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Post by Maraxus of Keld on Jun 17, 2004 12:41:20 GMT -6
Has anyone here ever participated in a draft? I've been told that it requires different strategy than Constructed play, but I don't recall any specifics. Any ideas on how differently to approach draft play?
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Post by Baron Sengir on Jun 17, 2004 18:34:30 GMT -6
What is useful in constructed play generaly is not in draft, and what really isn't good in constructed, is decent to great in draft play.
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Post by Maraxus of Keld on Jun 23, 2004 1:29:08 GMT -6
I think anything that you rely on getting multiples of is no good in draft, because you probably won't get them in the packs. Also, cards that work with specific other colors are a bit limited in draft, because you might not get the right cards to make it effective.
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Post by Maraxus of Keld on Jul 24, 2004 1:17:28 GMT -6
Alright, having played in a draft for the first time tonight, this is what I learned: Creatures are important. You need to be able to get a few quick beaters out onto the table. Tangle Golem was probably the best creature I had for exactly that reason; it was quick and fairly big. Large creatures are great, even ones that normally wouldn't be considered playable. Tornado Elemental, while being a nice 6/6 creature, costs 7 mana to play and isn't something that you'd normally expect to see in a competitive deck. However, in draft, nobody is playing with their ideal deck, so you can get a creature like that into play. Unfortunately, the only game where I drew mine was the game where I was mana screwed. Removal spells are key. Oxidize is spectacular. I only had one in my deck, unfortunately. The Darksteel pack I opened had an Oxidize in it, but I didn't pull it out because my rare was Arcbound Ravager, and I just could not pass that card up. I managed to get another Oxidize somehow, but otherwise had to settle for Deconstruct. Also, even more important than artifact removal is creature removal. For this reason, red decks can be great in draft. One guy who got to the finals (I don't know his name) was drafting red and black. He grabbed every cheap burn spell he could find, and because of this people had trouble keeping anything in play against him. Also, mass removal totally kicks your opponent's butt. I lost two or three games because of a Fireball wiping out three of my creatures at once. I'm really tired right now, but if I come up with any more things in the next couple days, I will post them.
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Post by Maraxus of Keld on Jul 31, 2004 1:39:03 GMT -6
I think anything that you rely on getting multiples of is no good in draft, because you probably won't get them in the packs. Also, cards that work with specific other colors are a bit limited in draft, because you might not get the right cards to make it effective. On the other hand, my 3 Myr Servitor served me very well in tonight's draft.
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Post by Maraxus of Keld on Jul 31, 2004 1:47:42 GMT -6
What is useful in constructed play generaly is not in draft, and what really isn't good in constructed, is decent to great in draft play. Reap and Sow seems to be very bad in draft play (they always get passed up), whereas in Constructed it's part of one of the top decks (Twelvepost). I think it's the hefty mana cost that makes it unplayable in draft. Journey of Discovery, on the other hand, is great in draft.
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Post by Baron Sengir on Aug 24, 2004 20:39:24 GMT -6
Ok, after a couple of drafts I've noticed that green creatures that are powerful, but still cheap to cast work real well, as well as burn cards. I built a creature/burn deck that did real well, and had I not had to leave early, I would have gotten first or second, or so I've been told.
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Post by Maraxus of Keld on Aug 24, 2004 21:59:47 GMT -6
Burn makes red quite possibly the strongest draft color. After that it's green for the big creatures. Black doesn't seem to do too well unless there's some really broken cards involved. Blue is alright if you can get some counters, but since blue in general is weaker lately, it's hard to draft with (unless you go artifact-heavy, since blue has the best synergy with artifacts). White is largely useless, but not always. Loxodon Punisher with an equipment or two will probably win unless a lucky removal takes it out.
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Post by Maraxus of Keld on Aug 24, 2004 22:01:20 GMT -6
Coincidentally, red and green are also the best anti-artifact colors. Yet another reason they are probably the best draft colors at the moment.
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Post by Baron Sengir on Aug 24, 2004 22:05:13 GMT -6
ESPECIALLY at the moment.
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Post by Volrath, the Fallen on Aug 25, 2004 14:48:01 GMT -6
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Post by Baron Sengir on Aug 26, 2004 7:24:27 GMT -6
And of course Loxodon Warhammer is a game-winner. But getting them is very hard, b/c unless you get one in the pack you open, you're not getting one. It's like pulling a Chrome Mox, but for drafting.
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DontCare
Cleric
no one does
I Am A Dumbass
Posts: 185
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Post by DontCare on Oct 27, 2004 21:15:19 GMT -6
for CHK White is the most powerful in draft
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Post by Maraxus of Keld on Oct 27, 2004 22:15:19 GMT -6
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Post by Baron Sengir on Oct 28, 2004 6:43:56 GMT -6
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