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According to Webster – M12 Draft #3

Pack 1 pick 1:
[draft]Warstorm Surge
Lifelink
Divination
Incinerate
Titanic Growth
Bloodrage Vampire
Armored Warhorse
Flight
Sacred Wolf
Fling
Scepter of Empires
Tectonic Rift
Crumbling Colossus
Drowned Catacomb
Island[/draft] [card]Warstorm Surge[/card] and [card]Incinerate[/card] are the two good cards. [card]Warstorm Surge[/card] has a higher potential, but it’s more difficult to use (it costs six mana, doesn’t immediately do anything, and requires additional cards to become useful). Incinerate is more open-ended and has an immediate effect on games; it’s better in an aggressive deck. [card]Incinerate[/card] is more likely to be ‘good’ in whatever deck we end up drafting whereas [card]Warstorm Surge[/card] requires a lot more to be powerful. For example, we could end up with a low creature count or all small creatures, and the Surge wouldn’t be great.

My pick: [card]Incinerate[/card]

Pack 1 pick 2:
[draft]Vastwood Gorger
Chasm Drake
Duskhunter Bat
Stormfront Pegasus
Autumn’s Veil
Greater Basilisk
Lava Axe
Frost Breath
Zombie Goliath
Harbor Serpent
Arbalest Elite
Demon’s Horn
Grand Abolisher
Mountain[/draft] [card]Stormfront Pegasus[/card] stands out from the crowd, but there are still a few cards that trail slightly behind it; [card]Chasm Drake[/card], [card]Duskhunter Bat[/card], and [card]Arbalest Elite[/card] are also options. The Elite and Drake are somewhat slow which is why I don’t like them as much as [card]Stormfront Pegasus[/card]. It’s very easy for a deck to quickly get clogged up with four/five-mana spells, and so putting a lot of value on quality two-drops is necessary. [card]Duskhunter Bat[/card] is also an evasive two-drop like [card]Stormfront Pegasus[/card], but it’s more difficult to maximize its potential. Additionally, White’s creatures are better than Black which is another reason to take the Pegasus.

My pick: [card]Stormfront Pegasus[/card]

Pack 1 pick 3:
[draft]Stormfront Pegasus
Greater Basilisk
Merfolk Looter
Skywinder Drake
Sacred Wolf
Fling
Wring Flesh
Benalish Veteran
Rampant Growth
Wurm’s Tooth
Hunter’s Insight
Demon’s Horn
Mountain[/draft]

There’s a moderate amount of White and Blue cards here which means our Incinerate might end up in the sideboard. The Blue options are good, but at this point it’s better to take a White card and maintain Red as an option. [card]Benalish Veteran[/card] is a good White three-drop, but it’s not as good as a second [card]Stormfront Pegasus[/card] because it’s more likely to trade sooner with another creature.

My pick: [card]Stormfront Pegasus[/card]

Pack 1 pick 4:
[draft]Duskhunter Bat
Aether Adept
Blood Ogre
Angel’s Mercy
Garruk’s Companion
Stonehorn Dignitary
Tormented Soul
Amphin Cutthroat
Auramancer
Lure
Spirit Mantle
Plains[/draft]

This pick is interesting. Red doesn’t seem like it’s open, despite the [card]Blood Ogre[/card] in this pack, and so we’re left with the choice of [card]Spirit Mantle[/card] or [card]Aether Adept[/card]. [card]Spirit Mantle[/card] has a wide range in its power level; some decks can’t beat it while others will have lots of removal to get a two-for-one trade. [card]Aether Adept[/card] is the most powerful card, but by taking it, we’d be making the concession of giving up on Red while committing heavily to Blue. Granted, we have seen a number of good Blue cards in the last two picks, but it’s still one/two picks early before we’d be able to say for sure that Blue is open. [card]Spirit Mantle[/card] is the safe bet, but I dislike the variance that comes with it, and so the overall benefits of jumping into Blue and cutting off whatever else gets passed to us is a good idea (as there’s not much Red being passed).

My pick: [card]Aether Adept[/card]

Pack 1 pick 5:
[draft]Giant Spider
Angel’s Mercy
Gravedigger
Brindle Boar
Amphin Cutthroat
Siege Mastodon
Stonehorn Dignitary
Swiftfoot Boots
Flashfreeze
Rites of Flourishing
Island[/draft] [card]Gravedigger[/card] is sweet, but going into another color is out of the question at the moment. There are still a few Blue/White options, although they’re not as good as [card]Gravedigger[/card]. [card]Siege Mastodon[/card] is a better choice between it and [card]Amphin Cutthroat[/card] because 1) it’s larger 2) it’s better to have a heavy-White component because [card]Guardians’ Pledge[/card] becomes a reasonably powerful card 3) the slightly higher cost is negligible. [card]Swiftfoot Boots[/card] is also an option, but it’s usually better with larger creatures (not useful in White).

My pick: [card]Siege Mastodon[/card]

Pack 1 pick 6:
[draft]Disentomb
Act of Treason
Trollhide
Siege Mastodon
Runeclaw Bear
Mind Rot
Devouring Swarm
Griffin Rider
Smallpox
Mountain[/draft]

Black seems to have picked up slightly which is unfortunate because that means that the read on Blue being open may be incorrect. Still, we have a few White options to choose from. A second [card]Siege Mastodon[/card] is fine, although [card]Griffin Rider[/card] is better (even though we don’t have any Griffins at the moment). It’s very likely that we’ll end up with a few more five-drops, and it’s also likely that we’ll have the option of taking some number of griffins because White is relatively open. In the case of the latter, it would be better to have a [card]Griffin Rider[/card] than a [card]Siege Mastodon[/card] because the five-drop is very replaceable whereas a two-mana 4/4 flyer isn’t.

My pick: [card]Griffin Rider[/card]

Pack 1 pick 7:
[draft]Jace’s Erasure
Lifelink
Brindle Boar
Siege Mastodon
Trollhide
Lightning Elemental
Elite Vanguard
Thran Golem
Swamp[/draft] [card]Thran Golem[/card] is pretty good with [card]Divine Favor[/card], but it’s just like [card]Spirit Mantle[/card] except worse (there’s lots of variance attached to it).

My pick: [card]Elite Vanguard[/card]

Pack 1 pick 8:
[draft]Mighty Leap
Slaughter Cry
Auramancer
Unsummon
Warpath Ghoul
Guardians’ Pledge
Goblin Bangchuckers
Forest[/draft] [card]Guardians’ Pledge[/card] is better in a heavy-White deck than [card]Mighty Leap[/card], but it’s much easier to get later on than [card]Mighty Leap[/card]. If we end up with a creature configuration that’s closer to even, then [card]Mighty Leap[/card] is going to be better than [card]Guardians’ Pledge[/card]. [card]Unsummon[/card] is also an option and a good one, especially in this type of deck (quick, tempo-based), but it’s better to stick with the White options because of signals and being able to maximize Pledge.

My pick: [card]Mighty Leap[/card]

Pack 1 pick 9:
[draft]Lifelink
Armored Warhorse
Flight
Scepter of Empires
Tectonic Rift
Drowned Catacomb
Island[/draft]

My pick: [card]Armored Warhorse[/card]

Pack 1 pick 10:
[draft]Autumn’s Veil
Frost Breath
Zombie Goliath
Harbor Serpent
Demon’s Horn
Mountain[/draft]

It’s unlikely that [card]Harbor Serpent[/card] is going to make it into the maindeck of our [card]Armored Warhorse[/card] special, but it’s a reasonable sideboard option against an opposing Blue mage.

My pick: [card]Harbor Serpent[/card]

Pack 1 pick 11:
[draft]Greater Basilisk
Wring Flesh
Wurm’s Tooth
Demon’s Horn
Mountain[/draft]

My pick: [card]Wring Flesh[/card]

Pack 1 pick 12:
[draft]Angel’s Mercy
Auramancer
Lure
Plains[/draft]

My pick: [card]Auramancer[/card]

Pack 1 pick 13:
[draft]Angel’s Mercy
Stonehorn Dignitary
Island[/draft]

My pick: [card]Stonehorn Dignitary[/card]

Pack 1 pick 14:
[draft]Disentomb
Mountain[/draft]

My pick: [card]Disentomb[/card]

Pack 1 pick 15:
[draft]Swamp[/draft]

The first pack went well, although it’s unclear whether Blue will come through for us. We’ve passed a moderate amount of it in the first three picks, especially in pick three, which might come back to bite us. White is definitely open, and we should stick with it in situations that we aren’t certain about. The second pack may also have a reasonable amount of Red, in which case we could go back into it for a small splash.

Pack 2 pick 1:
[draft]Assault Griffin
Doom Blade
Skywinder Drake
Chandra’s Outrage
Lurking Crocodile
Gideon’s Lawkeeper
Fog
Taste of Blood
Reclaim
Stave Off
Serra Angel
Acidic Slime
Kraken’s Eye
Worldslayer
Forest[/draft]

Unfortunately there are too many good White cards here which will result in having a slightly negative impact on the overall quality of the third pack. As far as our pick is concerned [card]Serra Angel[/card] is by far the best card of the bunch. [card]Gideon’s Lawkeeper[/card] is also quite good but it’s inferior to the Angel because the Serra performs the same role simply because it’s large while also being an evasive win condition.

My pick: [card]Serra Angel[/card]

Pack 2 pick 2:
[draft]Gorehorn Minotaurs
Drifting Shade
Aether Adept
Stampeding Rhino
Demystify
Shock
Coral Merfolk
Blood Seeker
Griffin Sentinel
Auramancer
Tectonic Rift
Cudgel Troll
Glacial Fortress
Island[/draft]

This pick is interesting because there are three good options, each of which are in a different color; [card]Shock[/card], [card]Aether Adept[/card], and [card]Griffin Sentinel[/card] are the three choices. The problem with taking [card]Shock[/card] or [card]Aether Adept[/card] is that neither color seemed definitely open in the first pack. [card]Gorehorn Minotaurs[/card] is also good but will be very difficult to support because of the lack of Red. The problem with taking the [card]Griffin Sentinel[/card] is that it’s the weakest card but it’s in the safest color. If either Blue or Red had been more open than the other, then taking the respective card in that color would be the best choice because it would help solidify the two colors that we’re in. However, since both Red and Blue were so close to each other, it’s difficult to figure out which color is going to be the best for us in pack three. Given the difficulty of making the right color choice for our secondary color, taking the [card]Griffin Sentinel[/card] becomes a much better option because we’ll end up with a moderately good playable from this pick in a color that we know that we’re committed to.

My pick: [card]Griffin Sentinel[/card]

Pack 2 pick 3:
[draft]Incinerate
Vastwood Gorger
Chasm Drake
Duskhunter Bat
Griffin Rider
Goblin Fireslinger
Titanic Growth
Bloodrage Vampire
Armored Warhorse
Flight
Alluring Siren
Master Thief
Swamp[/draft] [card]Armored Warhorse[/card] and [card]Griffin Rider[/card] are both fine, but they don’t compare to [card]Incinerate[/card]. [card]Chasm Drake[/card] is also good, but it’s on the expensive side and doesn’t pair too well with White because many of its creatures are small and already fly.

My pick: [card]Incinerate[/card]

Pack 2 pick 4:
[draft]Cancel
Goblin Arsonist
Phantasmal Bear
Trollhide
Benalish Veteran
Rampant Growth
Unsummon
Manic Vandal
Levitation
Deathmark
Redirect
Swamp[/draft]

This pick is between [card]Benalish Veteran[/card] and [card]Goblin Arsonist[/card], but the pick really isn’t too close. [card]Goblin Arsonist[/card] is a bit underrated, but isn’t going to shine in this deck. An aggro deck with [card]Goblin Arsonist[/card] and [card]Armored Warhorse[/card] isn’t going to function well because of mana consistency problems whereas [card]Benalish Veteran[/card] fits right in.

My pick: [card]Benalish Veteran[/card]

Pack 2 pick 5:
[draft]Phantasmal Bear
Disentomb
Act of Treason
Reclaim
Frost Breath
Goblin Piker
Goblin Tunneler
Taste of Blood
Crown of Empires
Flashfreeze
Island[/draft] [card]Phantasmal Bear[/card], [card]Goblin Tunneler[/card], and [card]Goblin Piker[/card] are all good aggro creatures, but they don’t belong in this deck because it’s White-based; adding cheap creatures of another color is going to compromise the manabase too much and decrease the deck’s consistency. [card]Goblin Tunneler[/card] is a bit of an exception because it’s better later on in the game due to being able to force through the last bits of damage. [card]Crown of Empires[/card] is going to be the best choice because it’s good at leveraging an advantage on the Battlefield by tapping down the opponent’s relevant creatures so that ours can attack freely. Another point to consider is that the color signals aren’t being clearly defined, and with good cards in both Red and Blue, it’s likely that we’ll not play one of the colors (and shouldn’t pass up on decent White/colorless cards).

My pick: [card]Crown of Empires[/card]

Pack 2 pick 6:
[draft]Skywinder Drake
Firebreathing
Drifting Shade
Warpath Ghoul
Guardians’ Pledge
Aven Fleetwing
Dark Favor
Zombie Infestation
Buried Ruin
Plains[/draft]

Red appears to not be open on the left either which is unfortunate because our Red options are better than Blue. Still, we can still commit to Blue fully and abandon the pair of [card]Incinerate[/card]s. Both [card]Aven Fleetwing[/card] and [card]Skywinder Drake[/card] are good options with the Aven being superior (Shroud is a big deal and pairs great with White auras like [card]Divine Favor[/card]). [card]Guardians’ Pledge[/card] is the other option, although it’s not as good as the Blue flyers. The advantage that [card]Guardians’ Pledge[/card] has over the Blue cards is that it’s going to be a very powerful combat trick in a heavy-White deck whereas the flyers will just be fine. White already has a lot of flyers that overlap with the Fleetwing/Drake, and so there’s less of an advantage gained by taking either. The downside to [card]Guardians’ Pledge[/card] is that it’s easier to get later on when packs wheel if White is being underdrafted (which is when you’ll end up with a deck that actually should use [card]Guardians’ Pledge[/card] in the first place), and thus taking one so early is a bit of a spew. White has been flowing moderately well throughout both packs, and so taking a [card]Guardians’ Pledge[/card] here is reasonable if we also want to hold onto the Red cards.

In hindsight I should have just abandoned Red because it was obviously not open on either side, and I’d been the unfortunate victim of being picking at the scraps of a few heavy-Red packs. Blue was clearly open but I ignored it.

My pick: [card]Guardians’ Pledge[/card]

Pack 2 pick 7:
[draft]Firebreathing
Mana Leak
Lurking Crocodile
Merfolk Mesmerist
Goblin Piker
Divine Favor
Arbalest Elite
Angel’s Feather
Forest[/draft] [card]Divine Favor[/card] is a fine card and is useful against decks that have the ability to race us; it also makes the [card]Auramancer[/card] a bit better. However, [card]Arbalest Elite[/card] is a better option because it can do more things by itself than the Favor. The Elite is expensive to use just like [card]Crown of Empires[/card], but it adds a lot of complexity to combat that enables our smaller creatures to attack freely.

My pick: [card]Arbalest Elite[/card]

Pack 2 pick 8:
[draft]Greater Basilisk
Stampeding Rhino
Lightning Elemental
Brindle Boar
Goblin Bangchuckers
Buried Ruin
Doubling Chant
Swamp[/draft]

There’s nothing interesting here except for [card]Goblin Bangchuckers[/card] which needs a bit of help from other cards to be useful ([card]Goblin Chieftain,[/card] [card]Divine Favor[/card], [card]Spirit Mantle[/card], et al).

My pick: [card]Goblin Bangchuckers[/card]

Pack 2 pick 9:
[draft]Lurking Crocodile
Fog
Taste of Blood
Reclaim
Stave Off
Kraken’s Eye
Forest[/draft]

My pick: [card]Stave Off[/card]

Pack 2 pick 10:
[draft]Stampeding Rhino
Demystify
Coral Merfolk
Auramancer
Tectonic Rift
Island[/draft]

My pick: [card]Auramancer[/card]

Pack 2 pick 11:
[draft]Vastwood Gorger
Flight
Alluring Siren
Master Thief
Swamp[/draft]

My pick: [card]Alluring Siren[/card]

Pack 2 pick 12:
[draft]Unsummon
Manic Vandal
Levitation
Swamp[/draft]

My pick: [card]Manic Vandal[/card]

Pack 2 pick 13:
[draft]Disentomb
Reclaim
Island[/draft]

My pick: [card]Disentomb[/card]

Pack 2 pick 14:
[draft]Firebreathing
Plains[/draft]

My pick: [card]Firebreathing[/card]

Pack 2 pick 15:
[draft]Angel’s Feather[/draft]

The second pack was quite rough because Red wasn’t as open expected and we stubbornly stuck with it instead of dumping it in favor of Blue. White was also not as open as expected and some of our picks suffered as a result. In pack three we should expect more White than in pack two (although not necessarily as much as pack one due to additional people going into the color in the second pack) to solidify our base-color, and it’s far less likely that Blue/Red will be as much of an option.

Pack 3 pick 1:
[draft]Cancel
Goblin Arsonist
Phantasmal Bear
Trollhide
Manic Vandal
Runeclaw Bear
Mind Rot
Devouring Swarm
Ponder
Griffin Rider
Rusted Sentinel
Vampire Outcasts
Combust
Birds of Paradise
Island[/draft]

This pick isn’t ideal for us as an opener because the options are so lackluster. [card]Griffin Rider[/card] has the most potential, although it’s unlikely to return dividends because we only have one Griffin to pair with it, and thus we’ll be left with a measly 1/1 most of the time. The only other option is [card]Rusted Sentinel[/card] which is quite mediocre, and ideally it won’t end up in our deck if at all possible.

My pick: [card]Rusted Sentinel[/card]

Pack 3 pick 2:
[draft]Chasm Drake
Duskhunter Bat
Stormfront Pegasus
Blood Ogre
Greater Basilisk
Merfolk Looter
Naturalize
Trollhide
Disentomb
Siege Mastodon
Kite Shield
Demon’s Horn
Jade Mage
Mountain[/draft] [card]Merfolk Looter[/card] and [card]Chasm Drake[/card] are both options, although the Drake is quite expensive and generally won’t provide as much advantage as the Looter will. [card]Merfolk Looter[/card] is going to ensure that we never run out of spells whereas the Drake will just be a fine late-game option (although it’s not at its best in Blue/White because the color combination already has a lot of flyers and the creatures tend to be smaller). The other option is [card]Stormfront Pegasus[/card] which is better than the Looter because it fits better into the deck. Even though the Looter is going to help win games where we don’t draw optimally, the Pegasus directly increases the deck’s consistency.

My pick: [card]Stormfront Pegasus[/card]

Pack 3 pick 3:
[draft]Goblin Arsonist
Coral Merfolk
Lightning Elemental
Arachnus Web
Rampant Growth
Unsummon
Manalith
Manic Vandal
Warpath Ghoul
Zombie Infestation
Buried Ruin
Sutured Ghoul
Plains[/draft]

Here’s another weak pick with very few good options. [card]Unsummon[/card] is the best card overall because it’s useful at generating tempo along with protecting your creatures from removal. However, [card]Manalith[/card] is going to be the best option because will help make splashing the pair of [card]Incinerate[/card]s a viable option.

My pick: [card]Manalith[/card]

Pack 3 pick 4:
[draft]Act of Treason
Plummet
Coral Merfolk
Blood Seeker
Bloodrage Vampire
Negate
Peregrine Griffin
Oblivion Ring
Runeclaw Bear
Mind Rot
Lure
Forest[/draft]

It’s very difficult to justify taking anything over [card]Oblivion Ring[/card] because it’s one of the most flexible removal spells for any type of permanent.

My pick: [card]Oblivion Ring[/card]

Pack 3 pick 5:
[draft]Skywinder Drake
Firebreathing
Drifting Shade
Bloodrage Vampire
Dark Favor
Flight
Sacred Wolf
Fling
Wring Flesh
Phantasmal Dragon
Forest[/draft] [card]Phantasmal Dragon[/card] is usually pretty good because a lot of decks won’t have many ways to target it, and having such a large, evasive body enables it to end games quickly. [card]Skywinder Drake[/card] is going to be a better option than the Dragon in this deck because its mana-cost is much more manageable especially if we decide to splash Red).

My pick: [card]Skywinder Drake[/card]

Pack 3 pick 6:
[draft]Stampeding Rhino
Demystify
Giant Spider
Phantasmal Bear
Trollhide
Disentomb
Swiftfoot Boots
Onyx Mage
Crumbling Colossus
Swamp[/draft] [card]Swiftfoot Boots[/card] can be useful in a deck with good, large creatures (which this deck has very few of). The Boots are also good against decks with lots of removal, but they aren’t as useful if they’re only protecting a [card]Stormfront Pegasus[/card] because it’s very difficult to race effectively with only one. [card]Crumbling Colossus[/card] is a better option because it’s a way to both block the ground while racing in the air as well as providing large source of damage to finish off the opponent with.

My pick: [card]Crumbling Colossus[/card]

Pack 3 pick 7:
[draft]Angel’s Mercy
Lifelink
Goblin War Paint
Unsummon
Guardians’ Pledge
Bloodrage Vampire
Negate
Smallpox
Plains[/draft]

At this point and [card]Unsummon[/card] is going to be better than second [card]Guardians’ Pledge[/card] because the deck’s creature base doesn’t have enough good White creatures to want a second one. [card]Unsummon[/card] is going to be quite useful because of the tempo-orientated nature of the deck.

My pick: [card]Unsummon[/card]

Pack 3 pick 8:
[draft]Bonebreaker Giant
Stampeding Rhino
Distress
Phantasmal Bear
Mighty Leap
Greatsword
Smallpox
Mountain[/draft] [card]Mighty Leap[/card] and [card]Greatsword[/card] are the two options to consider. [card]Phantasmal Bear[/card] is decent but will be difficult to play along with the two [card]Incinerate[/card]s. The second [card]Mighty Leap[/card] loses a lot of value since we have a bunch of flyers already which leaves [card]Greatsword[/card]. The equipment is quite slow to use, but it can be another useful way to force through damage against problematic creatures like [card]Giant Spider[/card].

My pick: [card]Greatsword[/card]

Pack 3 pick 9:
[draft]Cancel
Phantasmal Bear
Manic Vandal
Runeclaw Bear
Mind Rot
Combust
Island[/draft] [card]Cancel[/card] is a fine card, although it’s difficult to cast and won’t be useful until later on in the game when our hand has been depleted of creatures. [card]Combust[/card] is a better option because it’s a very good removal option from the sideboard.

My pick: [card]Combust[/card]

Pack 3 pick 10:
[draft]Naturalize
Disentomb
Siege Mastodon
Kite Shield
Demon’s Horn
Mountain[/draft]

My pick: [card]Siege Mastodon[/card]

Pack 3 pick 11:
[draft]Coral Merfolk
Warpath Ghoul
Zombie Infestation
Buried Ruin
Plains[/draft]

Even though we have [card]Crumbling Colossus[/card] and [card]Rusted Sentinel[/card], playing [card]Buried Ruin[/card] is quite ambitious in our three-color special.

My pick: [card]Buried Ruin[/card]

Pack 3 pick 12:
[draft]Coral Merfolk
Negate
Lure
Forest[/draft]

My pick: [card]Negate[/card]

Pack 3 pick 13:
[draft]Firebreathing
Flight
Forest[/draft]

My pick: [card]Firebreathing[/card]

Pack 3 pick 14:
[draft]Disentomb
Swamp[/draft]

My pick: [card]Disentomb[/card]

Pack 3 pick 15:
[draft]Plains[/draft]

Pack three was quite disappointing despite the fourth-pick [card]Oblivion Ring[/card]. White wasn’t flowing at all, and when combined with our poor open along with waffling between Red/Blue in the first two packs, we have ended up with a mediocre pool to build with. We’ll still be able to build a deck that can win because of the number of flyers/disruption, but it will still be difficult.

The White/colorless cards (17) that should be included are the following:
[deck]1 Elite Vanguard
1 Armored Warhorse
3 Stormfront Pegasus
1 Benalish Veteran
1 Griffin Sentinel
1 Arbalest Elite
1 Rusted Sentinel
1 Serra Angel
2 Siege Mastodon
1 Stave Off
1 Crown of Empires
1 Mighty Leap
1 Guardians’ Pledge
1 Oblivion Ring[/deck]

The deck’s core is very aggressive and tempo-based, and the remaining cards that are used to construct the deck should also focus on those characteristics. The remnants of the card pool can be grouped into three categories: White/Artifact, Red, and Blue

White/Artifact:
[draft]1 Griffin Rider
2 Auramancer
1 Stonehorn Dignitary
1 Crumbling Colossus
1 Greatsword
1 Manalith[/draft]

Red:
[draft]1 Manic Vandal
1 Goblin Bangchuckers
2 Firebreathing
1 Combust
2 Incinerate[/draft]

Blue:
[draft]1 Alluring Siren
1 Aether Adept
1 Skywinder Drake
1 Harbor Serpent
1 Unsummon
1 Negate[/draft]

The best cards in groups are 1 [card]Manalith[/card], 2 [card]Incinerate[/card]s, 1 [card]Aether Adept[/card], 1 [card]Skywinder Drake[/card], and 1 [card]Unsummon[/card]. However, playing both Red and Blue will be difficult because we’re also trying to play [card]Armored Warhorse[/card] in an aggro deck and can’t afford to stumble on mana. Eliminating one color will mean that we’d have to play more White/Artifact cards, none of which are great. [card]Auramancer[/card] has no support except from [card]Oblivion Ring[/card] which is unlikely to go to the graveyard. [card]Stonehorn Dignitary[/card] is quite mediocre because we don’t have all flyers and will have to attack on the ground. [card]Greatsword[/card] is also uninteresting. The non-White options are even worse.

The best option is to play both Red and Blue and hope that the mana works out. Another option to help aid the deck is to make it a bit more controlling and add [card]Alluring Siren[/card] instead of a random [card]Auramancer[/card]. The Siren will give us a bit more play with the Battlefield and allow us to control it. Blue has more cards than Red, although still not many, and so we’ll be able to get away with a minimal number of Mountains/Islands while still playing with a high number of Plains. Minimizing Islands will mean that summoning [card]Aether Adept[/card] will be difficult, but it’s a necessary sacrifice to make everything work.

Deck:
[deck]1 Elite Vanguard
1 Alluring Siren
1 Armored Warhorse
3 Stormfront Pegasus
1 Aether Adept
1 Benalish Veteran
1 Griffin Sentinel
1 Skywinder Drake
1 Arbalest Elite
1 Rusted Sentinel
1 Serra Angel
2 Siege Mastodon
1 Stave Off
1 Unsummon
1 Crown of Empires
2 Incinerate
1 Guardians’ Pledge
1 Manalith
1 Oblivion Ring
5 Island
3 Mountain
9 Plains
Sideboard:
1 Harbor Serpent
1 Negate
1 Manic Vandal
1 Goblin Bangchuckers
2 Firebreathing
1 Combust
1 Griffin Rider
2 Auramancer
1 Stonehorn Dignitary
1 Mighty Leap
1 Crumbling Colossus
1 Angel’s Feather
1 Greatsword
1 Buried Ruin
3 Disentomb
1 Wring Flesh[/deck]

The deck ended up winning the draft despite having terrible mana.

What really kept the deck going were the flyers in combination with the various tricks. [card]Stave Off[/card], [card]Unsummon[/card], [card]Guardians’ Pledge[/card], along with the removal made it difficult to properly play around the quick clock that would often be established within the first few turns of the game (thanks to the trio of [card]Stormfront Pegasus[/card]).

The [card]Alluring Siren[/card] never did anything, although it was absent in most games. Having more large creatures would have made the Siren better, although two [card]Siege Mastodon[/card], one [card]Serra Angel[/card], one [card]Rusted Sentinel[/card], and One [card]Heavy Arbalest[/card] seemed good enough at the time.

[card]Combust[/card] was quite good whenever it was sideboarded in; it’s quite a good removal spell and should always be considered highly when drafting. Sideboard removal such as [card]Combust[/card], [card]Celestial Purge[/card], and [card]Deathmark[/card] tend to be passed more often than they should be.

[card]Unsummon[/card] was quite useful as always; its multi-functionality continues to impress.

[card]Greatsword[/card] never got sideboarded in, although I never played against a deck with [card]Arachnus Web[/card]/[card]Ice Cage[/card].

Happy Drafting.

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