\[Sundering Archaic\]\]. Which leads us to…
**Mana Fixing**
Fixing is quite abundant in this set. There are a cycle of tapped dual lands for each supported colour pair which can Surveil later in the game such as \[\[Spectacle Summit\]\]. These will show up in the land slot 50% of the time. \[\[Terramorphic Expanse\]\] is available at Common. \[\[Potioner’s Trove\]\], \[\[Strixhaven Skycoach\]\], and \[\[Shared Roots\]\] are all strong any-colour fixing options as well.
**Way-Too-Early Archetype Winrate Predictions**
1. **Black-Green Witherbloom Lifegain** – Strongest group of Mutli-colour Commons and pays you off for incidental lifegain which is already powerful.
2. **Blue-Red Prismari Spells** – Two absolutely premium removal spells at Uncommon and seems heavily supported.
3. **White-Black Silverquill Aggro** – Lots of support and should run over the slower decks. Will struggle against Witherbloom’s lifegain however.
4. **Blue-Green Quandrix Ramp/Converge** – Has a couple of busts at Uncommon and looks a bit clunky overall. Will probably fare best with the help of rares.
5. **White-Red Lorehold Graveyard** – Looks a bit finicky and tough to get the engine going. However, they seem to have powered it up since last time.
**General Draft Strategy (8 Player Pick-1)**
**Picks 1-3:**
* Take the best card. Mono-coloured cards will leave us more open going forward.
**Picks 4-8:**
* Continue to take the best card. We may have cards in multiple colours, and that’s ok. Start to form a picture of what colours are being passed to us (aka **“Reading Signals”**). For example, if we see a few solid White cards Picks 4-8, there is a good chance the players to our right are not drafting White (AKA White is “open”). This means we can reasonably expect to see good White cards in Pack 3 as well, as those same players will be passing to us again! We may also see a late signpost Uncommon or Common, indicating its colour pair may be available.
**Picks 9-14:**
* These are the cards no one at the table wanted. If we are seeing several playable cards of one colour pair, it is possible that no one else at the table is drafting that colour pair and we should strongly consider moving in.
**End of Pack 1:**
* Ideally, we have identified our main colour. This is the colour we have the most quality cards of, or is the most open, and hopefully both!
* Staying as close to one colour as possible will leave us with more options going forward. However, in this type of format, locking into a colour pair early is more likely than usual.
**Packs 2 and 3**
* Continue to take powerful cards of our main colour where possible. Let the good cards we open or get passed determine our secondary colour and final archetype.
* Pay attention to Pack direction! The packs are moving in the opposite direction during Pack 2, so the signals can be completely different from Pack 1. It is normal to not see as many cards of our main colour/archetype in Pack 2, so don't panic! Pack 3 is passed to the left once again and we will be rewarded for staying the course.
**Deck-Building Tips**
* Play two colours. Avoid splashing a third colour unless your deck is specifically designed to do so (ie you have dual lands touching that colour)
* Play 17 lands.
* Play a low-curve. Most limited decks want six or more 2 Mana-Value creatures, around four 3 Mana-Value creatures, some 4 Mana-Values creatures, and very few cards that cost 5 or more mana.
Thank you for reading and watching. Good luck in your drafts!
Show full
Hello everyone! I made a video outlining my Draft Strategy, Pick Order, and Archetype breakdowns for Secrets of Strixhaven. I hope it is helpful to some :)
Video version: [https://youtu.be/zUJgXSv\_\_JI](https://youtu.be/zUJgXSv__JI)
**Pick Order - Early Picks**
Look for Commons & Uncommons that excel in the following criteria:
* Flexibility
* Rate
* Power Level
* Curve (ie cheap cards)
* Synergy
**Premium Removal**
My benchmark for rating all the other cards. Efficient, easy to cast, no conditions. Few non-rares will be picked ahead of these:
* Stand Up For Yourself *(2W ins // Destroy target creature with power 3 or greater)*
* Foolish Fate *(2B ins // Destroy target creature. If you gained life, they lose 3)*
* Bitter Triumph *(1B ins // Discard a card or pay 3 life. Destroy creature/planeswalker)*
* Dismember *(1BB (phyrexian mana) ins // Target creature get -5/-5)*
* Burst Lightning *(R ins, kicker 4 // 2 damage to any target or 4 if kicked)*
* Impractical Joke *(R sor // 3 to a creature/planeswalker)*
* Knockout Maneuver *(2G sor // +1/+1 counter on a creature you control, it punches another creature)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
* Tainted Treats *(1BG Instant // Destroy target Creature. If its mana value was 4 or less, make a Food)*
**Premium Rate Cards**
Early picks, taken at or above Premium Removal:
* Matterbending Mage *(2U 2/2 // bounce a creature. Whenever you cast an X spell, this can’t be blocked))*
* Stock Up *(2U sor // Look at the top 5, take 2)*
* Royal Treatment *(G ins // target creature gains hexproof this turn, +1/+1 counter, and Ward {1})*
* Environmental Scientist *(1G 2/2 // Search for a basic land to hand)*
* Snarl Song *(5G sor // Converge, make two X/X creatures, gain X life)*
* Paradox Surveyor *(U{U/G}G 3/3 reach // Look at the top 5, take a land or X spell)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
**Good Removal**
Still high picks but other top cards may be taken over these:
* Essence Scatter *(1U ins // counter target creature spell)*
* Run Behind *(3U ins // costs {1} less if targeting an attacker. Target creature to top or bottom)*
* Last Gasp *(1B ins // Target Creature gets -3/-3)*
* Wander Off *(3B ins // Exile target creature.)*
* Artistic Process *(3RR sor //choose 1 – 6 to target creature / 2 to each creature / make a 3/3 flying haste)*
* Unsubtle Mockery *(2R ins // 4 to target creature, surveil 1)*
* Abrade (*1R ins // 3 to a creature or destroy an artifact)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Quandrix Charm *(UG ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
**Above-Rate Cards**
Taken at or above Good Removal:
* Elite Interceptor *(W 1/2 // enters Prepared. Sor: 1W tap or untap a creature, draw a card)*
* Primary Research *(4W ench // return a nonland mv 3 or less from your graveyard to the battlefield. End step if a card left your graveyard, draw a card)*
* Orysa, Tide Choreographer *(4U 2/2 // costs {3} less if you have total toughness 10 or greater. Draw 2 cards)*
* Flow State *(1U sor // look at the top 3, take 1. Or take 2 if you have an instant and a sorcery in your graveyard)*
* Dissection Practice *(B ins // drain them for 1, target creature gets +1/+1, target creature gets -1/-1)*
* Send in the Pest *(B sor // make a 1/1 pest, they discard a card)*
* Additive Evolution *(3GG ench // make a 3/3 fractal. Beginning of combat, put a +1/+1 counter on a creature and it gains vigilance)*
* Studious First-Year *(G 1/1 // enters prepared. Sor: G search for a basic land into play tapped)*
* Thornfist Striker *(2G 3/3 Ward 1 // creatures you control get +1/+0 a trample if you’ve gained life this turn)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
**Archetypes.** Here are my brief impressions of each of the two-colour archetypes in the format. We will be trying to end up in one of these by the end of the draft. There are only five supported colour pairs in Secrets of Strixhaven, and each gets 10 (!) multicolour cards at Common/Uncommon. A lot of the power in this set is concentrated in the multi-colour cards, so finding the open colour pair in the draft will be heavily rewarded.
**White-Black Silverquill Aggro.**
Mechanic: Repartee. Whenever you cast an instant or sorcery spell that targets a creature, get a bonus. Note that this includes “Prepared Spells” but **does not** include **activated abilities**.
Signpost Uncommons:
* Abigale, Poet Laureate *(1WB 2/3 flying // when you cast a creature spell, \~ becomes prepared. Sor: 1{W/B} +1/+1 counter on target creature)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
* Snooping Page *{1WB 2/3 // Repartee – this can’t be blocked. When \~ deals damage to a player, draw a card and lose 1 life)*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
Signpost Commons:
* Inkling Mascot *(WB 2/2 // Repartee – gains flying, surveil 1)*
* Imperious Inkmage *(1WB 3/3 vigilance // surveil 2)*
* Render Speechless *(2WB sor // Take a card from their hand, put 2 +1/+1 counters on target creature)*
Avoid:
* Social Snub *(1WB // Each player sacrifices a creature and you drain them for 1. Copy this spell if you control a creature on cast)*
This is likely the most aggressive deck in the format. Look for cheap threats with Repartee triggers such as \[\[Graduation Day\]\], \[\[Leturing Scornmage\]\], and \[\[Melancholic Poe\]\]. Repartee should happen naturally by playing removal prepared spells, so try not to devote too many deckslots to cards just for the sake of targeting something. \[\[Cost of Brilliance\]\], Dissection Practice, and Elite Interceptor are nice support pieces that target.
You’ll be doling out a lot of +1/+1 counters, so creatures with Double Strike or Flying go up in value such as \[\[Quill-Blade Laureate\]\] and \[\[Owlin Historian\]\]. Occasionally you may want a card with Flashback like \[\[Dig Site Inventory\]\] for multiple triggers.
**White-Red Lorehold Graveyard**
Mechanic: Whenever a card leaves your graveyard, you get a bonus.
Signpost Uncommons:
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Kirol, History Buff *(RW 2/3 // Whenever a card leaves your graveyard, \~ becomes prepared. Sor: 1RW mill a card, put 2 +1/+1 counters on target creature, it gains trample)*
* Molten Note *(XRW Sor // deals damage = amount of mana spent to target creature. Flashback 6RW)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
Signpost Commons:
* Spirit Mascot *(RW 2/2 // whenever a card leaves your graveyard, put a +1/+1 counter on this)*
* Pursue the Past *(RW sor // gain 2 life. Discard a card, draw 2. Flashback 2RW)*
* Wilt in the Heat *(2RW ins // costs {2} less if a card left your graveyard. 5 damage to a creature)*
Avoid:
* \[\[Lorehold Charm\]\]
* \[\[Borrowed Knowledge\]\]
\[\[Garrison Excavator\]\] and \[\[Living History\]\] are two more solid graveyard payoffs. Look for ways to repeatedly trigger them like \[\[Rubble Rouser\]\], \[\[Ascendant Dustspeaker\]\] and \[\[Summoned Dromedary\]\]. Spells with Flashback like \[\[Group Project\]\] and \[\[Tome Blast\]\] can help here too.
Getting cards into your graveyard may be the trickiest part. Look for instances of Surveil, Mill and Discard where you can find them.
**Blue-Red Prismari Spells**
Mechanic: Opus. When you cast an instant or sorcery, get a bonus. If you spent at least 5 mana, get another bonus.
Signpost Uncommons:
* Abstract Paintmage *(U{U/R}R 2/2 // At the beginning of your main phase, add UR to spend on instants/sorceries)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Sanar, Unfinished Genius *(UR 0/4 // enters prepared. {t}: make a Treasure if you’ve cast an instant or sorcery this turn. Sor 3UR search for an instant or sorcery to hand)*
* Spectacular Skywhale *(2UR 1/4 flying // Opus – +3/+0 or 3 +1/+1 counters)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
Signpost Commons:
* Elemental Mascot *(1UR 1/4 flying vigilance // Opus – +1/+0, if 5 or more mana, exile the top card and you may play it until the end of your next turn)*
* Stadium Tidemage *(2UR 4/4 // enters or attacks, you may draw and discard)*
* Visionary’s Dance *(5UR sor // make 2 3/3 flying tokens. {2} discard this card: look at the top 2, take one)*
Avoid:
* \[\[Rapturous Moment\]\]
Despite Opus being a “big mana” mechanic, this deck looks to be on the more aggressive side. \[\[Deluge Viruoso\]\], \[\[Expressive Firedancer\]\], and \[\[Tackle Artist\]\] all hit hard alongside cheaper spells like \[\[Ancestral Anger\]\], \[\[Monstrous Rage\]\], and \[\[Goblin Glasswright\]\]. I don’t think you’ll really need to “try” to trigger the big side of Opus as the best expensive cards are already high picks.
**Black-Green Witherbloom Lifegain**
Mechanic: Infusion. Get a bonus when you gain life.
**Signpost Uncommons:**
* Teacher’s Pest *(BG 1/1 menace // when \~ attacks, gain 1 life. BG: return this from your graveyard to the battlefield tapped.)*
* Witherbloom Charm *(BG ins // choose 1 – sac a permanent to draw 2 / gain 5 life / destroy a nonland with mv 2 or less)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Mind Roots *(1BG sor // target player discards 2. Put up to one land from among them into play tapped under your control)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
* Old-Growth Educator *(2BG 4/4 vigilance reach // Enters with 2 +1/+1 counters if you’ve gained life this turn.)*
* Root Manipulation *(3BG sor // creatures you control get +2/+2, menace, and “whenever this attacks, gain 1 life”.)*
**Signpost Commons:**
* Bogwater Lumaret *(BG 2/2 // when this or another creature you control enters, gain 1 life)*
* Pest Mascot *(1BG 2/3 trample // whenever you gain life, put a +1/+1 counter on this)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
The one-two punch of Bogwater Lumaret into Pest Mascot at common is a big draw into this deck. Some strong lifegain payoffs include Thornfist Striker, \[\[Poisoner’s Apprentice\]\], and \[\[Lumaret’s Favor\]\]. \[\[Leech Collector\]\] is a 2 drop that stays relevant all game. \[\[Follow the Lumarets\]\] can be a 2-mana draw two in a high-creature-count deck.
Incidental lifegain such as \[\[Mindful Biomancer\]\] are very valuable, as well as repeatable lifegain enablers like \[\[Potioner’s Trove\] and \[\[Shopkeeper’s Bane\]\].
Look for ways to punish our opponents for blocking our Pest tokens such as \[\[Rabid Attack\]\] and \[\[Arnyn, Deathbloom Botanist\]\].
**Blue-Green Quandrix Ramp**
Mechanic: Increment. Creatures get +1/+1 counters when you cast a spell with mana value greater than their power or toughness.
**Signpost Uncommons:**
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
* Paradox Surveyor *(G{G/U}U 3/3 reach // Look at the top 5, take a land or X spell)*
* Proctor’s Gaze *(2GU ins // bounce a nonland, search for a basic into play tapped)*
* Quandrix Charm *(GU ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Fractal Tender *(3GU 3/3 ward 2 // Increment. End step, if you put a counter on this, make a 3/3 fractal)*
**Signpost Commons:**
* Embrace the Paradox *(3GU ins // draw 3, put a land into play tapped)*
* Fractal Mascot *(4GU 6/6 trample // tap & stun)*
* Pterafractyl *(XGU 1/0 flying // enters with X +1/+1 counters, gain 2 life)*
**Avoid:**
* \[\[Growth Curve\]\]
* \[\[Tam, Observant Sequencer\]\]
\[\[Tester of the Tangential\]\] is an interesting Increment payoff that can pass counters around as the game goes on. Mostly, we are not focused on Increment however and are just looking to find lands with Environmental Scientist and Studious First-Year to play big spells. Card draw from \[\[Landscape Painter\]\], \[\[Homesickness\]\], and Orysa, Tide Choreographer is a natural fit here.
Blue-Green is the best base for the Converge mechanic, which counts the number of colours of mana spent to cast a spell. You would like to have access to at least four colours in most cases. The best converge payoffs are Snarl Song, \[\[Transcendent Archaic\]\], and \[\[Sundering Archaic\]\]. Which leads us to…
**Mana Fixing**
Fixing is quite abundant in this set. There are a cycle of tapped dual lands for each supported colour pair which can Surveil later in the game such as \[\[Spectacle Summit\]\]. These will show up in the land slot 50% of the time. \[\[Terramorphic Expanse\]\] is available at Common. \[\[Potioner’s Trove\]\], \[\[Strixhaven Skycoach\]\], and \[\[Shared Roots\]\] are all strong any-colour fixing options as well.
**Way-Too-Early Archetype Winrate Predictions**
1. **Black-Green Witherbloom Lifegain** – Strongest group of Mutli-colour Commons and pays you off for incidental lifegain which is already powerful.
2. **Blue-Red Prismari Spells** – Two absolutely premium removal spells at Uncommon and seems heavily supported.
3. **White-Black Silverquill Aggro** – Lots of support and should run over the slower decks. Will struggle against Witherbloom’s lifegain however.
4. **Blue-Green Quandrix Ramp/Converge** – Has a couple of busts at Uncommon and looks a bit clunky overall. Will probably fare best with the help of rares.
5. **White-Red Lorehold Graveyard** – Looks a bit finicky and tough to get the engine going. However, they seem to have powered it up since last time.
**General Draft Strategy (8 Player Pick-1)**
**Picks 1-3:**
* Take the best card. Mono-coloured cards will leave us more open going forward.
**Picks 4-8:**
* Continue to take the best card. We may have cards in multiple colours, and that’s ok. Start to form a picture of what colours are being passed to us (aka **“Reading Signals”**). For example, if we see a few solid White cards Picks 4-8, there is a good chance the players to our right are not drafting White (AKA White is “open”). This means we can reasonably expect to see good White cards in Pack 3 as well, as those same players will be passing to us again! We may also see a late signpost Uncommon or Common, indicating its colour pair may be available.
**Picks 9-14:**
* These are the cards no one at the table wanted. If we are seeing several playable cards of one colour pair, it is possible that no one else at the table is drafting that colour pair and we should strongly consider moving in.
**End of Pack 1:**
* Ideally, we have identified our main colour. This is the colour we have the most quality cards of, or is the most open, and hopefully both!
* Staying as close to one colour as possible will leave us with more options going forward. However, in this type of format, locking into a colour pair early is more likely than usual.
**Packs 2 and 3**
* Continue to take powerful cards of our main colour where possible. Let the good cards we open or get passed determine our secondary colour and final archetype.
* Pay attention to Pack direction! The packs are moving in the opposite direction during Pack 2, so the signals can be completely different from Pack 1. It is normal to not see as many cards of our main colour/archetype in Pack 2, so don't panic! Pack 3 is passed to the left once again and we will be rewarded for staying the course.
**Deck-Building Tips**
* Play two colours. Avoid splashing a third colour unless your deck is specifically designed to do so (ie you have dual lands touching that colour)
* Play 17 lands.
* Play a low-curve. Most limited decks want six or more 2 Mana-Value creatures, around four 3 Mana-Value creatures, some 4 Mana-Values creatures, and very few cards that cost 5 or more mana.
Thank you for reading and watching. Good luck in your drafts!
Show full
Hello everyone! I made a video outlining my Draft Strategy, Pick Order, and Archetype breakdowns for Secrets of Strixhaven. I hope it is helpful to some :)
Video version: [https://youtu.be/zUJgXSv\_\_JI](https://youtu.be/zUJgXSv__JI)
**Pick Order - Early Picks**
Look for Commons & Uncommons that excel in the following criteria:
* Flexibility
* Rate
* Power Level
* Curve (ie cheap cards)
* Synergy
**Premium Removal**
My benchmark for rating all the other cards. Efficient, easy to cast, no conditions. Few non-rares will be picked ahead of these:
* Stand Up For Yourself *(2W ins // Destroy target creature with power 3 or greater)*
* Foolish Fate *(2B ins // Destroy target creature. If you gained life, they lose 3)*
* Bitter Triumph *(1B ins // Discard a card or pay 3 life. Destroy creature/planeswalker)*
* Dismember *(1BB (phyrexian mana) ins // Target creature get -5/-5)*
* Burst Lightning *(R ins, kicker 4 // 2 damage to any target or 4 if kicked)*
* Impractical Joke *(R sor // 3 to a creature/planeswalker)*
* Knockout Maneuver *(2G sor // +1/+1 counter on a creature you control, it punches another creature)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
* Tainted Treats *(1BG Instant // Destroy target Creature. If its mana value was 4 or less, make a Food)*
**Premium Rate Cards**
Early picks, taken at or above Premium Removal:
* Matterbending Mage *(2U 2/2 // bounce a creature. Whenever you cast an X spell, this can’t be blocked))*
* Stock Up *(2U sor // Look at the top 5, take 2)*
* Royal Treatment *(G ins // target creature gains hexproof this turn, +1/+1 counter, and Ward {1})*
* Environmental Scientist *(1G 2/2 // Search for a basic land to hand)*
* Snarl Song *(5G sor // Converge, make two X/X creatures, gain X life)*
* Paradox Surveyor *(U{U/G}G 3/3 reach // Look at the top 5, take a land or X spell)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
**Good Removal**
Still high picks but other top cards may be taken over these:
* Essence Scatter *(1U ins // counter target creature spell)*
* Run Behind *(3U ins // costs {1} less if targeting an attacker. Target creature to top or bottom)*
* Last Gasp *(1B ins // Target Creature gets -3/-3)*
* Wander Off *(3B ins // Exile target creature.)*
* Artistic Process *(3RR sor //choose 1 – 6 to target creature / 2 to each creature / make a 3/3 flying haste)*
* Unsubtle Mockery *(2R ins // 4 to target creature, surveil 1)*
* Abrade (*1R ins // 3 to a creature or destroy an artifact)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Quandrix Charm *(UG ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
**Above-Rate Cards**
Taken at or above Good Removal:
* Elite Interceptor *(W 1/2 // enters Prepared. Sor: 1W tap or untap a creature, draw a card)*
* Primary Research *(4W ench // return a nonland mv 3 or less from your graveyard to the battlefield. End step if a card left your graveyard, draw a card)*
* Orysa, Tide Choreographer *(4U 2/2 // costs {3} less if you have total toughness 10 or greater. Draw 2 cards)*
* Flow State *(1U sor // look at the top 3, take 1. Or take 2 if you have an instant and a sorcery in your graveyard)*
* Dissection Practice *(B ins // drain them for 1, target creature gets +1/+1, target creature gets -1/-1)*
* Send in the Pest *(B sor // make a 1/1 pest, they discard a card)*
* Additive Evolution *(3GG ench // make a 3/3 fractal. Beginning of combat, put a +1/+1 counter on a creature and it gains vigilance)*
* Studious First-Year *(G 1/1 // enters prepared. Sor: G search for a basic land into play tapped)*
* Thornfist Striker *(2G 3/3 Ward 1 // creatures you control get +1/+0 a trample if you’ve gained life this turn)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
**Archetypes.** Here are my brief impressions of each of the two-colour archetypes in the format. We will be trying to end up in one of these by the end of the draft. There are only five supported colour pairs in Secrets of Strixhaven, and each gets 10 (!) multicolour cards at Common/Uncommon. A lot of the power in this set is concentrated in the multi-colour cards, so finding the open colour pair in the draft will be heavily rewarded.
**White-Black Silverquill Aggro.**
Mechanic: Repartee. Whenever you cast an instant or sorcery spell that targets a creature, get a bonus. Note that this includes “Prepared Spells” but **does not** include **activated abilities**.
Signpost Uncommons:
* Abigale, Poet Laureate *(1WB 2/3 flying // when you cast a creature spell, \~ becomes prepared. Sor: 1{W/B} +1/+1 counter on target creature)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
* Snooping Page *{1WB 2/3 // Repartee – this can’t be blocked. When \~ deals damage to a player, draw a card and lose 1 life)*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
Signpost Commons:
* Inkling Mascot *(WB 2/2 // Repartee – gains flying, surveil 1)*
* Imperious Inkmage *(1WB 3/3 vigilance // surveil 2)*
* Render Speechless *(2WB sor // Take a card from their hand, put 2 +1/+1 counters on target creature)*
Avoid:
* Social Snub *(1WB // Each player sacrifices a creature and you drain them for 1. Copy this spell if you control a creature on cast)*
This is likely the most aggressive deck in the format. Look for cheap threats with Repartee triggers such as \[\[Graduation Day\]\], \[\[Leturing Scornmage\]\], and \[\[Melancholic Poe\]\]. Repartee should happen naturally by playing removal prepared spells, so try not to devote too many deckslots to cards just for the sake of targeting something. \[\[Cost of Brilliance\]\], Dissection Practice, and Elite Interceptor are nice support pieces that target.
You’ll be doling out a lot of +1/+1 counters, so creatures with Double Strike or Flying go up in value such as \[\[Quill-Blade Laureate\]\] and \[\[Owlin Historian\]\]. Occasionally you may want a card with Flashback like \[\[Dig Site Inventory\]\] for multiple triggers.
**White-Red Lorehold Graveyard**
Mechanic: Whenever a card leaves your graveyard, you get a bonus.
Signpost Uncommons:
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Kirol, History Buff *(RW 2/3 // Whenever a card leaves your graveyard, \~ becomes prepared. Sor: 1RW mill a card, put 2 +1/+1 counters on target creature, it gains trample)*
* Molten Note *(XRW Sor // deals damage = amount of mana spent to target creature. Flashback 6RW)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
Signpost Commons:
* Spirit Mascot *(RW 2/2 // whenever a card leaves your graveyard, put a +1/+1 counter on this)*
* Pursue the Past *(RW sor // gain 2 life. Discard a card, draw 2. Flashback 2RW)*
* Wilt in the Heat *(2RW ins // costs {2} less if a card left your graveyard. 5 damage to a creature)*
Avoid:
* \[\[Lorehold Charm\]\]
* \[\[Borrowed Knowledge\]\]
\[\[Garrison Excavator\]\] and \[\[Living History\]\] are two more solid graveyard payoffs. Look for ways to repeatedly trigger them like \[\[Rubble Rouser\]\], \[\[Ascendant Dustspeaker\]\] and \[\[Summoned Dromedary\]\]. Spells with Flashback like \[\[Group Project\]\] and \[\[Tome Blast\]\] can help here too.
Getting cards into your graveyard may be the trickiest part. Look for instances of Surveil, Mill and Discard where you can find them.
**Blue-Red Prismari Spells**
Mechanic: Opus. When you cast an instant or sorcery, get a bonus. If you spent at least 5 mana, get another bonus.
Signpost Uncommons:
* Abstract Paintmage *(U{U/R}R 2/2 // At the beginning of your main phase, add UR to spend on instants/sorceries)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Sanar, Unfinished Genius *(UR 0/4 // enters prepared. {t}: make a Treasure if you’ve cast an instant or sorcery this turn. Sor 3UR search for an instant or sorcery to hand)*
* Spectacular Skywhale *(2UR 1/4 flying // Opus – +3/+0 or 3 +1/+1 counters)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
Signpost Commons:
* Elemental Mascot *(1UR 1/4 flying vigilance // Opus – +1/+0, if 5 or more mana, exile the top card and you may play it until the end of your next turn)*
* Stadium Tidemage *(2UR 4/4 // enters or attacks, you may draw and discard)*
* Visionary’s Dance *(5UR sor // make 2 3/3 flying tokens. {2} discard this card: look at the top 2, take one)*
Avoid:
* \[\[Rapturous Moment\]\]
Despite Opus being a “big mana” mechanic, this deck looks to be on the more aggressive side. \[\[Deluge Viruoso\]\], \[\[Expressive Firedancer\]\], and \[\[Tackle Artist\]\] all hit hard alongside cheaper spells like \[\[Ancestral Anger\]\], \[\[Monstrous Rage\]\], and \[\[Goblin Glasswright\]\]. I don’t think you’ll really need to “try” to trigger the big side of Opus as the best expensive cards are already high picks.
**Black-Green Witherbloom Lifegain**
Mechanic: Infusion. Get a bonus when you gain life.
**Signpost Uncommons:**
* Teacher’s Pest *(BG 1/1 menace // when \~ attacks, gain 1 life. BG: return this from your graveyard to the battlefield tapped.)*
* Witherbloom Charm *(BG ins // choose 1 – sac a permanent to draw 2 / gain 5 life / destroy a nonland with mv 2 or less)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Mind Roots *(1BG sor // target player discards 2. Put up to one land from among them into play tapped under your control)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
* Old-Growth Educator *(2BG 4/4 vigilance reach // Enters with 2 +1/+1 counters if you’ve gained life this turn.)*
* Root Manipulation *(3BG sor // creatures you control get +2/+2, menace, and “whenever this attacks, gain 1 life”.)*
**Signpost Commons:**
* Bogwater Lumaret *(BG 2/2 // when this or another creature you control enters, gain 1 life)*
* Pest Mascot *(1BG 2/3 trample // whenever you gain life, put a +1/+1 counter on this)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
The one-two punch of Bogwater Lumaret into Pest Mascot at common is a big draw into this deck. Some strong lifegain payoffs include Thornfist Striker, \[\[Poisoner’s Apprentice\]\], and \[\[Lumaret’s Favor\]\]. \[\[Leech Collector\]\] is a 2 drop that stays relevant all game. \[\[Follow the Lumarets\]\] can be a 2-mana draw two in a high-creature-count deck.
Incidental lifegain such as \[\[Mindful Biomancer\]\] are very valuable, as well as repeatable lifegain enablers like \[\[Potioner’s Trove\] and \[\[Shopkeeper’s Bane\]\].
Look for ways to punish our opponents for blocking our Pest tokens such as \[\[Rabid Attack\]\] and \[\[Arnyn, Deathbloom Botanist\]\].
**Blue-Green Quandrix Ramp**
Mechanic: Increment. Creatures get +1/+1 counters when you cast a spell with mana value greater than their power or toughness.
**Signpost Uncommons:**
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
* Paradox Surveyor *(G{G/U}U 3/3 reach // Look at the top 5, take a land or X spell)*
* Proctor’s Gaze *(2GU ins // bounce a nonland, search for a basic into play tapped)*
* Quandrix Charm *(GU ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Fractal Tender *(3GU 3/3 ward 2 // Increment. End step, if you put a counter on this, make a 3/3 fractal)*
**Signpost Commons:**
* Embrace the Paradox *(3GU ins // draw 3, put a land into play tapped)*
* Fractal Mascot *(4GU 6/6 trample // tap & stun)*
* Pterafractyl *(XGU 1/0 flying // enters with X +1/+1 counters, gain 2 life)*
**Avoid:**
* \[\[Growth Curve\]\]
* \[\[Tam, Observant Sequencer\]\]
\[\[Tester of the Tangential\]\] is an interesting Increment payoff that can pass counters around as the game goes on. Mostly, we are not focused on Increment however and are just looking to find lands with Environmental Scientist and Studious First-Year to play big spells. Card draw from \[\[Landscape Painter\]\], \[\[Homesickness\]\], and Orysa, Tide Choreographer is a natural fit here.
Blue-Green is the best base for the Converge mechanic, which counts the number of colours of mana spent to cast a spell. You would like to have access to at least four colours in most cases. The best converge payoffs are Snarl Song, \[\[Transcendent Archaic\]\], and \[\[Sundering Archaic\]\]. Which leads us to…
**Mana Fixing**
Fixing is quite abundant in this set. There are a cycle of tapped dual lands for each supported colour pair which can Surveil later in the game such as \[\[Spectacle Summit\]\]. These will show up in the land slot 50% of the time. \[\[Terramorphic Expanse\]\] is available at Common. \[\[Potioner’s Trove\]\], \[\[Strixhaven Skycoach\]\], and \[\[Shared Roots\]\] are all strong any-colour fixing options as well.
**Way-Too-Early Archetype Winrate Predictions**
1. **Black-Green Witherbloom Lifegain** – Strongest group of Mutli-colour Commons and pays you off for incidental lifegain which is already powerful.
2. **Blue-Red Prismari Spells** – Two absolutely premium removal spells at Uncommon and seems heavily supported.
3. **White-Black Silverquill Aggro** – Lots of support and should run over the slower decks. Will struggle against Witherbloom’s lifegain however.
4. **Blue-Green Quandrix Ramp/Converge** – Has a couple of busts at Uncommon and looks a bit clunky overall. Will probably fare best with the help of rares.
5. **White-Red Lorehold Graveyard** – Looks a bit finicky and tough to get the engine going. However, they seem to have powered it up since last time.
**General Draft Strategy (8 Player Pick-1)**
**Picks 1-3:**
* Take the best card. Mono-coloured cards will leave us more open going forward.
**Picks 4-8:**
* Continue to take the best card. We may have cards in multiple colours, and that’s ok. Start to form a picture of what colours are being passed to us (aka **“Reading Signals”**). For example, if we see a few solid White cards Picks 4-8, there is a good chance the players to our right are not drafting White (AKA White is “open”). This means we can reasonably expect to see good White cards in Pack 3 as well, as those same players will be passing to us again! We may also see a late signpost Uncommon or Common, indicating its colour pair may be available.
**Picks 9-14:**
* These are the cards no one at the table wanted. If we are seeing several playable cards of one colour pair, it is possible that no one else at the table is drafting that colour pair and we should strongly consider moving in.
**End of Pack 1:**
* Ideally, we have identified our main colour. This is the colour we have the most quality cards of, or is the most open, and hopefully both!
* Staying as close to one colour as possible will leave us with more options going forward. However, in this type of format, locking into a colour pair early is more likely than usual.
**Packs 2 and 3**
* Continue to take powerful cards of our main colour where possible. Let the good cards we open or get passed determine our secondary colour and final archetype.
* Pay attention to Pack direction! The packs are moving in the opposite direction during Pack 2, so the signals can be completely different from Pack 1. It is normal to not see as many cards of our main colour/archetype in Pack 2, so don't panic! Pack 3 is passed to the left once again and we will be rewarded for staying the course.
**Deck-Building Tips**
* Play two colours. Avoid splashing a third colour unless your deck is specifically designed to do so (ie you have dual lands touching that colour)
* Play 17 lands.
* Play a low-curve. Most limited decks want six or more 2 Mana-Value creatures, around four 3 Mana-Value creatures, some 4 Mana-Values creatures, and very few cards that cost 5 or more mana.
Thank you for reading and watching. Good luck in your drafts!
Show full
Hello everyone! I made a video outlining my Draft Strategy, Pick Order, and Archetype breakdowns for Secrets of Strixhaven. I hope it is helpful to some :)
Video version: [https://youtu.be/zUJgXSv\_\_JI](https://youtu.be/zUJgXSv__JI)
**Pick Order - Early Picks**
Look for Commons & Uncommons that excel in the following criteria:
* Flexibility
* Rate
* Power Level
* Curve (ie cheap cards)
* Synergy
**Premium Removal**
My benchmark for rating all the other cards. Efficient, easy to cast, no conditions. Few non-rares will be picked ahead of these:
* Stand Up For Yourself *(2W ins // Destroy target creature with power 3 or greater)*
* Foolish Fate *(2B ins // Destroy target creature. If you gained life, they lose 3)*
* Bitter Triumph *(1B ins // Discard a card or pay 3 life. Destroy creature/planeswalker)*
* Dismember *(1BB (phyrexian mana) ins // Target creature get -5/-5)*
* Burst Lightning *(R ins, kicker 4 // 2 damage to any target or 4 if kicked)*
* Impractical Joke *(R sor // 3 to a creature/planeswalker)*
* Knockout Maneuver *(2G sor // +1/+1 counter on a creature you control, it punches another creature)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
* Tainted Treats *(1BG Instant // Destroy target Creature. If its mana value was 4 or less, make a Food)*
**Premium Rate Cards**
Early picks, taken at or above Premium Removal:
* Matterbending Mage *(2U 2/2 // bounce a creature. Whenever you cast an X spell, this can’t be blocked))*
* Stock Up *(2U sor // Look at the top 5, take 2)*
* Royal Treatment *(G ins // target creature gains hexproof this turn, +1/+1 counter, and Ward {1})*
* Environmental Scientist *(1G 2/2 // Search for a basic land to hand)*
* Snarl Song *(5G sor // Converge, make two X/X creatures, gain X life)*
* Paradox Surveyor *(U{U/G}G 3/3 reach // Look at the top 5, take a land or X spell)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
**Good Removal**
Still high picks but other top cards may be taken over these:
* Essence Scatter *(1U ins // counter target creature spell)*
* Run Behind *(3U ins // costs {1} less if targeting an attacker. Target creature to top or bottom)*
* Last Gasp *(1B ins // Target Creature gets -3/-3)*
* Wander Off *(3B ins // Exile target creature.)*
* Artistic Process *(3RR sor //choose 1 – 6 to target creature / 2 to each creature / make a 3/3 flying haste)*
* Unsubtle Mockery *(2R ins // 4 to target creature, surveil 1)*
* Abrade (*1R ins // 3 to a creature or destroy an artifact)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Quandrix Charm *(UG ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
**Above-Rate Cards**
Taken at or above Good Removal:
* Elite Interceptor *(W 1/2 // enters Prepared. Sor: 1W tap or untap a creature, draw a card)*
* Primary Research *(4W ench // return a nonland mv 3 or less from your graveyard to the battlefield. End step if a card left your graveyard, draw a card)*
* Orysa, Tide Choreographer *(4U 2/2 // costs {3} less if you have total toughness 10 or greater. Draw 2 cards)*
* Flow State *(1U sor // look at the top 3, take 1. Or take 2 if you have an instant and a sorcery in your graveyard)*
* Dissection Practice *(B ins // drain them for 1, target creature gets +1/+1, target creature gets -1/-1)*
* Send in the Pest *(B sor // make a 1/1 pest, they discard a card)*
* Additive Evolution *(3GG ench // make a 3/3 fractal. Beginning of combat, put a +1/+1 counter on a creature and it gains vigilance)*
* Studious First-Year *(G 1/1 // enters prepared. Sor: G search for a basic land into play tapped)*
* Thornfist Striker *(2G 3/3 Ward 1 // creatures you control get +1/+0 a trample if you’ve gained life this turn)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
**Archetypes.** Here are my brief impressions of each of the two-colour archetypes in the format. We will be trying to end up in one of these by the end of the draft. There are only five supported colour pairs in Secrets of Strixhaven, and each gets 10 (!) multicolour cards at Common/Uncommon. A lot of the power in this set is concentrated in the multi-colour cards, so finding the open colour pair in the draft will be heavily rewarded.
**White-Black Silverquill Aggro.**
Mechanic: Repartee. Whenever you cast an instant or sorcery spell that targets a creature, get a bonus. Note that this includes “Prepared Spells” but **does not** include **activated abilities**.
Signpost Uncommons:
* Abigale, Poet Laureate *(1WB 2/3 flying // when you cast a creature spell, \~ becomes prepared. Sor: 1{W/B} +1/+1 counter on target creature)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
* Snooping Page *{1WB 2/3 // Repartee – this can’t be blocked. When \~ deals damage to a player, draw a card and lose 1 life)*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
Signpost Commons:
* Inkling Mascot *(WB 2/2 // Repartee – gains flying, surveil 1)*
* Imperious Inkmage *(1WB 3/3 vigilance // surveil 2)*
* Render Speechless *(2WB sor // Take a card from their hand, put 2 +1/+1 counters on target creature)*
Avoid:
* Social Snub *(1WB // Each player sacrifices a creature and you drain them for 1. Copy this spell if you control a creature on cast)*
This is likely the most aggressive deck in the format. Look for cheap threats with Repartee triggers such as \[\[Graduation Day\]\], \[\[Leturing Scornmage\]\], and \[\[Melancholic Poe\]\]. Repartee should happen naturally by playing removal prepared spells, so try not to devote too many deckslots to cards just for the sake of targeting something. \[\[Cost of Brilliance\]\], Dissection Practice, and Elite Interceptor are nice support pieces that target.
You’ll be doling out a lot of +1/+1 counters, so creatures with Double Strike or Flying go up in value such as \[\[Quill-Blade Laureate\]\] and \[\[Owlin Historian\]\]. Occasionally you may want a card with Flashback like \[\[Dig Site Inventory\]\] for multiple triggers.
**White-Red Lorehold Graveyard**
Mechanic: Whenever a card leaves your graveyard, you get a bonus.
Signpost Uncommons:
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Kirol, History Buff *(RW 2/3 // Whenever a card leaves your graveyard, \~ becomes prepared. Sor: 1RW mill a card, put 2 +1/+1 counters on target creature, it gains trample)*
* Molten Note *(XRW Sor // deals damage = amount of mana spent to target creature. Flashback 6RW)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
Signpost Commons:
* Spirit Mascot *(RW 2/2 // whenever a card leaves your graveyard, put a +1/+1 counter on this)*
* Pursue the Past *(RW sor // gain 2 life. Discard a card, draw 2. Flashback 2RW)*
* Wilt in the Heat *(2RW ins // costs {2} less if a card left your graveyard. 5 damage to a creature)*
Avoid:
* \[\[Lorehold Charm\]\]
* \[\[Borrowed Knowledge\]\]
\[\[Garrison Excavator\]\] and \[\[Living History\]\] are two more solid graveyard payoffs. Look for ways to repeatedly trigger them like \[\[Rubble Rouser\]\], \[\[Ascendant Dustspeaker\]\] and \[\[Summoned Dromedary\]\]. Spells with Flashback like \[\[Group Project\]\] and \[\[Tome Blast\]\] can help here too.
Getting cards into your graveyard may be the trickiest part. Look for instances of Surveil, Mill and Discard where you can find them.
**Blue-Red Prismari Spells**
Mechanic: Opus. When you cast an instant or sorcery, get a bonus. If you spent at least 5 mana, get another bonus.
Signpost Uncommons:
* Abstract Paintmage *(U{U/R}R 2/2 // At the beginning of your main phase, add UR to spend on instants/sorceries)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Sanar, Unfinished Genius *(UR 0/4 // enters prepared. {t}: make a Treasure if you’ve cast an instant or sorcery this turn. Sor 3UR search for an instant or sorcery to hand)*
* Spectacular Skywhale *(2UR 1/4 flying // Opus – +3/+0 or 3 +1/+1 counters)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
Signpost Commons:
* Elemental Mascot *(1UR 1/4 flying vigilance // Opus – +1/+0, if 5 or more mana, exile the top card and you may play it until the end of your next turn)*
* Stadium Tidemage *(2UR 4/4 // enters or attacks, you may draw and discard)*
* Visionary’s Dance *(5UR sor // make 2 3/3 flying tokens. {2} discard this card: look at the top 2, take one)*
Avoid:
* \[\[Rapturous Moment\]\]
Despite Opus being a “big mana” mechanic, this deck looks to be on the more aggressive side. \[\[Deluge Viruoso\]\], \[\[Expressive Firedancer\]\], and \[\[Tackle Artist\]\] all hit hard alongside cheaper spells like \[\[Ancestral Anger\]\], \[\[Monstrous Rage\]\], and \[\[Goblin Glasswright\]\]. I don’t think you’ll really need to “try” to trigger the big side of Opus as the best expensive cards are already high picks.
**Black-Green Witherbloom Lifegain**
Mechanic: Infusion. Get a bonus when you gain life.
**Signpost Uncommons:**
* Teacher’s Pest *(BG 1/1 menace // when \~ attacks, gain 1 life. BG: return this from your graveyard to the battlefield tapped.)*
* Witherbloom Charm *(BG ins // choose 1 – sac a permanent to draw 2 / gain 5 life / destroy a nonland with mv 2 or less)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Mind Roots *(1BG sor // target player discards 2. Put up to one land from among them into play tapped under your control)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
* Old-Growth Educator *(2BG 4/4 vigilance reach // Enters with 2 +1/+1 counters if you’ve gained life this turn.)*
* Root Manipulation *(3BG sor // creatures you control get +2/+2, menace, and “whenever this attacks, gain 1 life”.)*
**Signpost Commons:**
* Bogwater Lumaret *(BG 2/2 // when this or another creature you control enters, gain 1 life)*
* Pest Mascot *(1BG 2/3 trample // whenever you gain life, put a +1/+1 counter on this)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
The one-two punch of Bogwater Lumaret into Pest Mascot at common is a big draw into this deck. Some strong lifegain payoffs include Thornfist Striker, \[\[Poisoner’s Apprentice\]\], and \[\[Lumaret’s Favor\]\]. \[\[Leech Collector\]\] is a 2 drop that stays relevant all game. \[\[Follow the Lumarets\]\] can be a 2-mana draw two in a high-creature-count deck.
Incidental lifegain such as \[\[Mindful Biomancer\]\] are very valuable, as well as repeatable lifegain enablers like \[\[Potioner’s Trove\] and \[\[Shopkeeper’s Bane\]\].
Look for ways to punish our opponents for blocking our Pest tokens such as \[\[Rabid Attack\]\] and \[\[Arnyn, Deathbloom Botanist\]\].
**Blue-Green Quandrix Ramp**
Mechanic: Increment. Creatures get +1/+1 counters when you cast a spell with mana value greater than their power or toughness.
**Signpost Uncommons:**
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
* Paradox Surveyor *(G{G/U}U 3/3 reach // Look at the top 5, take a land or X spell)*
* Proctor’s Gaze *(2GU ins // bounce a nonland, search for a basic into play tapped)*
* Quandrix Charm *(GU ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Fractal Tender *(3GU 3/3 ward 2 // Increment. End step, if you put a counter on this, make a 3/3 fractal)*
**Signpost Commons:**
* Embrace the Paradox *(3GU ins // draw 3, put a land into play tapped)*
* Fractal Mascot *(4GU 6/6 trample // tap & stun)*
* Pterafractyl *(XGU 1/0 flying // enters with X +1/+1 counters, gain 2 life)*
**Avoid:**
* \[\[Growth Curve\]\]
* \[\[Tam, Observant Sequencer\]\]
\[\[Tester of the Tangential\]\] is an interesting Increment payoff that can pass counters around as the game goes on. Mostly, we are not focused on Increment however and are just looking to find lands with Environmental Scientist and Studious First-Year to play big spells. Card draw from \[\[Landscape Painter\]\], \[\[Homesickness\]\], and Orysa, Tide Choreographer is a natural fit here.
Blue-Green is the best base for the Converge mechanic, which counts the number of colours of mana spent to cast a spell. You would like to have access to at least four colours in most cases. The best converge payoffs are Snarl Song, \[\[Transcendent Archaic\]\], and \[\[Sundering Archaic\]\]. Which leads us to…
**Mana Fixing**
Fixing is quite abundant in this set. There are a cycle of tapped dual lands for each supported colour pair which can Surveil later in the game such as \[\[Spectacle Summit\]\]. These will show up in the land slot 50% of the time. \[\[Terramorphic Expanse\]\] is available at Common. \[\[Potioner’s Trove\]\], \[\[Strixhaven Skycoach\]\], and \[\[Shared Roots\]\] are all strong any-colour fixing options as well.
**Way-Too-Early Archetype Winrate Predictions**
1. **Black-Green Witherbloom Lifegain** – Strongest group of Mutli-colour Commons and pays you off for incidental lifegain which is already powerful.
2. **Blue-Red Prismari Spells** – Two absolutely premium removal spells at Uncommon and seems heavily supported.
3. **White-Black Silverquill Aggro** – Lots of support and should run over the slower decks. Will struggle against Witherbloom’s lifegain however.
4. **Blue-Green Quandrix Ramp/Converge** – Has a couple of busts at Uncommon and looks a bit clunky overall. Will probably fare best with the help of rares.
5. **White-Red Lorehold Graveyard** – Looks a bit finicky and tough to get the engine going. However, they seem to have powered it up since last time.
**General Draft Strategy (8 Player Pick-1)**
**Picks 1-3:**
* Take the best card. Mono-coloured cards will leave us more open going forward.
**Picks 4-8:**
* Continue to take the best card. We may have cards in multiple colours, and that’s ok. Start to form a picture of what colours are being passed to us (aka **“Reading Signals”**). For example, if we see a few solid White cards Picks 4-8, there is a good chance the players to our right are not drafting White (AKA White is “open”). This means we can reasonably expect to see good White cards in Pack 3 as well, as those same players will be passing to us again! We may also see a late signpost Uncommon or Common, indicating its colour pair may be available.
**Picks 9-14:**
* These are the cards no one at the table wanted. If we are seeing several playable cards of one colour pair, it is possible that no one else at the table is drafting that colour pair and we should strongly consider moving in.
**End of Pack 1:**
* Ideally, we have identified our main colour. This is the colour we have the most quality cards of, or is the most open, and hopefully both!
* Staying as close to one colour as possible will leave us with more options going forward. However, in this type of format, locking into a colour pair early is more likely than usual.
**Packs 2 and 3**
* Continue to take powerful cards of our main colour where possible. Let the good cards we open or get passed determine our secondary colour and final archetype.
* Pay attention to Pack direction! The packs are moving in the opposite direction during Pack 2, so the signals can be completely different from Pack 1. It is normal to not see as many cards of our main colour/archetype in Pack 2, so don't panic! Pack 3 is passed to the left once again and we will be rewarded for staying the course.
**Deck-Building Tips**
* Play two colours. Avoid splashing a third colour unless your deck is specifically designed to do so (ie you have dual lands touching that colour)
* Play 17 lands.
* Play a low-curve. Most limited decks want six or more 2 Mana-Value creatures, around four 3 Mana-Value creatures, some 4 Mana-Values creatures, and very few cards that cost 5 or more mana.
Thank you for reading and watching. Good luck in your drafts!
Show full
Hello everyone! I made a video outlining my Draft Strategy, Pick Order, and Archetype breakdowns for Secrets of Strixhaven. I hope it is helpful to some :)
Video version: [https://youtu.be/zUJgXSv\_\_JI](https://youtu.be/zUJgXSv__JI)
**Pick Order - Early Picks**
Look for Commons & Uncommons that excel in the following criteria:
* Flexibility
* Rate
* Power Level
* Curve (ie cheap cards)
* Synergy
**Premium Removal**
My benchmark for rating all the other cards. Efficient, easy to cast, no conditions. Few non-rares will be picked ahead of these:
* Stand Up For Yourself *(2W ins // Destroy target creature with power 3 or greater)*
* Foolish Fate *(2B ins // Destroy target creature. If you gained life, they lose 3)*
* Bitter Triumph *(1B ins // Discard a card or pay 3 life. Destroy creature/planeswalker)*
* Dismember *(1BB (phyrexian mana) ins // Target creature get -5/-5)*
* Burst Lightning *(R ins, kicker 4 // 2 damage to any target or 4 if kicked)*
* Impractical Joke *(R sor // 3 to a creature/planeswalker)*
* Knockout Maneuver *(2G sor // +1/+1 counter on a creature you control, it punches another creature)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
* Tainted Treats *(1BG Instant // Destroy target Creature. If its mana value was 4 or less, make a Food)*
**Premium Rate Cards**
Early picks, taken at or above Premium Removal:
* Matterbending Mage *(2U 2/2 // bounce a creature. Whenever you cast an X spell, this can’t be blocked))*
* Stock Up *(2U sor // Look at the top 5, take 2)*
* Royal Treatment *(G ins // target creature gains hexproof this turn, +1/+1 counter, and Ward {1})*
* Environmental Scientist *(1G 2/2 // Search for a basic land to hand)*
* Snarl Song *(5G sor // Converge, make two X/X creatures, gain X life)*
* Paradox Surveyor *(U{U/G}G 3/3 reach // Look at the top 5, take a land or X spell)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
**Good Removal**
Still high picks but other top cards may be taken over these:
* Essence Scatter *(1U ins // counter target creature spell)*
* Run Behind *(3U ins // costs {1} less if targeting an attacker. Target creature to top or bottom)*
* Last Gasp *(1B ins // Target Creature gets -3/-3)*
* Wander Off *(3B ins // Exile target creature.)*
* Artistic Process *(3RR sor //choose 1 – 6 to target creature / 2 to each creature / make a 3/3 flying haste)*
* Unsubtle Mockery *(2R ins // 4 to target creature, surveil 1)*
* Abrade (*1R ins // 3 to a creature or destroy an artifact)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Quandrix Charm *(UG ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
**Above-Rate Cards**
Taken at or above Good Removal:
* Elite Interceptor *(W 1/2 // enters Prepared. Sor: 1W tap or untap a creature, draw a card)*
* Primary Research *(4W ench // return a nonland mv 3 or less from your graveyard to the battlefield. End step if a card left your graveyard, draw a card)*
* Orysa, Tide Choreographer *(4U 2/2 // costs {3} less if you have total toughness 10 or greater. Draw 2 cards)*
* Flow State *(1U sor // look at the top 3, take 1. Or take 2 if you have an instant and a sorcery in your graveyard)*
* Dissection Practice *(B ins // drain them for 1, target creature gets +1/+1, target creature gets -1/-1)*
* Send in the Pest *(B sor // make a 1/1 pest, they discard a card)*
* Additive Evolution *(3GG ench // make a 3/3 fractal. Beginning of combat, put a +1/+1 counter on a creature and it gains vigilance)*
* Studious First-Year *(G 1/1 // enters prepared. Sor: G search for a basic land into play tapped)*
* Thornfist Striker *(2G 3/3 Ward 1 // creatures you control get +1/+0 a trample if you’ve gained life this turn)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
**Archetypes.** Here are my brief impressions of each of the two-colour archetypes in the format. We will be trying to end up in one of these by the end of the draft. There are only five supported colour pairs in Secrets of Strixhaven, and each gets 10 (!) multicolour cards at Common/Uncommon. A lot of the power in this set is concentrated in the multi-colour cards, so finding the open colour pair in the draft will be heavily rewarded.
**White-Black Silverquill Aggro.**
Mechanic: Repartee. Whenever you cast an instant or sorcery spell that targets a creature, get a bonus. Note that this includes “Prepared Spells” but **does not** include **activated abilities**.
Signpost Uncommons:
* Abigale, Poet Laureate *(1WB 2/3 flying // when you cast a creature spell, \~ becomes prepared. Sor: 1{W/B} +1/+1 counter on target creature)*
* Killian’s Confidence *(WB sor // target creature gets +1/+1, draw a card. Whenever a creature you control deals damage to a player, pay {W/B} to return this from graveyard to hand )*
* Scolding Administrator *(WB 2/2 menace // Repartee – +1/+1 counter. When this dies, move its counters to another creature)*
* Silverquill Charm *(WB ins // choose 1 – 2 +1/+1 counters / exile creature power 2 or less / drain them for 3)*
* Snooping Page *{1WB 2/3 // Repartee – this can’t be blocked. When \~ deals damage to a player, draw a card and lose 1 life)*
* Stirring Honormancer (*2W{W/B}B 4/5 // Look at the top X, take 1. X=number of creatures you control)*
Signpost Commons:
* Inkling Mascot *(WB 2/2 // Repartee – gains flying, surveil 1)*
* Imperious Inkmage *(1WB 3/3 vigilance // surveil 2)*
* Render Speechless *(2WB sor // Take a card from their hand, put 2 +1/+1 counters on target creature)*
Avoid:
* Social Snub *(1WB // Each player sacrifices a creature and you drain them for 1. Copy this spell if you control a creature on cast)*
This is likely the most aggressive deck in the format. Look for cheap threats with Repartee triggers such as \[\[Graduation Day\]\], \[\[Leturing Scornmage\]\], and \[\[Melancholic Poe\]\]. Repartee should happen naturally by playing removal prepared spells, so try not to devote too many deckslots to cards just for the sake of targeting something. \[\[Cost of Brilliance\]\], Dissection Practice, and Elite Interceptor are nice support pieces that target.
You’ll be doling out a lot of +1/+1 counters, so creatures with Double Strike or Flying go up in value such as \[\[Quill-Blade Laureate\]\] and \[\[Owlin Historian\]\]. Occasionally you may want a card with Flashback like \[\[Dig Site Inventory\]\] for multiple triggers.
**White-Red Lorehold Graveyard**
Mechanic: Whenever a card leaves your graveyard, you get a bonus.
Signpost Uncommons:
* Colossus of the Blood Age *(4RW 6/6 // drain them for 3. When this dies, discard any number of cards and draw that many plus 1)*
* Kirol, History Buff *(RW 2/3 // Whenever a card leaves your graveyard, \~ becomes prepared. Sor: 1RW mill a card, put 2 +1/+1 counters on target creature, it gains trample)*
* Molten Note *(XRW Sor // deals damage = amount of mana spent to target creature. Flashback 6RW)*
* Practiced Scrollsmith *(R{R/W}W 3/2 first strike // exile target non-creature, nonland from your graveyard. Until the end of your next turn, you may cast it.)*
* Startled Relic Sloth *(2RW 4/4 trample, lifelink // beginning of combat, exile up to one card from a graveyard)*
Signpost Commons:
* Spirit Mascot *(RW 2/2 // whenever a card leaves your graveyard, put a +1/+1 counter on this)*
* Pursue the Past *(RW sor // gain 2 life. Discard a card, draw 2. Flashback 2RW)*
* Wilt in the Heat *(2RW ins // costs {2} less if a card left your graveyard. 5 damage to a creature)*
Avoid:
* \[\[Lorehold Charm\]\]
* \[\[Borrowed Knowledge\]\]
\[\[Garrison Excavator\]\] and \[\[Living History\]\] are two more solid graveyard payoffs. Look for ways to repeatedly trigger them like \[\[Rubble Rouser\]\], \[\[Ascendant Dustspeaker\]\] and \[\[Summoned Dromedary\]\]. Spells with Flashback like \[\[Group Project\]\] and \[\[Tome Blast\]\] can help here too.
Getting cards into your graveyard may be the trickiest part. Look for instances of Surveil, Mill and Discard where you can find them.
**Blue-Red Prismari Spells**
Mechanic: Opus. When you cast an instant or sorcery, get a bonus. If you spent at least 5 mana, get another bonus.
Signpost Uncommons:
* Abstract Paintmage *(U{U/R}R 2/2 // At the beginning of your main phase, add UR to spend on instants/sorceries)*
* Prismari Charm *(UR ins // choose 1 – surveil 2, draw / 1 damage to 2 targets / bounce nonland)*
* Sanar, Unfinished Genius *(UR 0/4 // enters prepared. {t}: make a Treasure if you’ve cast an instant or sorcery this turn. Sor 3UR search for an instant or sorcery to hand)*
* Spectacular Skywhale *(2UR 1/4 flying // Opus – +3/+0 or 3 +1/+1 counters)*
* Stress Dream *(3UR ins // 5 to a creature, look at the top 2, put one in your hand)*
* Vibrant Outburst *(UR ins // 3 to any target, tap up to one creature)*
Signpost Commons:
* Elemental Mascot *(1UR 1/4 flying vigilance // Opus – +1/+0, if 5 or more mana, exile the top card and you may play it until the end of your next turn)*
* Stadium Tidemage *(2UR 4/4 // enters or attacks, you may draw and discard)*
* Visionary’s Dance *(5UR sor // make 2 3/3 flying tokens. {2} discard this card: look at the top 2, take one)*
Avoid:
* \[\[Rapturous Moment\]\]
Despite Opus being a “big mana” mechanic, this deck looks to be on the more aggressive side. \[\[Deluge Viruoso\]\], \[\[Expressive Firedancer\]\], and \[\[Tackle Artist\]\] all hit hard alongside cheaper spells like \[\[Ancestral Anger\]\], \[\[Monstrous Rage\]\], and \[\[Goblin Glasswright\]\]. I don’t think you’ll really need to “try” to trigger the big side of Opus as the best expensive cards are already high picks.
**Black-Green Witherbloom Lifegain**
Mechanic: Infusion. Get a bonus when you gain life.
**Signpost Uncommons:**
* Teacher’s Pest *(BG 1/1 menace // when \~ attacks, gain 1 life. BG: return this from your graveyard to the battlefield tapped.)*
* Witherbloom Charm *(BG ins // choose 1 – sac a permanent to draw 2 / gain 5 life / destroy a nonland with mv 2 or less)*
* Essenceknit Scholar *(B{B/G}G 3/1 // make a 1/1, end step if a creature died under your control, draw a card)*
* Mind Roots *(1BG sor // target player discards 2. Put up to one land from among them into play tapped under your control)*
* Lluwen, Exchange Student *(2BG 3/4 // Enters Prepared. Exile a creature from your graveyard to Prepare. Sor: {B/G} make a 1/1 Pest)*
* Old-Growth Educator *(2BG 4/4 vigilance reach // Enters with 2 +1/+1 counters if you’ve gained life this turn.)*
* Root Manipulation *(3BG sor // creatures you control get +2/+2, menace, and “whenever this attacks, gain 1 life”.)*
**Signpost Commons:**
* Bogwater Lumaret *(BG 2/2 // when this or another creature you control enters, gain 1 life)*
* Pest Mascot *(1BG 2/3 trample // whenever you gain life, put a +1/+1 counter on this)*
* Grapple with Death *(1BG sor // destroy target artifact or creature, gain 1 life)*
The one-two punch of Bogwater Lumaret into Pest Mascot at common is a big draw into this deck. Some strong lifegain payoffs include Thornfist Striker, \[\[Poisoner’s Apprentice\]\], and \[\[Lumaret’s Favor\]\]. \[\[Leech Collector\]\] is a 2 drop that stays relevant all game. \[\[Follow the Lumarets\]\] can be a 2-mana draw two in a high-creature-count deck.
Incidental lifegain such as \[\[Mindful Biomancer\]\] are very valuable, as well as repeatable lifegain enablers like \[\[Potioner’s Trove\] and \[\[Shopkeeper’s Bane\]\].
Look for ways to punish our opponents for blocking our Pest tokens such as \[\[Rabid Attack\]\] and \[\[Arnyn, Deathbloom Botanist\]\].
**Blue-Green Quandrix Ramp**
Mechanic: Increment. Creatures get +1/+1 counters when you cast a spell with mana value greater than their power or toughness.
**Signpost Uncommons:**
* Cuboid Colony *(GU 1/1 flash flying trample // Increment)*
* Paradox Surveyor *(G{G/U}U 3/3 reach // Look at the top 5, take a land or X spell)*
* Proctor’s Gaze *(2GU ins // bounce a nonland, search for a basic into play tapped)*
* Quandrix Charm *(GU ins // choose 1 – counter a spell unless they pay {2} / destroy an enchantment / target creature becomes 5/5)*
* Fractal Tender *(3GU 3/3 ward 2 // Increment. End step, if you put a counter on this, make a 3/3 fractal)*
**Signpost Commons:**
* Embrace the Paradox *(3GU ins // draw 3, put a land into play tapped)*
* Fractal Mascot *(4GU 6/6 trample // tap & stun)*
* Pterafractyl *(XGU 1/0 flying // enters with X +1/+1 counters, gain 2 life)*
**Avoid:**
* \[\[Growth Curve\]\]
* \[\[Tam, Observant Sequencer\]\]
\[\[Tester of the Tangential\]\] is an interesting Increment payoff that can pass counters around as the game goes on. Mostly, we are not focused on Increment however and are just looking to find lands with Environmental Scientist and Studious First-Year to play big spells. Card draw from \[\[Landscape Painter\]\], \[\[Homesickness\]\], and Orysa, Tide Choreographer is a natural fit here.
Blue-Green is the best base for the Converge mechanic, which counts the number of colours of mana spent to cast a spell. You would like to have access to at least four colours in most cases. The best converge payoffs are Snarl Song, \[\[Transcendent Archaic\]\], and \[\[Sundering Archaic\]\]. Which leads us to…
**Mana Fixing**
Fixing is quite abundant in this set. There are a cycle of tapped dual lands for each supported colour pair which can Surveil later in the game such as \[\[Spectacle Summit\]\]. These will show up in the land slot 50% of the time. \[\[Terramorphic Expanse\]\] is available at Common. \[\[Potioner’s Trove\]\], \[\[Strixhaven Skycoach\]\], and \[\[Shared Roots\]\] are all strong any-colour fixing options as well.
**Way-Too-Early Archetype Winrate Predictions**
1. **Black-Green Witherbloom Lifegain** – Strongest group of Mutli-colour Commons and pays you off for incidental lifegain which is already powerful.
2. **Blue-Red Prismari Spells** – Two absolutely premium removal spells at Uncommon and seems heavily supported.
3. **White-Black Silverquill Aggro** – Lots of support and should run over the slower decks. Will struggle against Witherbloom’s lifegain however.
4. **Blue-Green Quandrix Ramp/Converge** – Has a couple of busts at Uncommon and looks a bit clunky overall. Will probably fare best with the help of rares.
5. **White-Red Lorehold Graveyard** – Looks a bit finicky and tough to get the engine going. However, they seem to have powered it up since last time.
**General Draft Strategy (8 Player Pick-1)**
**Picks 1-3:**
* Take the best card. Mono-coloured cards will leave us more open going forward.
**Picks 4-8:**
* Continue to take the best card. We may have cards in multiple colours, and that’s ok. Start to form a picture of what colours are being passed to us (aka **“Reading Signals”**). For example, if we see a few solid White cards Picks 4-8, there is a good chance the players to our right are not drafting White (AKA White is “open”). This means we can reasonably expect to see good White cards in Pack 3 as well, as those same players will be passing to us again! We may also see a late signpost Uncommon or Common, indicating its colour pair may be available.
**Picks 9-14:**
* These are the cards no one at the table wanted. If we are seeing several playable cards of one colour pair, it is possible that no one else at the table is drafting that colour pair and we should strongly consider moving in.
**End of Pack 1:**
* Ideally, we have identified our main colour. This is the colour we have the most quality cards of, or is the most open, and hopefully both!
* Staying as close to one colour as possible will leave us with more options going forward. However, in this type of format, locking into a colour pair early is more likely than usual.
**Packs 2 and 3**
* Continue to take powerful cards of our main colour where possible. Let the good cards we open or get passed determine our secondary colour and final archetype.
* Pay attention to Pack direction! The packs are moving in the opposite direction during Pack 2, so the signals can be completely different from Pack 1. It is normal to not see as many cards of our main colour/archetype in Pack 2, so don't panic! Pack 3 is passed to the left once again and we will be rewarded for staying the course.
**Deck-Building Tips**
* Play two colours. Avoid splashing a third colour unless your deck is specifically designed to do so (ie you have dual lands touching that colour)
* Play 17 lands.
* Play a low-curve. Most limited decks want six or more 2 Mana-Value creatures, around four 3 Mana-Value creatures, some 4 Mana-Values creatures, and very few cards that cost 5 or more mana.
Thank you for reading and watching. Good luck in your drafts!
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I've ordered gold more than 5 times, and always get quick responses. best to note that gold gets sent through the mail, but it always comes. I ordered a mythic plus carry week one just to see how It operates which was very clean. I'll continue to use their services and recommend these guys for their consistent service.
great company! every transaction is timely, and the staff are very kind. Will definitely continue to use Sky Coach.
I’ve looked to Secrets of Strixhaven with equal parts excitement and dread, excitedly readying myself for another in-universe set while bracing for the disappointment of Reality Fracture being the only remaining set this year that I care about. Thankfully, WOTC has given us a banger of a set and what could very well become the most impactful release for Pioneer of all-time—one that will hopefully keep us busy innovating with its powerful card pool for years to come. The set is packed with powerful modal spells, midrange cards, great interaction, and combo enablers that I expect will diversify and improve the metagame by giving a boost to rogue archetypes and by opening up new strategies around these new cards’ powerful effects. While I've highlighted some of my favorite cards and cards I expect to make a greater impact on the format, I think the average card quality is much higher than the typical set and I look forward to CardRealms set review for their assessment on the greater card pool.
# TOP 10
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10. Dina's Guidance
This seems like Pioneer’s best tutor. While decks that don’t care about the Entomb effect will likely pass on this, it reads as a great unconditional modal spell for decks that do. Were this a sorcery I’d be pessimistic about its chances, but the instant speed is important in this format, which demands interaction. While I could see a reanimation deck breaking through on the heels of this, where I’m most excited for it is in Tree of Perdition decks where it allows the deck to trim down on “bad rate” creatures like Tree itself in favor of a toolbox approach, which can also play around graveyard hate by comboing with hard-cast trees alongside \[\[Marvin, Murderous Mimic\]\] and \[\[Spiteful Hexmage\]\].
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9. Skycoach Conductor
What a fantastic tempo card! Were Restoration Angel printed into Pioneer, it wouldn’t be good enough to see play, but at three mana, Skycoach Conductor is a great on curve play that becomes a lightning rod for spot removal, forcing players to target it before dealing with a more pressing threat. It’s a solid defensive body that can fly in for a few points of damage each turn while staying vigilant to block an opponent’s smaller creatures. This card moves the needle on a non-tribal tempo deck that relies more on individual card quality than the typal synergy of existing tempo decks like Spirits and Rogues. Additionally, Quantum Riddler is an excellent card and this is a better card than Essence Flux if we’re looking to cheat things into play.
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8. The Mythic Lessons Cycle: I know I’m slightly cheating with this pick, but realistically none of the lessons are more than a 1-of in any deck that would play them. That said, they are so incredibly powerful and will win games if unanswered. Capstone reads as the best of them since it can be tutored for in Izzet Prowess or Lessons and how game ending even the first copy is. The Practicum and Dissertation likely slot into the mainboard of any midrange deck, and white control decks will likely play a couple mainboard Learn cards so it can wishboard for Seminar. The Symposium is the only one in the cycle that I can’t see making the cut as it is easy to disrupt with removal and doesn’t have as game-breaking an effect as the others.
https://preview.redd.it/9q3y46yik0vg1.jpg?width=368&format=pjpg&auto=webp&s=45ba3a9416551c1bfc7833ac68ea02300cc9862d
7. Ral Zarek, Guest Lecturer
“Here comes the Ral in black… (clap clap) - bet-ter Lil-i-ana... (clap clap).” While the format has largely become too fast for most planeswalkers, Ral seems like a premium card in grindy matchups. He’s incredible in top deck wars, which attrition battles often find themselves in, and I think this is a big boost for black midrange decks of all flavors.
https://preview.redd.it/ctfo5xlgk0vg1.jpg?width=368&format=pjpg&auto=webp&s=eda0f8ccc415b596e66948fde193bd8694256a30
6. Emeritus of Truce
The entire Emeritus cycle looks like they might see play in small numbers, but this looks to be the best of the cycle for a few reasons: it has the highest floor, white now has several decent removal spells where this becomes reliably prepared in a control shell or even midrange with few other creatures, and because of how well this plays from behind. That isn’t to say the card doesn’t have drawbacks: its ETB can be responded to with removal before Swords comes online and it lacks any evergreen keyword, making it a relatively unimpressive creature on its own. Still, I think the average case for this card is high in shells running a ton of removal and few creatures.
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5. Lorehold Charm
I’m a big fan of modal spells and the charm cycle of this set is fantastic. Lorehold Charm stands out as a cut above the rest of the cycle for Pioneer. While all three modes are relevant, it is the instant speed reanimate mode that stands out—Cori-Steel Cutter and Agatha’s Soul Cauldron are both excellent targets for this and its an effect that would be worth consideration on its own. It’s wild that it has a great interactive mode and an alpha strike mode as well. This is great incentive for Cori-Steel Cutter decks to ditch the blue and I can’t wait to build Boros Tree, where I’ll pair it with:
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4. Hardened Academic
As an avid innovator with the Tree of Perdition combo archetype, I can confidently say that this card is incredible glue for the deck. I have iterated several versions of the archetype across various color pairs and tested extensively with \[\[Charming Scoundrel\]\] to give the deck a turn 3 combo. While that card certainly stole games, the card quality was usually bad in most any other game where I wasn’t cheesing early wins. Academic allows for those early turn wins, while not sacrificing on card quality. It is a solid beater on its own, discards Cauldron fodder, can fly in for the last 2 points of damage after a combo activation, gives the deck combo resiliency with its GY-exiling counters passive, tucks under Cauldron, and pairs beautifully with Voldaren Thrillseeker for big lifelink swings. I think Boros Tree may become one of the best decks in the format with the Charm and Academic.
https://preview.redd.it/8i8k11j6k0vg1.jpg?width=368&format=pjpg&auto=webp&s=9063383186f98733105615cf1d5e86bfbea444f1
3. Vastlands Scavenger
This is a choice 3-drop for Mono G Devotion where it serves double duty in milling over Storm the Festival and being a nice mana sink to return a powerful creature. While this is a less potent devotion enabler than Troll and less resilient to destroy effects, it increases the deck’s overall combo equity and likely replaces Troll for that reason.
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2. Petrified Hamlet
At a fairly negligible building cost, decks can now shut off or slow down some of the formats least interact-able loops and powerful utility lands including Thespian Stage, Port of Karfell, Mutavault, channel lands, Abandoned Air Temple, The Mycosynth Gardens, Ramunap Ruins, and Fountainport. At the very least, it seems like this replaces Field of Ruin in UW control, but with its effect stapled to a land, I think most decks can run this with little drawback, especially mono-colored and control decks.
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1. Erode
Pioneer is a very different format from when it had competitive support. Power creep has drastically warped the format to the point that this is one of the best cards that could’ve been printed for the format’s health. White, previously the weakest color, is now positioned to dethrone red as the best color in the format. Where Rakdos Midrange once reigned as the format’s top deck, there is now an abundance of solid non-creature permanents in the metagame that white is much better positioned to interact with. Erode is a very welcome removal spell for the format and I expect it to somewhat warp deck-building and the meta around it: chances are that land bases opt to be less greedy and play a higher number of basics, many decks will be able to play higher curve as a way to punish the ramp, and mono color decks likely get a small boost as well. But I expect every white deck, save hyper-aggressive ones will want to play this, and that we will see a spike in white’s popularity across the meta game with midrange, control, tempo, and even combo decks dipping into white and faring better on the heels of this lean piece of interaction.
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r/skycoach
u/Nearby-Help8034
2026-04-13
Super nice person. Will def use him again for my purchases.
Just leaving a review here. The service was amazing and helped a little noob like me out. Gold was delivered within an hour and it went flawlessly.
Thanks sky coach!
I wasn’t sure what to expect, but this turned out to be really helpful. Both coaching and boosting service was done in a timely manner every time and I keep coming back every season to have a smooth gameplay experience.
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r/cs2
u/Low-Can-2190
2026-04-12
I want to share a situation I recently experienced so both boosters and customers can be more careful.
I started working on an order and completed 2 games. Everything was going normally.
Then while I was offline (sleeping), the order suddenly got “canceled”. That already felt strange, but what happened next made even less sense:
* The account was still being used after the order was supposedly canceled
* There was a 30-minute penalty and -1000 applied
* Support claimed they “don’t know why the order was canceled”
* But at the same time, they were aware of the penalty almost immediately
From my perspective, if an order is truly canceled and refunded, access to the account should be removed right away. So how was the account still active?
I also provided all requested details (including the order ID) and followed up, but I haven’t received a proper update or resolution so far.
At this point, the situation feels inconsistent and not clearly explained.
I’m not here to accuse without reason — I just want to understand how this can happen and whether this is normal practice.
If anyone has had similar experiences or can explain how this works, I’d appreciate your input.
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r/skycoach
u/Competitive-Cost3525
2026-04-12
meiner meinung nach ist das der beste Service denn man für Arc Raiders nutzen kann, schnell, sucher und einfach. einfach bester server
iv used skycoach a few times and haven't been disappointed yet
As in the title I'm doing a street race in Sharn and would love to have more colourful characters to fill out my cast. I figure it will be in the canyons between plateaus or head outside of the city so I can get open spaces and narrow streets. It's run by a reclusive Boromar Boss who has a Siege Staff (magical artillery piece) stolen from Diamond Theatre where it was being used for an avant-garde play about the Last War prepared by Luca Syara as both a prop and to create mass-scale illusory sets.
The boss only ever makes public appearances during this race, which he runs, and is full of gambling and *speed*. To help Luca Syara (who is their friend) they have to win the race to get a meeting with the boss. The staff is not a prize, for the record, the gang boss will have to be fought as a final (literally) boss to steal the staff back or find out where it is hidden.
My player who will race is an excoriate from house Orien who has obtained a prototype elemental motorcycle called a Mephitcycle built as a one-of-a-kind proof of concept by their artificer boyfriend.
Here is a list of racers I already have made up to get a sense of the tone I am going for:
\-A Quickling, racing on foot
\-Medani prophet who can foresee race tactics and is slower than others but takes turns the best
\-Lyrandar on one of the new small airships in Forge of the Artificer or some kind of star wars landspeeder/pod racer
\-Gnomes being crazy on some batshit elemental land cart contraption
\-Orien on phantom steed
\-Vadalis on magebred animal
\-A few Daask goblins and kobolds being whacky with some strange invention
\-A witch on a broom of flying or flying carpet
\-Several Boromar-sponsored racers including a Talenta halfling on a dinosaur
\-Valenar elf with valenar steed
\-Last War vets on their stolen warmachine (flamethrower coach from DMG)
\-City goblins from the Roo Skycoach company racing one of their skycoaches
\-Reckless and stupid Morgrave students on a loaned(stolen) Xen’drik weird hoverdisk artefact that should be in Dezina Museum of Antiquities
\-Big bald half-orc who talks about family (no idea what Mr. Diesel would drive)
\-Rich asshole nouveau rich on tricked out landcart or skycoach, gaudy and gold
\-Necromancer on an undead mount that since it never gets tired is great for endurance, or maybe a chariot.
\-A Guardian of the Gate who followed the same leads and is racing undercover to get the staff back
\-A Daask Venomous demesne tiefling devil warlock on an infernal war machine taken from Shavarath
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r/skycoach
u/Ok_Sandwich8290
2026-04-11
I had great experiences with it on WoW, but my Marvel Rivals experience was super slow. They did complete it, but I'd recommend paying for expedited for anyone interested. It's definitely worth the difference!
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owned
r/skycoach
u/Ok_Sandwich8290
2026-04-11
Has anyone here used Skycoach for Marvel Rivals boosting?
I recently ordered a Plat 3 to Diamond 3 boost on April 4th. It did get completed on the 11th, so the result was delivered, but the pacing felt slower than I expected. There were only a few games played on the 7th and 9th with some gaps in between, and the booster mentioned being busy during that time.
Support also said it was progressing slower than usual when I reached out, so it might have just been unlucky timing.
For comparison, my husband ordered at the same time from Plat 3 but chose expedited, and his went all the way to GM3 in under 48 hours with really strong play and communication.
Overall I’d probably still say around a 4 out of 5 since the job got done, but consistency seems to depend a lot on the booster. Curious if others have had similar experiences.
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r/skycoach
u/Apprehensive-Goal979
2026-04-11
I bought from skycouch and it was really great. lt was fast and helpful. I recommend skycoach
I bought from skycouch and it was really great. It was super fast and secure and the support is also very kind and helpful. I can really recommend skycoach!!
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owned
r/skycoach
u/Future-Station-8757
2026-04-11
I was quickly assigned to Pro #547225. He communicated clearly, was professional, and he got to work right away. He completed my boosting order with exceptional speed. I actually went and watched his gameplay, and it was pure skill. No exploits, hacks, or even anyone else carrying him. Great results and even good entertainment. Thanks! Would reccomend and use again.
Now that the full set has been revealed, I wanted to get some input from everyone on what SOS cards look Powered Cube playable! I don't necessarily think all of the cards here are good enough for the cube, but I wanted to list everything that COULD be. This list is by no means exhaustive, and I am not a cube expert, so if you think I misevaluated something or I missed a card worth some discussion, please let me know!
**WHITE**
* \[\[Emeritus of Truce\]\] looked great to me at first glance, but the more I think about it the less I like it. This requires your opponent to have three more creatures than you to get its full value, and it's hard to find a White deck that isn't trying to put SOME creatures on the board. Of course, you can always give them the 1/1 flier to get the Swords, but that's far from ideal. Triple White to cast both sides of the card in the same turn is brutal too. Ultimately, this is a lot of hoops to jump through for a sidegraded Skyclave Apparation, and I would rather just play Beza in my White control decks.
* \[\[Stirring Hopesinger\]\] doesn't have a lot of Heroic spells to trigger off of, but it does have a lot of removal to work with. Permanently pumping your team when you Fatal Push your opponent's creature sounds like a fair deal. The White 3 drop slot is very contested these days, so there's a lot of competition for this one. I don't think it's quite there.
* \[\[Erode\]\] looks like an instant staple to me. It's like Path to Exile and Get Lost had a baby! I think this replaces Get Lost in the cube, giving your opponent a basic land is usually going to be less material for them than two Maps and it costs one less mana to boot. Get Lost still has the slight edge of hitting enchantments, so it's possible that they both stay in.
**BLUE**
* \[\[Skycoach Conductor\]\] is very flexible, has three great keywords, and some very strong synergies. A Flash 2/3 for 3 is a great defensive play that can often eat a creature in combat, and Flying + Vigilance are excellent together. All Aboard, at the very least, makes your opponent's removal spells awkward to sequence. At its best, it can flicker a Soltitude, Fury, Grief, or Quantum Riddler. This card has a lot of similarities to Glen Elendra Guardian (which I still think should be in the Powered Cube). Either way, Skycoach Conductor looks like it's worth a shot!
* \[\[Emeritus of Ideation\]\] is more of a 6 mana play than a 5. The obvious comparison here is Loot, who requires Temur mana to cast, but offers you a Lightning Bolt, a rainbow ritual, and a 2/4 Double Strike with Haste to make up for it. I think (?) that's enough to justify playing Loot over the Emeritus. This card *does* have the potential to reprepare itself if it lives, but it's competing with a lot of other cards that require your graveyard as fuel. I might experiment with this one but I think Quantum Riddler is the better Blue 5 that draws a bunch of cards.
* \[\[Flow State\]\] is like a baby Stock Up if you can meet its condition, but that's going to be very challenging. Gitaxian Probe is great for getting a Sorcery into the yard, but otherwise that part will be very difficult. This already looks outclassed to me by all of the 1 mana cantrips, Expressive Iteration, and of course Stock Up.
* \[\[Mana Sculpt\]\] has a lot of Wizards in the cube to trigger its effect, at the end of the day, it's a 3 mana counter. Three Steps Ahead has shown us that that can be okay if the card gives enough value to justify it, but I don't think this one does.
**BLACK**
* \[\[Ral Zarek, Guest Lecturer\]\] has three strong abilities, but no real way to protect himself. While it is nice that the discard effect doesn't HAVE to target you, being a -1 severely hampers his effectiveness over the course of the game (compared to Liliana). There are some powerful 3 drops that this can recur, but you have to have one in the bin already when this comes down for it to play out well. Liliana is already a niche card in the cube and Ral looks a lot worse than her.
**RED**
* \[\[Emeritus of Conflict\]\] really needed to enter prepared to have an immediate impact on the game. Casting three spells in one turn is a big ask, and until you can do that, she has no effect on the board and offers you no card advantage. The silver lining here is that once Emeritus is prepared, Lighting Bolt can count towards your next three spells to reprepare her. While that's very helpful once the ball gets rolling, you still need to have a "natural" three-spell turn to get it started.
* \[\[Flashback\]\] should be an excellent card! Snapcaster has been recurring Ancestral Recall and Time Walk for decades, and this does the same thing for one mana cheaper. Even without those cards, this plays great with any kind of one mana interaction: Bolt, Thoughtseize, Swords to Plowshares, etc. Snapcaster *does* come with a 2/1 body for beats or trades, so of course it isn't a strict upgrade, but it should still be very good. This looks like an easy Regrowth replacement to me.
**GREEN**
* \[\[Ambitious Augmenter\]\] could be amongst the many stompy Green 1 drops to experiment with. That slot is currently going to Sazh's Chocobo, which I think has been performing above expectations. This likely grows a lot slower, but replaces itself upon death (with 1/1 less worth of stats. And it won't replace itself without a counter) so I could see it going either way.
* \[\[Emeritus of Abundance\]\] looks like a stronger Eternal Witness to me. Hear me out: Eternal Witness is very prone to getting stuck in your hand. You can't justify playing it until your target card (usually Recall or Time Walk) is in the graveyard. Emeritus is a decent 3 drop that you can just play on curve, and then use the Regrowth later when it suits you. A 3/4 Vigilance is a massive wall against aggro, and even if it doesn't generate Maps like Sentinel of the Nameless City, it can still beat your opponent down behind their board of Boros 2 drops. Even if you do have a reason to play Witness on curve (like a fetch in the yard) its 1 toughness is increasingly becoming a liability against cards like Bowmasters and Wrenn and Six. Finally, while eight lands is a huge barrier to repreparing itself, you can loop Time Walk with Emeritus if you do manage to get there, which I think is the real draw to this card in a Simic Time Walk deck. Eternal Witness currently has an abysmal play rate and win rate, so I think some experimentation with that slot would be a good thing.
**MULTICOLOR**
* \[\[Silverquill Charm\]\] has a lot of targets with power 2 or less to exile, which will usually be the mode you want to cast it for. The drain and combat trick modes could come up. Neat card but I'd rather just play Vindicate.
* \[\[Prismari Charm\]\] has three very relevant modes for this cube, but unfortunately I think it's already outclassed by Izzet Charm and Prismari Command anyways.
* Likewise, \[\[Witherbloom Charm\]\] is already outclassed by Witherbloom Command.
* While \[\[Lorehold Charm\]\] is very cool, the baby reanimate is likely its primary mode, which Unearth already does a lot better.
* \[\[Quandrix Charm\]\] is the only charm that I think actually has a chance of being playable here. Miscalculation is a great card, and for a stricter mana cost you get the option of blowing up an artifact or making something a 5/5 for the turn (you also lose the cycling for what it's worth, a huge part of what makes Miscalc so great). Simic slots are pretty tight these days so I don't know if it can get squeezed in or not, but that sounds like a fine card to me.
* \[\[Professor Dellian Fel\]\] looks like a slightly better Vraska, Golgari Queen and a slightly worse Grist. I don't think it would be crazy to give this one a shot, especially with the identity crisis that Golgari is currently having in the cube. I'd much rather have this over Bebop and Rocksteady.
* \[\[Lorehold, the Historian\]\] is a 5 mana 5/5 Flying Haste with upside, which historically (pun) has been pretty good in these colors. Giving your instants and sorceries Miracle 2 is mostly flavor text, as nearly all of the Boros instants and sorceries are 2 mana or less anyways. Looting once per turn cycle, though, is solid. I like this a little bit more than Goldspan Dragon, but it's pretty marginal. If Otharri were in the cube it wouldn't even be a debate.
**TLDR**
* Emeritus of Truth requires too much setup to justify the effect.
* Stirring Hopesinger is competiting with a lot of other White 3s.
* Erode looks like a staple.
* Skycoach Conductor is flexible and has some strong synergies.
* Emeritus of Ideation is already outclassed by Loot.
* Flow State is too much squeeze for the juice.
* Mana Sculpt is way too much squeeze for the juice.
* Ral Zarek, Guest Lecturer is not good enough at impacting the board.
* Emeritus of Conflict looks too clunky.
* Flashback looks like a staple.
* Ambitious Augmenter is a reasonable stompy threat.
* Emeritus of Abundance has enough advantages over Eternal Witness to justify its replacement (in my opinion).
* The Charm cycle has a lot of great designs, but they're mostly outclassed by existing cards.
* Professor Dellian Fell could be an interesting inclusion for Golgari right now.
* Lorehold, the Historian is a possible sidegrade within the legion of 5 mana dragons.
Overall this looks like a pretty solid set for Powered Cube! I think a decent number of cards are likely to stick around. Hopefully they can cycle some of the bad TMNT cards out for a few of these in the next iteration. Let me know what you think!
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r/skycoach
u/Brave-Limit4207
2026-04-10
Been using them for years and each time, they find new ways of taking care of me. There will always be a gap between them, and their competition. The proof is in the service!
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owned
r/skycoach
u/Economy_Champion_273
2026-04-09
Great experience overall! Very professional and easy to communicate with. Everything was explained clearly, and I got exactly what I needed. Highly recommended!
I bought some blueprints for Arc Raiders. The delivery was very fast, handled by a friendly and knowledgeable person directly in-game. The prices are very low. I recommend them!
Probably going to get downvoted a bit for this but this service is old and looks like Skycoach GG’s service. I used this several times to deal with master difficulty raids and hunting for exotics I could never LFG a raid group for consistently on Destiny 2. The advised take on this is you swap your password with something they can use for the time you give up access to your account but leave Steam Guard in place so they have to wait for you to approve it. Then they go however many times through it to get your desired item, achievement, etc that you don’t have time for or otherwise don’t have the skill to do like I still don’t. Services like this can spike exponentially in cost if the difficulty and or amount of something you want takes a significant time investment from the pilot to obtain or the “market value” is relatively high. I think there’s a middle ground to stuff like this. In terms of multiplayer games I would argue that buying something that gives you a competitive advantage over another person; this is skummy or otherwise not great (and in most cases breaks ToS). But in Single Player games like this I don’t mind it for other people just remember to use caution when you open your account up to strangers and potentially bad actors.
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r/skycoach
u/OneSignature3427
2026-04-08
I’ve tried similar services before, but Skycoach really stands out. The process was straightforward, and I felt supported the entire time. Their team kept me updated, and everything was completed efficiently without any hassle. It’s rare to find a service that combines speed, quality, and great customer support so well.
Service was exceptional, fast and thorough. Raid started on time and the team new exactly what to do. First kill every time, with no wipes.
everytime top service thanks ✌🏼
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r/skycoach
u/Easy_Jacket_2828
2026-04-06
Great guy - plays the same character as me, explained everything. Awesome value for money!
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owned
r/skycoach
u/Dismal-Commercial-77
2026-04-06
Bin super zufrieden mit dem Boost, immer wieder gerne :)
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owned
r/skycoach
u/Dinner_Historical
2026-04-06
I am writing this as I have read bad reviews on skycoach and thought I would try it out for my self. And I found nothing wrong with skycoach. Have tried it twice now and have worked fine. Not the fastest service. But I have gotten what I've paid for. I would recommend for anyone playing the same game as I do (Diablo 4). The two "pro's" who have helped me have been kind and helpfull also.
So if anyone is scared to try them out. Dont be
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owned
r/skycoach
u/Temporary_Plan787
2026-04-06
Great Job..is work perfect fine
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owned
r/skycoach
u/HighwayLoud6405
2026-04-06
honestly I have had no issues with Skycoach. slow sometimes but it has been great
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owned
r/skycoach
u/ActiveBroccoli7421
2026-04-05
i recommend it highly, friendly and quick. pro and good price. check it out for every gamer and games
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owned
r/skycoach
u/Impossible_Smoke2223
2026-04-05
4 times I have bought and every time correct en fast. I recommend.
greetings Lootifer
It appears that what I thought was a one time problem is a problem that will keep repeating itself. In December I had an issue with an order that was touted to be delivered in one hour that took a week. I continued to use the service. Now in March and bleeding into April... it is happening again and maybe worse this time.
I placed an order a week ago. Once again a one hour delivery was advertised. After 3 days or so, I contacted customer service to cancel for non-delivery. There was an outright refusal to cancel my order OR reassign my order to another PRO who could deliver. Over the next several days, I requested cancellation or reassigned and more refusals to do so, saying that I needed to be patient and that they would contact the PRO to move faster.
They finally came through and delivered PART of the order to keep me quiet perhaps. Then when I reached back out a day or two later asking when the rest would be delivered, they insisted that the order was shown delivered in full and they would request Delivery Confirmation from the Seller. I have heard nothing back.
In short, you can buy from here. It will take forever for them to come through for you. Then they will deliver part of your order and play games with you and pretend that they gave you what you ordered, even if you have Screenshots showing that you didn't. You will not get what you pay for in a timely fashion and they will be dishonest and play with you to not give you what you pay for.
This is the warning that you have been looking for. DO NOT BUY SKYCOACH. DO NOT TRUST THEM.
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Fast, efficient, on time, and discreet.
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owned
r/skycoach
u/PTCGInspiration
2026-04-04
My booster was matched in just a few minutes and they were absolute pros!
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r/mtg
u/THELeeNash
2026-04-04
Hey everyone, the first rotation in the new era of Standard is less than a year away now, so I thought I'd just remind the Standard players here what's going to happen to their land base when this and all subsequent rotations hits. Note that this does not account for any future reprints that may happen or any unleaked Strixhaven land cards.
**Rotating out January 2027**
\- Crystal Grotto (WOE)
\- Edgewall Inn (WOE)
\- All Restless Manlands (WOE & LCI)
\- All cards that transform into lands (LCI)
\- All Cave lands (LCI)
\- Cavern of Souls (LCI)
\- All Surveil Lands (MKM)
\- Branch of Vitu-Ghazi (MKM)
\- Public Thoroughfare (MKM)
\- Scene of the Crime (MKM)
\- All Crime lands (OTJ)
\- All enemy-color Fast lands (OTJ)
\- Arid Archway (OTJ)
\- Conduit Pylons (OTJ)
\- Mirage Mesa (OTJ)
\- Sandstorm Verge (OTJ)
\- Bucolic Ranch (OTJ)
\- Fomori Vault (BIG)
\- Tarnation Vista (BIG)
\- All Villlage lands (BLB)
\- Fabled Passage (BLB)
\- Fountainport (BLB)
\- Hidden Grotto (BLB)
\- Three Tree City (BLB)
\- Uncharted Haven (BLB)
\- All Unlucky lands (DSK)
\- All allied-color Verge lands (DSK)
\- Valgavoth’s Lair (DSK)
**Rotating out January 2028**
\- All enemy-color Verge lands (DFT)
\- All Raceway lands (DFT)
\- All Roads lands (DFT)
\- Night Market (DFT)
\- All Clan Base lands (TDM)
\- All tricolor taplands (TDM)
\- Maelstrom of the Spirit Dragon (TDM)
\- All Town lands (FIN)
\- All Planet lands (EOE)
\- All enemy-color Shock lands (EOE)
\- Command Bridge (EOE)
\- Secluded Starforge (EOE)
\- All campus lands (SPM & SOS)
\- Daily Bugle Building (SPM)
\- Multiversal Passage (SPM)
\- Oscorp Industries (SPM)
\- Urban Retreat (SPM)
\- Vibrant Cityscape (SPM)
\- All Sac-lands (TLA)
\- All Checklands (TLA)
\- Jasmine Dragon Tea Shop (TLA)
\- Rumble Arena (TLA)
\- Secret Tunnel (TLA)
\- White Lotus Hideout (TLA)
**Rotating out January 2029**
\- All allied-color Shock lands (ECL)
\- Eclipsed Realm (ECL)
\- Evolving Wilds (ECL)
\- All enemy-color gainlands (TMT)
\- Escape Tunnel (TMT)
\- Northampton Farm (TMT)
\- Turtle Lair (TMT)
\- All enemy-color Slow lands (SOS)
\- Great Hall of the Biblioplex (SOS)
\- Skycoach Waypoint (SOS)
\- Terramorphic Expanse (SOS)
**Rotating out at an unknown point (2029 likely)**
\- All gainlands (FDN)
\- Soulstone Sanctuary (FDN)
\- Evolving Wilds (FDN)
\- Rogue’s Passage (FDN)
\- Secluded Courtyard (FDN)
\- Uncharted Haven (FDN)
\- All Guildgate lands (FDN)
\- Crawling Barrens (FDN)
\- Cryptic Caves (FDN)
\- Demolition Field (FDN)
\- All Temple lands (FDN)
\- Maze’s End (FDN)
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The fastest and safest services out there, the assigned pro was friendly and punctual!
cool company customer service can be a headache tho
This platform is extremely good and reliable. First time using, definitely not last time.
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r/skycoach
u/DueGuarantee7043
2026-04-03
Delivery was faster than i expected, everything was handled professionally.
I have used skycoach several times and i always get what i pay for. Excellent service.
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owned
r/skycoach
u/AnyChallenge1483
2026-04-03
Es buen servicio,el soporte si se pone las pilas cuando ay algun problema
Sharing this publicly because I've exhausted every internal option.
A verified SkyCoach PRO booster contacted me unsolicited via Discord then WhatsApp, offered to complete a 260 ilvl boost personally cutting SkyCoach out entirely, admitted his motive was that SkyCoach "only gives me 30%," and asked me to delete our Discord messages one by one before moving to WhatsApp. He then sent me a direct SkyCoach product link designed to route the order specifically to him.
After I reported him he harassed me across multiple phone numbers and attempted unauthorized access to my Battle.net account. What made this worse was the support team's handling.
The booster's platform status changed three times across the same conversation — first he didn't exist on their platform, then he was banned previously, then confirmed as an active PRO banned only after completing his final order. They told me he was banned on March 22nd — the day I reported him. On March 30th the booster himself confirmed he was only banned that day, meaning he remained active on their platform for 8 days after my report while continuing to contact me and attempt account access. That is a documented false statement now contradicted by their own employee.
Additionally a support agent deleted a message mid-conversation during the evidence exchange. The deletion is visible in the chat log as "This message was deleted." The content was never disclosed.
When I pushed back on compensation they told me $100 cashback is a fixed non-negotiable policy that applies to all PRO reports. That restriction does not exist anywhere in their published Terms of Service or Refund Policy. It was fabricated in real time to cap my claim — and immediately disproven by the three separate offers their own agents made across this same case: a 260 ilvl Super Express boost (\~$400), a raid bundle, and $100 cashback. A fixed policy does not produce three different offers at three different price points.
\*\*\*\*\*Most recently, SkyCoach contacted me offering an unspecified "bonus" contingent on removing my Trustpilot review. I declined without knowing the nature or value of the offer. Offering compensation in exchange for review removal is a practice flagged by the FTC as a deceptive trade practice and violates Trustpilot's own guidelines. This has been added to the formal complaint dossier.\*\*\*\*\*
SkyCoach's own agent confirmed in writing on March 22nd that compensation is owed when a booster contacts a customer off-platform and offers services directly. That threshold was met and verified by their own investigation. 10 days and 6 agents later the case remains unresolved.
Full complaint submitted to the FTC (Ref. 199531778) and the Cyprus Consumer Protection Service. SkyCoach is registered in Cyprus under DEVAL LTD (Reg. No. HE 432317). Full evidence package includes 50+ screenshots, WhatsApp and Discord logs, Battle.net records, and complete support transcripts.
Has anyone else experienced off-platform solicitation from a SkyCoach booster? Would like to know if this is an isolated incident or a pattern.
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Sharing this publicly because I've exhausted every internal option.
A verified SkyCoach PRO booster contacted me unsolicited via Discord then WhatsApp, offered to complete a 260 ilvl boost personally cutting SkyCoach out entirely, admitted his motive was that SkyCoach "only gives me 30%," and asked me to delete our Discord messages one by one before moving to WhatsApp. He then sent me a direct SkyCoach product link designed to route the order specifically to him.
After I reported him he harassed me across multiple phone numbers and attempted unauthorized access to my Battle.net account.
What made this worse was the support team's handling.
The booster's platform status changed three times across the same conversation — first he didn't exist on their platform, then he was banned previously, then confirmed as an active PRO banned only after completing his final order. They told me he was banned on March 22nd — the day I reported him. On March 30th the booster himself confirmed he was only banned that day, meaning he remained active on their platform for 8 days after my report while continuing to contact me and attempt account access. That is a documented false statement now contradicted by their own employee.
Additionally a support agent deleted a message mid-conversation during the evidence exchange. The deletion is visible in the chat log as "This message was deleted." The content was never disclosed.
When I pushed back on compensation they told me $100 cashback is a fixed non-negotiable policy that applies to all PRO reports. That restriction does not exist anywhere in their published Terms of Service or Refund Policy. It was fabricated in real time to cap my claim — and immediately disproven by the three separate offers their own agents made across this same case: a 260 ilvl Super Express boost (\~$400), a raid bundle, and $100 cashback. A fixed policy does not produce three different offers at three different price points.
**Most recently, SkyCoach contacted me offering an unspecified "bonus" contingent on removing my Trustpilot review. I declined without knowing the nature or value of the offer. Offering compensation in exchange for review removal is a practice flagged by the FTC as a deceptive trade practice and violates Trustpilot's own guidelines. This has been added to the formal complaint dossier.**
SkyCoach's own agent confirmed in writing on March 22nd that compensation is owed when a booster contacts a customer off-platform and offers services directly. That threshold was met and verified by their own investigation. 10 days and 6 agents later the case remains unresolved.
Full complaint submitted to the FTC (Ref. 199531778) and the Cyprus Consumer Protection Service. SkyCoach is registered in Cyprus under DEVAL LTD (Reg. No. HE 432317). Full evidence package includes 50+ screenshots, WhatsApp and Discord logs, Battle.net records, and complete support transcripts.
Has anyone else experienced off-platform solicitation from a SkyCoach booster? Would like to know if this is an isolated incident or a pattern.
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Shoutout to [u/Cronogunpla](u/Cronogunpla) for posting about the new sorting quiz. I got all 5 results to see if there was anything interesting in them, and I found a bunch of stuff!
First, the symbol of the new set shows up at the head of each “acceptance letter”, but I think it’s a cool symbol to stand for the school in general. \[EDIT: the lovely [u/xGhostCat](u/xGhostCat) told me that the logo is the front of a skycoach, a method of transport in Arcavios! There’s a picture of it if you look it up, I can’t figure out how to edit my images so uh. Go find it. It’s super awesome, and that makes the icon for the set way cooler\]
In each of the emails, there are the signatures of the two deans at the bottom, which I think is really cool. What caught my eye, though, is that a lot of the deans are different. Full transparency, I didn’t follow the Phyrexian Invasion or the fallout, so I’m not up to date on who died or was compleated. Through a cursory google search I didn’t find info on some of the new deans, so as of now I think they’ll be revealed in the set. As it stands the deans are: Augusta for Order and Plargg for Chaos (Lorehold, no change); Nassari for Expression and Veyran for Perfection (Prismari, Veyran has replaced Uvilda Mistcoiler, though Veyran was an existing professor); Adrix for Theory and Nev for Substance (Quandrix, replacing Kianne and Imbraham, though both were existing professors); Embrose for Shadow and Margeau for Radiance (Silverquill, Margeau replaces Shaile Talonrook, and is a completely new professor as far as I know); Lisette for Growth/Root and Moseo for Decay/Vein (Witherbloom, Moseo replaces Valentin, and is a completely new professor I believe). I’ve included the signatures in the images since they’re very representative of the professors and I find that super cool.
Each college has a motto associated with it, which I find cool and a good way to explain the colleges to new players. They are: “Leave No Stone Unturned” (Lorehold); “Express Yourself With the Elements” (Prismari); “Math is Magic” (Quandrix); “Sharp Style, Sharper Wit” (Silverquill); and “Get Your Hands Dirty” (Witherbloom).
Finally, new motifs and possible animal symbols à la some other magical schools (which I will also include of course). No way to know the true purpose of these before the set, but if nothing else they would make epic pennant designs for students to hold at Mage Tower games. The animals are: horses for Lorehold, fish for Prismari, fractal wolves for Quandrix, corvids (idk if they’re crows or ravens from the stylized art, and I’m bad at identifying them anyway) for Silverquill, and lumarets (an animal talked about in the recent planeswalker’s guide, they’re basically part frog part living magic part bug) for Witherbloom.
Hopefully this is interesting to someone besides me, I’m planning to add all of these things to my lore doc and of course update like crazy when the new set comes out. Most of it is in already, but the profs are not. If you want the doc (it’s 95 pages, I don’t want to talk about it), I posted about it a few days ago!
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super service rapide et efficace
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owned
r/skycoach
u/ApprehensiveLet3944
2026-03-31
I’ve used Skycoach multiple times for Honkai: Star Rail, and every order has been flawless. Fast delivery, clear communication, and zero hassle. Whether it’s leveling, farming, or progression, they consistently deliver exactly what’s promised. Easily one of the most reliable gaming service marketplaces out there.
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r/skycoach
u/ThrowAwaY_00626
2026-03-31
Had a slight issue with a purchase but customer service jumped in and took care of me!
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owned
r/skycoach
u/Successful-Rub534
2026-03-31
The timing is impeccable and my pro was just phenomenal and answered all my questions and a timely manner and the deal was very smooth definitely recommend
(no body — comment matched in title or URL only)
Have used them for years no complaints great service
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r/skycoach
u/SherbetAdventurous95
2026-03-29
Great guy - plays the same character as me, explained everything. Awesome value for money!
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owned
r/skycoach
u/SherbetAdventurous95
2026-03-29
Great guy - plays the same character as me, explained everything. Awesome value for money
post
owned
r/skycoach
u/Responsible_Ad8987
2026-03-29
Deliver everytime , fast about it and great customer service !!
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owned
r/skycoach
u/Little-University311
2026-03-29
Great prices and even better service, punctual and to the point, no messing around with sky coach
great service fast and the coach I had was great.
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owned
r/skycoach
u/Think_Substance_7957
2026-03-28
(no body — comment matched in title or URL only)
I’m thinking of buying a Fortnite account off skycoach but I’m afraid it might be a scam. Does anyone have any experiences with Skycoach to help me?
I’ve used skycoach.gg a handful of times and every time it’s been a great and easy experience and the prices are great!
Skycoach.gg
Reputable, and much much cheaper than anything I’ve seen posted. I’ve got a referral code if you’d like
Is it Safe to buy blueprints on skycoach.gg
Is trading via skycoach.gg Safe ?
⭐⭐⭐⭐⭐
J’utilise Skycoach.gg depuis quelque temps et l’expérience est vraiment top. Les coachs sont très professionnels, rapides à répondre et surtout très compétents. Les explications sont claires et ça permet de vraiment progresser dans le jeu, pas seulement de gagner quelques parties.
Le service est fiable, sécurisé et le suivi est sérieux du début à la fin. On sent qu’il y a une vraie équipe derrière, passionnée par le gaming et la progression des joueurs.
Je recommande sans hésiter à tous ceux qui veulent s’améliorer rapidement et profiter d’un coaching de qualité. 🎮🔥
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(no body — comment matched in title or URL only)
(no body — comment matched in title or URL only)
Skycoach.gg sells blueprints and they’re reputable, idk what site this is from tho
What helped me, better understanding about the Traits Tier List rn and what the bonus effects are:
Hate echo to...
https://skycoach.gg/blog/clash-royale/articles/best-traits
1. What i read vs echo you can ez skip the first two turn with the king [don't feed him & bonus elexier]
2. Mid/Late spreed your troops and burst dmg to kill echo asap
But i feel you, wanna play more MT it's a cool concept but balance, bots and the not beginner friendlynes... It's a pain in the ass to get 650 🏆 as nooby just to unlock a new hero. I played many auto-battlers before and MT had the worst beginner experience 🙄
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Skycoach.gg
Very professional, all bps are like $3
Skycoach.gg used them before they’re reliable asf.
https://skycoach.gg/blog/arc-raiders/articles/best-attachments-guide