Dimir, Izzet and Grixis are way easier to build, I still can´t build a Mentor or a Convoke deck...
Mentor is really hard to build... but maybe the bots on draftism just suck
The bots suck. I'm getting Hypothesizzle in the last 5 picks of packs. And lockets and gates are way underdrafted
Bots do suck. Maybe arena bots were close to as bad before their (relatively) recent tweak, but in doing a bunch of Allegiance drafts since yesterday, I'm being passed stuff late that has no business being there with some regularity.
I'm putting this here cause I don't want to piss in Chuco's cheerios by starting this thread for RNA, but I have a few observations from test drafting.
Gruul and Simic look strong (prob rank in that order). I was able to pull off Temur quite a bit, but I don't think it'll be as likely when I'm not being passed guild gates all the time. You just get so much beef from 4 mana on. In best of 3, you can get so many sideboard tools for Gruul to deal with flyers. Really felt like those two guilds will be what limited meta warps around.
UW fliers looks good. Addendum basically blows (never had the opportunity to take the few good ones, and when I did put cards with the ability into a deck, I wasn't thinking about casting them as sorceries), but it seemed fairly easy to build a good looking UW tempo flyers deck.
Orzhov didn't seem as strong as I was initially thinking. It felt pretty mediocre drafting in packs. Think it has quite a bit to offer constructed Orzhov n Esper decks, but in draft it felt middle of the road. I ended up with some decks I wouldn't hate playing, but none that seemed amazing. Suspect you could force Gruul/Simic/Azorius if you want to, but not Orzhov.
Rakdos felt really weird. I really need to see how those decks play out in action. It seemed tough to build an aggro version. Spectacle did not seem good to draft around. Often when I'd try it, I'd wind up with decks that can't reliably turn on specticle until T4/5, at which point the cost reductions become less meaningful. One major bummer was the 3/2 menace deathtouch that gives your spells deathtouch - since there isn't a ton of burn in the set.. Still a good card to draft, but the spell clause won't come up too often. I get the feeling Rakdos will make for a more controlly midrange deck that will win by grinding out value while constantly chipping away (thinking that 4 mana enchantment that life drains/gains 1 each turn and can sack to drain/gain 4 will be a staple for Rakdos builds). Mardu or Jund was where I felt myself wanting to go when being passed Rakdos cards.
Primary caveat to these observations: I was amped for Simic and Gruul going into this, so when I would have choices between quality cards in early picks, I'd often prioritize those guilds. However, after the first several drafts I made an effort to evaluate more neutrally, so I don't think my observations are entirely clouded by that bias.