With GB Nats coming up I've taken the sad decision to move away from drafting Scars block (awesome!) to M12 (meh). Don't get me wrong - all draft is good draft, but core sets require simpler cards and therefore have a lot less depth by the very nature of their construction. There is more depth than usual in this core set, mainly brought on by the aggressive nature of so many of the commons which makes them relevant against the bomb uncommons, rares and mythic.
Whereas in M10 (and how!) and M11 (to a slightly lesser extent) you were generally beholden to whichever bombs you could open, M12 gives you the opportunity to draft an aggressive enough deck that you can win before the opposing six drops come online. This possibility means that the value of plenty of cards have changed from previous incarnations, and we benefit greatly by trying to evaluate each pick with an M12 eye rather than relying on past bias.
Pack 1 pick 1:
My Pick:
Blood Ogre and Stormblood Berserker are both excellent cards that usually go within the first three picks. Stormblood Berserker is the stronger of the two as the evasion ability is better for the aggressive decks I aim for in M12 red. The Ogre would be the pick if I thought I would be playing a defensive role, where first strike really dominates.
The other card to consider from the pack is Phantasmal Image. Clone is usually a very strong in core set limited because of how bomb driven the format is. Having an equivalent to their threat, usually at a mana discount (that is ideally spent removing the original afterwards), at least guarantees you can keep playing for a few more turns. With bombs taking somewhat of a back seat in this set, the value of Clone would be slightly lower. At two mana though, I am interested in the ability - it copies more targets at a mana advantage, and situations where just matching an opponent's development is crucial are more common when you can't just rely on slamming down a 6-drop to negate the rest of the game so far. The drawback is real but at the same time means that the card can be much more aggressively costed, and it can be worked around by copying hexproof creatures if it is essential that it stays in play (say, to block).
With red being widely regarded as the best colour in the format (and normally overdrafted), it is quite possible that we wind up getting cut off from a first pick Berserker. I would rather wait for a signal that it is open before jumping in when the alternative is around the same power level. Blue is not as popular (yet... compare how often we have said that at the start of a season as opposed to the end) and taking Phantasmal Image here does not send conflicting signals to the left, so I rare draft like a little child.
Pack 1 pick 2:
My Pick:
The rare is missing, the rest of the pack is unexciting. Welcome to the world of second picks in core set drafting.
Okay, maybe a little unfair there. As we evaluate the cards in the context of the environment they will be played in there is actually a bit to discuss.
Looking at the uncommons first of all, Rusted Sentinel is a fine card when many people are attacking with an army of 2 and 3 power ground dwellers. It also matches up well against Blood Ogre, which not many creatures do. In black Consume Spirit is the usual statement of intent to try and focus on nearly mono colour for high reward. Vampire Outcasts is both easier to support with less than 12 Swamps in your deck, and a better card even if you do end up mono or close.
In common neither Act of Treason nor Goblin Tunneler make me want to get into red and can be safely disregarded. Coral Merfolk is a fine creature in this format, but there is no need to pick it this early. The other on colour choice is Frost Breath, which is very effective at stemming an early rush to buy time to deploy mid-range threats like Stampeding Rhino, or for pushing aggressively through blockers.
This early in the draft, it is correct to just take the strongest card and watch for more signals, so Vampire Outcasts is my pick.
Pack 1 pick 3:
My Pick:
This really is a pretty weak pack. Ice Cage is slightly unreliable removal, but removal and on-colour nonetheless. The other cards to consider are Mighty Leap (one of the best combat tricks) and Pride Guardian (underrated solution to aggro starts, but not underrated enough to pick here). Stonehorn Dignitary is interesting because it has an unusual ability, but we really want better than a 1/4 body for this much mana. White does look like it might be open, we just don't want to climb aboard here. Zombie Goliath is barely a card.
Pack 1 pick 4:
My Pick:
Lots of options arrive in pack 4! Elite Vanguard finally has a format to shine in, and is a good reason to consider moving in on white. Black is failing to materialise so far, Smallpox doesn't excite me when I haven't seen any cards that either take advantage of it or indicate that it could be reliably cast. It looks like we've done well to avoid red, but green may also be open.
I like to establish myself firmly into one colour early to try and scare the people to our left away from it, and Aven Fleetwing gives us just that opportunity. It also combines well with Phantasmal Image, which is another positive to this option. Divination is less exciting than in M11, and something I am quite happy to pass on. The choice for me comes down to Vanguard versus Fleetwing, and the option to try and seize blue wins out.
Pack 1 pick 5:
My Pick:
A second Fleetwing is an option, but that is a very late Gideon's Lawkeeper lurking in the commons there. Basilisk and Rhino signal that green is also available, but white is my favourite (non-red) colour so I slam the tapper.
Pack 1 pick 6:
My Pick:
Child of Night keeps alive the hope that black may be available, but I'd rather take the Phantasmal Bear that will almost definitely make the deck. Mana Leak is also good, but the proactive card is almost always the better option in my experience so far.
Pack 1 pick 7:
My Pick:
This is a pretty clear indicator that we should move in on white, even though neither card is a great one to pick to do so. Of the two, Griffin Rider contributes to our curve of creatures and at least does something on its own.
Pack 1 pick 8:
My Pick:
Here is a nice treat for waiting on white, which works especially well with the Aven Fleetwing we got earlier. Stave Off is also a great card that is very versatile, but we should get another chance at one.
Pack 1 pick 9:
My Pick:
Griffin Rider number two came all the way round, which could mean that there were no griffins opened (since we haven't seen any). It could also mean that whoever has them tried to wheel the Rider - and failed, because there is nothing much else to take here.
Pack 1 pick 10:
My Pick:
Plummet is the card that can do the most damage, especially in a combat situation where I'm relying on keeping a griffin in play.
Pack 1 pick 11:
My Pick:
Man > aura.
Pack 1 pick 12:
My Pick:
I really like having at least one Demistify to sideboard against Trollhides and (heaven forbid!) Angelic Destiny.
Pack 1 pick 13:
My Pick:
A nice trick that might see play if we end up heavy on white creatures.
Pack 1 pick 14:
My Pick:
A terrible card that will not see play.
Pack 1 pick 15:
My Pick:
Pack one wasn't very exciting overall, with zero bombs seen. Blue seemed to dry up towards the end, although white was clearly open. Hopefully reading the signals will pay off with some stronger stuff in the next pack.
Pack 2 pick 1:
My Pick:
Wow, a difficult choice here. Oblivion Ring 100% makes the deck and is one of the best removal spells in the format. Flameblast Dragon is difficult to splash, but if we can pick up a couple of Shocks or Incinerates it could work out. Alternatively, we could look out for Blood Ogres and Gorehorn Minotaurs and dump our relatively weak blue for red. I decide to go with the higher risk option in this case because the pay-off is huge if it works out.
Pack 2 pick 2:
My Pick:
No red. I think the choice comes down to Auramancer and Belltower Sphinx, with the Sphinx being a slight favourite normally. Because I am looking at potentially dumping blue it makes sense to favour the white card when the pick is quite close. Auramancer also works well with the Ice Cage and Spirit Mantle we already have, so it will be a worthwhile card in either WU or WR.
Pack 2 pick 3:
My Pick:
Crimson Mage is still not quite worth jumping on, and Stormfront Pegasus is miles ahead of anything else here.
Pack 2 pick 4:
My Pick:
It looks like the dragon plan was a wash at this point. What we do have is a choice between the Elite Vanguard and Peregrin Griffin. This choice is all about the creature type and the value that unlocking the "Tribal Griffin" award brings to the deck.
Pack 2 pick 5:
My Pick:
Achievement unlocked.
Pack 2 pick 6:
My Pick:
I like Ponder over Mighty Leap as a way to try and find the griffins. In the absence of some superb opening skills in the third pack the Griffin Riders will probably have to serve as the "bombs" in this deck.
Pack 2 pick 7:
My Pick:
Never turns into a 3/3 unless they have a way to deal with it, think of this card as a life gain spell against the red decks of the format. Siege Mastodon is usually better on the battlefield, but sometimes waiting until five mana is too late.
Pack 2 pick 8:
My Pick:
Ponder number two over Siege Mastodon for a combination of the reasons given in the last two picks.
Pack 2 pick 9:
My Pick:
We are definitely WU now, and have our choice of fliers. Aven Fleetwing works better with the mana curve, Phantasmal Image and Spirit Mantle.
Pack 2 pick 10:
My Pick:
Harbour Serpent is one of the casualties of the faster format, but it is fine against the UB control decks that a lot of pods spawn.
Pack 2 pick 11:
My Pick:
Crimson Mage is the strongest card, but Swiftfoot Boots command a small value due to the Commander format. I'm not particular bothered about passing either, so I'll go for the slightly more valuable pick.
Pack 2 pick 12:
My Pick:
A second Pledge is not really needed, while Negate is another good sideboard option at least.
Pack 2 pick 13:
My Pick:
Neither Zombie card is great, but Infestation could at least combo with Vengeful Pharoah or Chandra plus her Phoenix. I'm not sure any card in the format makes Zombie Goliath "good".
Pack 2 pick 14:
My Pick:
Interesting fact: the new Solemn Simulacrum depicts him standing of the head of the man in the Distress artwork.
Pack 2 pick 15:
My Pick:
The deck is starting to come together, but we are relying on pack three to fill in a lot of gaps still. Fingers crossed for a sweet bomb...
Pack 3 pick 1:
My Pick:
Yay! Pacifism is as good as always, even if it is in the same pack as the first Skywinder Drake of the draft. Grand Abolisher is just a bear and although bears are better than normal in this format, there is no reason to pick it over removal.
Pack 3 pick 2:
My Pick:
I love Alabaster Mage for racing situations (read: at least 80% of M12 games), pretty much the only card better at that job is AEther Adept. Oh, hello.
Pack 3 pick 3:
My Pick:
Stormfront Pegasus is picked over Merfolk Looter for the ability to either race, or trade with most other two and three drops when needed. Looter is still great at gaining advantage in the longer game, but as I'm sure I've already pointed out... (oh, I have? Okay, move along.)
Pack 3 pick 4:
My Pick:
A griffin! A shame to pass up on Benalish Veteran, but Griffin Rider will more than make up for it when we give him a sweet ride.
Pack 3 pick 5:
My Pick:
Skywinder Drake is the best blue flyer to grab. The "drawback" is only to check you're paying attention - why would you want to block with a 3/1 flyer?
Pack 3 pick 6:
My Pick:
Looking back at this pick, I think I went the wrong way between Pride Guardian and Stave Off. The counterspell/combat trick/falter/aura removal is more versatile than the cheap blocker. Cheap, high toughness blockers are at a premium in this set though, so I still think it's pretty close.
Pack 3 pick 7:
My Pick:
Griffin number four, and we're now at a level where we can be quite confident of turning on the riders. Hang on - Griffin Rider is turned on by griffins? And then rides them? This is filth!
Pack 3 pick 8:
My Pick:
Greedy Steve strikes! Without even a Divine Favor to pair with Spirit Mantle, Thran Golem is not a great pick. Flashfreeze is a strong sideboard option against the best colour in the set. Doh!
Pack 3 pick 9:
My Pick:
Merfolk Looter tables! You couldn't say that about M11 much, but I'm happy to scoop it up over the real dregs of this set.
Pack 3 pick 10:
My Pick:
Armored Warhorse doesn't look like it will make the cut to the main deck, but with one Demystify already it is better to diversify sideboarding options.
Pack 3 pick 11:
My Pick:
Another Looter is a late gift from what was a pretty strong pack.
Pack 3 pick 12:
My Pick:
More sideboard fodder. Odd to see Goblin Chieftain this late given how good haste is in a damage race.
Pack 3 pick 13:
My Pick:
Always nice to take one of these out of the draft...
Pack 3 pick 14:
My Pick:
...taking this "removal" spell may not have quite the same influence on a match though.
Pack 3 pick 15:
My Pick:
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15th Pick on-colour card!
A relatively strong third pack leaves me with enough playables that some cuts have to be made. I begin by laying out the curve of creatures that I definitely want in the deck:
1CC:
2CC:
3CC:
4CC:
5CC:
Eighteen creatures that are at least playable, many of which fit into the core plans of the deck. There are four griffins to go with the pair of Griffin Riders, and two Merfolk Looters to make sure we can assemble the "combo" reliably. The two Aven Fleetwings provide a solid target for Phantasmal Image if there are no bomby creatures on the other side of the battlefield to copy. Auramancer fills in a spot on the curve nicely, and can also offer some card advantage later in the game.
The supporting spells that almost make the first cut are:
1CC:
2CC:
Five spells takes the total up to 23 cards and a decision to make with regards to the mana base. I'd normally be happy to play 17 land in a deck with so many two drops and only a couple of fives, but the pair of Ponders (and to a degree the Merfolk Looters) mean that we could get away with just 16 and not experience too many problems. The options for spot 24 are:
Three of the four creatures are strong defensive cards, which I am not sure is the default position we want to take. I could easily see sideboarding in the Pride Guardian, Roc Egg and Stonehorn Dignitary against very aggressive decks, but neither of them support our main plan beyond possibly letting us live a bit longer to execute it.
Armored Warhorse and Guardian's Pledge both have double mana costs, which may be tricky to pay. But where Armored Warhorse is most effective on turn two, Guardian's Pledge becomes best on turns five and six - when two white mana should hopefully be easy to come by. In this deck it is reasonable to expect the Pledge to be worth four or six damage, and the main thing we're lacking so far is instant speed tricks, so Guardian's Pledge makes the deck.
The deck is pretty balanced between wanting early white for aggressive creatures and early blue for the draw fixing effects, so I go with an 8/8 mana base.
The deck performed well, losing in the finals to a RG deck which had Inferno Titan and Overrrun (and not much else). I made a mistake in game one by not playing out an Auramancer with the opponent on 5 life when I had Skywinder Drake and Assault Griffin in play to his Stampeding Rhino. He played Arachnus Web on the griffin and attacked, I could only put him to 2 and he had Inferno Titan to remove my creatures and win shortly after. In game two I was again able to attack him down to lethal the next turn, but he had an Overrun to negate my blockers and win.
The 16 land, double Ponder mana base worked well, and the two Merfolk Looters meant that as soon as I hit five lands I only drew action for the rest of the game.
Phantasmal Image also performed very well, and having the best creature on the table for just two mana was usually enough to win. The threat of bloodthirst creatures, and general aggressive nature of the format, means that a lot of people will run out their removal spells quite early. The phantasmal drawback can usually be managed quite effectively by waiting out the first removal spell or two before playing it. The combination with Aven Fleetwing was also useful on a couple of occasions.
Steve
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