Draft Report: 5-20-19

Draft

So the very helpful “How to draft 4C Green” from Lords of Limited literally landed 12 hours too late to help me with this pile. Nothing even remotely resembling signals outside of some playable red & green late in pack 1. Unsure if it was clear that I should be the 4C green at this point but I commit early in Pack 2 and get blessed with a wheeling Gateway Plaza. I go nuts with two bombs (Rhonas and the triumphant sequel of Enter the God-Eternals). The P3p2 choice of Ugin’s Conjurant vs. EtG-E is kind of interesting, but the ceiling is just too high and this deck needs variance and a high ceiling. Ride or die with my enormous Lazotep friends!

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Draft Report: 5-15-19

Draft

Well that was a bit of a yikes draft. No signal that I could divine, so I veered around Temur for a bit. The big question was speculating on the Ral in P3p1 vs. the more sure thing of Burning Prophet. I don’t think Ral worked out, just not enough spells, but the upside of the potential ceiling is worth it? Just how few cards.

Got some good feedback from the LoL Discord. They recommended taking the P1p5 New Horizons to try and settle into 5c green. Agreed that there wasn’t a clear lane (so I feel better about not having missed a signal)

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Draft Report: 5-14-19

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While you can’t complain whenever there’s a god in your draft, this didn’t feel great. RW seemed like the open seat, but I’ll be damned if I can figure out a way to get there. None of the power red commons flowed. Tibalt P1p4 is late but not egregiously so. 10th District Legionnaire is a signal of sorts I suppose, but what am I going to put with it? Wanderer’s Strike? Feels like I scuffed my way through this.

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Draft Report: 5-3-19

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Super messy draft with some rookie mistakes. I think Nicol Bolas and Parhelion II are not sufficiently bomb-worthy to have been warping my draft picks. I think I had a good plan and then passing Vraska muddied my lane. I should have stayed more in green.

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Draft Report: 5-11-19 @ Optimism

Draft

Hard to share a full draft log of IRL drafting (1/2 pint of Nitro Stout to help lubricate choices though). But here is my pick order (pack 1 on the left, bottom P1p1 to P1p15 on top). Opened a very legit bomb with Finale of Glory and then white was pretty clearly quite open. Did not solidify into green, kept worrying about black, but eventually put together quite a cruel little GW proliferate deck.

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War of the Spark Cheat Sheet

The pre-release is upon us! Obviously we’ve done our homework with the LR commons & uncommons review and such, so I’m not going to try and duplicate that. But I will try and make a prognostication on some high-level questions like removal, tricks, ramping. All guesses guaranteed to hold up until your second draw step in the first round.

Removal

“Removal” is obviously a very sweeping category. Everything from efficient but conditional, unconditional but expensive, efficient & unconditional but difficult to cast; it’s almost impossible to do an apples-to-apples comparison. What I like to do is count the total amount of “playable removal” (and bounce) and compare it to previous sets. So let’s flashback briefly to Ravnica Allegiance.

So that’s 10 pieces of common playable removal, three uncommon. For reference, here is what I considered unplayable or sideboard.

Obviously those five all occasionally have good homes, but by-and-large, you’re not excited to draft them or play with them. They played as D+ or sideboard, at best. So where are we at with War of the Spark? Let’s take a look!

Wow! So there is 12 pieces of uncommon removal and 10 pieces of common removal that look to be at least decent. Four of them are planeswalkers! So, yes, there WILL be removal, and lots of it. Half of it is at instant speed! So be *very cautious* playing into open mana.

Combat Tricks

By contrast, the combat tricks look to be extremely thin.

Okay, so we have OG Giant Growth. And I think Battlefield Promotion will do some serious work as well. Storm Strike taught us that +1 power and first strike is usually enough. Throw in getting the Proliferate train rolling and incidental lifegain, you have a card. I’m more dubious about Lazotep Plating (sweet art aside) since it looks to be a subpar Dive Down for an extra mana. Unlikely Aid is also unlikely to find a home, but it’s not unplayable on its face. So yes, combat tricks. Not that many. Also nothing in red. Technically there are two tricks, but boy-howdy they look terrible. I’m not even going to link them. That’s how little faith I have.

Ramp/Splash

There aren’t gates, but we have Gateway Plaza at common. There is also the Centaur Nurturer, which is drawing very justified comparisons to the Naga Vitalist from Hour. It’s a single card fulfilling two roles: it stabilizes as a 2/4 blocker and it provides mana fixing. All at common. The uncommon ones look very good too, though keep in mind that the planeswalker does need to be alive to provide the splashing.

In conclusion, this looks to be a high power set. Lots of removal, pretty good splashing tools raises the ceiling. Few combat tricks makes me think that aggro decks are going to be hard to put togethe

Learnings: Ravnica Allegiance

First, I learned to reliably spell “Allegiance” without relying on the spellchecker. Two e’s, one a. Got it. Beyond that I had a pretty good run I’d say! Let’s look at the tape:


DraftsWinsLossesWin %
Azorius57654%
Orzhov511473%
Rakdos1020%
Gruul9161062%
Simic37278%
Gates48467%
Other
Total27492864%

I’m honestly pretty happy with a 64% win-rate. Kind of funny that I barely draft Rakdos and a full third of my drafts ended up in Gruul.

Card advantage in aggro

I definitely got most comfortable drafting the Gruul deck. It is known that the flexible 2-drops, “good on turn 2; good on turn 10” are solid gold. Sauroform Hybrid is the absolute gold standard here. However I think everyone initially undervalued aggro cards that provide a little bit of card advantage.

The Burning-Tree Vandal did not look great in theory. Three mana for 2/1 haste or 3/2 rarely lines up well (especially with 1/1 Spirits assumed to be floating about). But 2/1 was shockingly good in this format. The lack of 1/3s & 2/3s meant that the 2/1s were every bit as good as the generic 2/2, plus you get to rummage! Having BTVs as built in flood insurance really helped aggro decks prevent one of their surest paths to defeat.

Similar story with Storm Strike. The +1/+0 and first strike was enough to reliably win most combats in this set (real lack of 4 toughness) and the scry 1 was just solid gravy. Add in the flexibility of a 1-mana trick and you had a card that I loved running multiples of.

PS: 1-mana tricks remain the gold standard

Drafting is hard

This was probably the most I’ve played a single set in a long time. I put a lot of time in! And I still only really learned how to draft one deck! It’s hard to learn decks. Only really got good at Gruul. As much as I like to theorycraft and listen to how to build good decks, there’s really no replacement for playing with the cards, getting a feel, and then getting a feel for what will wheel. Magic is hard.

Most Drafted: Greeeeeen!

Three-way tie for most drafted card. Aren’t they pretty? Sauroform Hybrid is a testament to how early I’ll take a card that will go into any deck with forests and be a reliable C+. Savage Smash is a solid removal spell that only really asks that you have a 2/2 in play: pretty manageable. The Axebane Beast is a funny third choice, since I would just scoop them up with my 13th-15th pick and occasionally play them! Obviously there were many better 4-drops in the set, but if the Frenzied Arynx’s never made it, you could throw in ol Axey and not feel too much shame.

Mulligan

So, I added a heuristic: never keep a hand that needs to draw particular color of mana to work. Assuming you have 8 sources, our friendly calculator puts us at 43% to draw one within two draw steps. It goes up to 57% percent with a third draw step added, but that can be dangerously deep into the game, especially if you’re on the play. Keep in mind I define “work” as “get something onto the battlefield”.

The second lesson is for me to aggressively mull hands in an aggro deck that are not exerting pressure. Once I had a hand that had four lands, a 4-drop, and two spells. In a Gruul deck. If this was a control deck, it’s a snap-keep. But I had an aggressive curve and doing nothing for three turns was almost a sure loss for me. Aggro decks often function best with virtual card advantage: killing your opponent while they still have cards left in their hand is the same as if they never drew them. Again, most decks are shades of midrange so don’t get carried away mulling TOO much. But the more you’re hoping to get work out of your 2-drops, the more you should mulligan hands without them.

Draft Report: 4-12-19

Draft

Draft Log

Very weird draft. Pick 5 Savage Smash, Pick 6 Collision//Colossus cemented into gruul without any real countersignals. Green was dry, but BTV wheeled for me at pick 11 (!) so I was feeling pretty good. Maybe get some green in pack 2. But nay, no green there. Lots of Azorius! But then the Gruul dried up in pack 3 with Esper everywhere. I can’t really spot the missed signal.

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Draft Report: 4-9-19

The Benalish Daddies are BACK. We’re pioneering a new co-draft, where we draft and just play one game, then the other drafts and plays a game. Maximizes drafting and minimizes being trapped on the draw with a subpar deck. So let’s see how we did. Note how I apparently screwed up the portion of the screen to capture, emphasizing getting Chris’s rugged profile but cutting off about… 25% of the field. I did better on Chris’s draft though!

Draft

This was an interesting draft that I think speaks to the power of not overcommitting. It was a very murky first pack with some early gate payoffs and late blue playables, very little in the sense of “signals.” Then late Dovin’s Acuity and a pair of High Alerts put us in Azorius. I disagreed strongly with taking Windstorm Drake over Spirit of the Spires and I feel somewhat vindicated by the outcome.

Draft Log

Sorry I screwed up the capture
2nd round with a testy P1p2!

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