Pack 1 pick 1: Altar's Reap Plummet Coralhelm Guide Mire's Malice Inspired Charge Volcanic Upheaval Vestige of Emrakul Gideon's Reproach Touch of the Void Sheer Drop Breaker of Armies Encircling Fissure Grove Rumbler --> Kiora, Master of the Depths Swamp
Pack 1 pick 2: Giant Mantis Brilliant Spectrum Altar's Reap Call the Scions Kor Castigator Sure Strike Kozilek's Channeler --> Touch of the Void Ondu Greathorn Ondu Champion Transgress the Mind Retreat to Valakut Aligned Hedron Network Mountain
Pack 1 pick 3: Culling Drone Giant Mantis Hedron Blade Mind Raker Volcanic Upheaval Angelic Gift Nettle Drone Kitesail Scout Ondu Champion Blighted Steppe Retreat to Emeria --> Part the Waterveil Mountain
Pack 1 pick 4: Mist Intruder Dutiful Return Blisterpod --> Anticipate Shatterskull Recruit Kor Castigator Ondu Greathorn Dominator Drone Ondu Champion Skitterskin Shrine of the Forsaken Gods Swamp
Pack 1 pick 7: Plummet Rush of Ice Natural Connection Unnatural Aggression Shatterskull Recruit Akoum Stonewaker Infuse with the Elements --> From Beyond Forest
I hate control in this format. For the first month, I tried drafting control/ramp decks with a lot of regularity, and just never did well. Most of the decks I'll be posting are aggressive on-theme powerhouses. But here's one I just put together that 3-0'd rather easily. You'll note that there's a lot of rares; I'm a notorious rare-drafter, even in 8-4s. I just think rares are more fun to play with and I feel I can compensate with creative deck-choices. That doesn't mean I'll always take the rare. (Each of my first four picks had a rare, and I restrained myself to only the mythics!) But I'll look for ways to make use of them, especially the duallands.
Anyway, I started with Kiora, which really makes all the difference in the world, then drafted around keeping her alive. Part the Waterveil was great in this deck with its ability to ramp up. It's also just great taking extra turns with a planeswalker out. 7th pick From Beyond was absurd; green is bad, but not THAT bad.
Pack 3 pick 13: Kitesail Scout Belligerent Whiptail --> Island
Pack 3 pick 14: Reckless Cohort --> Mountain
Pack 3 pick 15: --> Plains
Here's a control deck that was lucky to 3-0. It rides powerful spells all the way, giving up a lot in the process. I made a lot of bad picks in this one, favoring the potential of rares opening up routes over safe picks. I also tend to take a lot of lands since I like the full-art so much, but sometimes I do it far before it's smart to. Anyway, this draft was salvaged by the switch to red in pack three. I played 19 lands because of the abundance of spell-lands I had; I felt that I needed the extra power and needed to hit every land drop to have a chance. Looking back, it might have been right to play 20 and shove [c]Valakut Invoker[/b] in. Anyway, got to the promised land.
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