Pack 1, pick 1:

[draft]Selesnya Sentry
Downsize
Cremate
Launch Party
Viashino Racketeer
Trestle Troll
Carnival Hellsteed
Island
Mountain
Bellows Lizard
Explosive Impact
Transguild Promenade
Sphere of Safety
Heroes’ Reunion
New Prahv Guildmage[/draft]

[card]Carnival Hellsteed[/card], [card]Explosive Impact[/card], and [card]New Prahv Guildmage[/card] are the three cards to consider, all of which are slow, albeit the Guildmage can still be summoned early to affect combat. The Hellsteed has slightly higher requirements than the Explosive Impact in that it will tie you into Rakdos, or at minimum require you to play a few off-color mana sources, but it’s much more impactful. One could even call it super-explosive. It’s almost never profitable to block, changes combat dramatically while playing well on both offense and defense due to first strike and haste.

The Guildmage and Hellsteed are doing the same things, but you’re often paying five mana with the Guildmage for what the Hellsteed does for free.

My pick: [card]Carnival Hellsteed[/card]

Pack 1, pick 2:

[draft]Tenement Crasher
Trained Caracal
Rootborn Defenses
Grim Roustabout
Vassal Soul
Trestle Troll
Izzet Charm
Mountain
Giant Growth
Trostani’s Judgment
Chronic Flooding
Ultimate Price
Traitorous Instinct
Slum Reaper[/draft]

Playing good first-picks is usually pretty nice, and while that can be a reason to take one card over another, it’s not always good logic. If the “on-color” card is much worse than the alternative, it’s not going to be worth taking. If the two cards are much closer together, however, then it’s advantageous to take the slightly weaker “on-color” card.

This pick has a few options: [card]Ultimate Price[/card], [card]Trostani’s Judgment[/card], and [card]Izzet Charm[/card]. Ultimate Price and Izzet Charm are both cheap, which is good, but they are both conditional. Trostani’s Judgment is at home on the other side of the guild spectrum, in Selesnya. It’s still playable in Azorius and Axebane decks, but you’ll be far less likely to populate, which makes it far less attractive.

Izzet Charm doesn’t kill too much—3 damage is important in this format—so it’s easy to pass by. The looting mode doesn’t come up in draft as much as Sealed, and the [card]Spell Pierce[/card] is only somewhat useful. [card]Slum Reaper[/card] can be okay, but often doesn’t accomplish what is desired because most decks will have enough smaller creatures around to throw away, and not a single huge creature.

My pick: [card]Ultimate Price[/card]

Pack 1, pick 3:

[draft]Keening Apparition
Crosstown Courier
Drainpipe Vermin
Viashino Racketeer
Chemister’s Trick
Syncopate
Fall of the Gavel
Izzet Staticaster
Mountain
Giant Growth
Mind Rot
Axebane Guardian
Golgari Longlegs[/draft]

This pick brings us to a crossroads with [card]Izzet Staticaster[/card] and [card]Axebane Guardian[/card]. The Staticaster usually won’t be picking off a ton of 1-toughness creatures, but it will still complicate combat effectively. Axebane Guardian isn’t very effective on its own, mainly because it can’t profitably block the mass number of 3-power creatures like [card]Splatter Thug[/card], [card]Dead Reveler[/card], and Centaur token.

However, the Guardian has a “go big or go home” side to it, because you can play good spells across all five colors while having a green base. Axebane decks usually play for the long game, and don’t play as many threats as other decks, which can be advantageous because there are fewer dead cards as the game progresses. My initial impression of the guilds is that Golgari is more open than Izzet, and by taking Axebane Guardian here, we’ll be better positioned.

My pick: [card]Axebane Guardian[/card]

Pack 1, pick 4:

[draft]Keening Apparition
Swift Justice
Drainpipe Vermin
Skull Rend
Mind Rot
Axebane Guardian
Horncaller’s Chant
Coursers’ Accord
Risen Sanctuary
Slitherhead
Grave Betrayal
Swamp[/draft]

This pick isn’t difficult as long as we’re still drafting an Axebane “good-stuff” deck. Axebane Guardian is the most important card here because it will let us ramp into whatever expensive spells we pick up when the packs wheel.

My pick: [card]Axebane Guardian[/card]

Pack 1, pick 5:

[draft]Trained Caracal
Azorius Arrester
Inspiration
Survey the Wreckage
Gatecreeper Vine
Blistercoil Weird
Rakdos Shred-Freak
Grisly Salvage
Island
Isperia’s Skywatch
Izzet Guildgate[/draft]

Blue seems to be the most open color, Azorius in particular, although it’s unclear that we’re being cut off at this point, and Golgari still seems like a viable guild to be in. [card]Gatecreeper Vine[/card], [card]Grisly Salvage[/card], and [card]Izzet Guildgate[/card] are options—although the Guildgate isn’t necessarily better than a Mountain at this point (if we end up playing blue spells also, then it will).

One of the main problems with an Axebane deck is that it can flood easily, and not be able to cast its spells on-curve if it doesn’t have the proper amount of green mana-fixing. Grisly Salvage helps solve both problems while Gatecreeper Vine only deals with the latter. Grisly Salvage also helps fuel scavenge, and we should end up with a few of those creatures. However, Gatecreeper Vine is less likely to wheel because it’s one color, and thus desirable for the Selesnya decks that are splashing for removal. If Golgari is open, then it’s possible that the Salvage will wheel, but not a sure thing.

My pick: [card]Gatecreeper Vine[/card]

Pack 1, pick 6:

[draft]Concordia Pegasus
Dynacharge
Grisly Salvage
Plains
Ethereal Armor
Isperia’s Skywatch
Paralyzing Grasp
Racecourse Fury
Destroy the Evidence
Firemind’s Foresight[/draft]

Azorius is still open, but it’s still filler cards, and there isn’t much incentive to taking an [card]Isperia’s Skywatch[/card] over a Grisly Salvage because there are plenty of other six-mana creatures.

My pick: [card]Grisly Salvage[/card]

Pack 1, pick 7:

[draft]Seller of Songbirds
Selesnya Sentry
Rubbleback Rhino
Mountain
Catacomb Slug
Batterhorn
Axebane Stag
Dramatic Rescue
Savage Surge[/draft]

[card]Savage Surge[/card] and [card]Rubbleback Rhino[/card] are both mediocre in this archetype. Pump effects are less useful because we are attacking less, the mana curve is generally a bit higher than other decks, and it’s difficult to keep mana open as a result. It’s possible to ambush an attacker with the free untap from Savage Surge, but it’s usually better to just have another large creature in that slot.

Rubbleback Rhino isn’t exactly large, but hexproof is useful especially when dealing with scavenge and auras like [card]Knightly Valor[/card]. The 3/4 body is just good enough to defend well against the majority of creatures which makes it a playable inclusion.

My pick: [card]Rubbleback Rhino[/card]

Pack 1, pick 8:

[draft]Avenging Arrow
Survey the Wreckage
Azorius Guildgate
Treasured Find
Cobblebrute
Axebane Stag
Gobbling Ooze
Plains[/draft]

The options here are mediocre. [card]Gobbling Ooze[/card] has some usefulness against [card]Stab Wound[/card], but that’s mostly it. [card]Azorius Guildgate[/card] is an option that would let us splash blue and white, and both are moderately open in this seat. [card]Treasured Find[/card] isn’t terrible, and benefits from cards like Grisly Salvage along with removal—otherwise, it’s just an expensive creature. Treasured Find will help out if the opponent has more good creatures than we have removal, and will likely sit in the sideboard if not.

My pick: [card]Treasured Find[/card]

Pack 1, pick 9:

[draft]Downsize
Cremate
Island
Mountain
Transguild Promenade
Sphere of Safety
Heroes’ Reunion[/draft]

[card]Transguild Promenade[/card] is rather mediocre because it disrupts curving out too much, but that’s less of a concern in 4-color decks because there are less two-mana spells, the fixing is needed more, and cards like Axebane Guardian help regain some of the lost tempo.

My pick: [card]Transguild Promenade[/card]

Pack 1, pick 10:

[draft]Tenement Crasher
Trained Caracal
Vassal Soul
Trestle Troll
Mountain
Chronic Flooding[/draft]

Whenever a [card]Trestle Troll[/card] wheels, that is usually a sign you’re supposed to be drafting Golgari.

My pick: [card]Trestle Troll[/card]

Pack 1, pick 11:

[draft]Crosstown Courier
Drainpipe Vermin
Chemister’s Trick
Fall of the Gavel
Mountain[/draft]

My pick: [card]Chemister’s Trick[/card]

Pack 1, pick 12:

[draft]Drainpipe Vermin
Skull Rend
Risen Sanctuary
Swamp[/draft]

We’ll probably play [card]Risen Sanctuary[/card] even though it costs seven mana. Functioning as both an attacker and blocker as well as being an 8/8 is pretty good.

My pick: [card]Risen Sanctuary[/card]

Pack 1, pick 13:

[draft]Survey the Wreckage
Blistercoil Weird
Island[/draft]

My pick: [card]Survey the Wreckage[/card]

Pack 1, pick 14:

[draft]Plains
Destroy the Evidence[/draft]

My pick: [card]Destroy the Evidence[/card]

Pack 1, pick 15:

[draft]Mountain[/draft]

The first pack went along somewhat smoothly. Our first-pick [card]Carnival Hellsteed[/card] is still playable by virtue of having a ton of mana-fixing already (2 [card]Axebane Guardian[/card], 1 [card]Gatecreeper Vine[/card], and 1 [card]Transguild Promenade[/card]), although it’s unlikely to be joined by any other Rakdos creatures because we saw almost no other red in the pack. Golgari and Azorius were the two open guilds, and being a five-color green deck utilizes cards from both of those. Hopefully there is as much Golgari in the second pack as there was in the first.

Pack 2, pick 1:

[draft]Armory Guard
Mizzium Skin
Aerial Predation
Goblin Electromancer
Skull Rend
Stab Wound
Guttersnipe
Dryad Militant
Corpsejack Menace
Forest
Knightly Valor
Runewing
Catacomb Slug
Bellows Lizard
Bloodfray Giant[/draft]

[card]Corpsejack Menace[/card] is pretty good simply as an [card]Ogre Jailbreaker[/card], and especially so when you factor in cards with scavenge and unleash. However, [card]Stab Wound[/card] is better overall. [card]Stab Wound[/card] functions better in this deck because it neuters attackers while providing a clock, and we’re able to bounce it off of our defenders to not take any damage from a 1/X creature.

My pick: [card]Stab Wound[/card]

Pack 2, pick 2:

[draft]Azorius Arrester
Avenging Arrow
Terrus Wurm
Rubbleback Rhino
Trestle Troll
Izzet Charm
Mind Rot
Explosive Impact
Axebane Guardian
Chorus of Might
Coursers’ Accord
Street Spasm
Nivmagus Elemental
Island[/draft]

This pick is interesting. It’s likely that [card]Trestle Troll[/card] will wheel because it’s early in the pack, and one wheeled from the last. The pick is between [card]Axebane Guardian[/card] (#3) and [card]Street Spasm[/card]. Neither will wheel, unfortunately, so we have to determine what the deck needs more.

We already have a moderate amount of fixing, so Street Spasm seems like a better pick. It’s not as useful in draft compared to Sealed, simply because we won’t be playing against Selesnya/X the majority of the time. However, Street Spasm functions well in this deck because the opponent is going to have to commit most creatures they have to break through our defense, and at that point, Street Spasm is quite effective. It does take a lot of mana to use effectively, but this deck can pull it off better than any other.

My pick: [card]Street Spasm[/card]

Pack 2 pick 3:

[draft]Mizzium Skin
Splatter Thug
Dynacharge
Vandalblast
Rakdos Cackler
Dead Reveler
Centaur’s Herald
Urban Burgeoning
Essence Backlash
Golgari Longlegs
Archweaver
Grove of the Guardian
Forest[/draft]

[card]Grove of the Guardian[/card] is nice, but it’s difficult to play in this deck because it’s a colorless land, and requires a lot to activate. We don’t have any populate cards at the moment, so it’s going to be more difficult to take advantage of an 8/8 token than if we’d opened it up at the beginning of the draft.

Additionally, we saw very little populate in the first pack, and that suggests pack three will be similar. [card]Dead Reveler[/card] is good, but not here, mainly because it’s a bad defender. [card]Centaur’s Herald[/card] is good, but the lack of populate makes it less attractive than a [card]Golgari Longlegs[/card]. Fitting [card]Centaur’s Herald[/card] into the curve is easier than the Longlegs, and it can bounce off an attacker for one turn, but it’s not going to be as good in combat once we want to start attacking.

My pick: [card]Golgari Longlegs[/card]

Pack 2, pick 4:

[draft]Keening Apparition
Survey the Wreckage
Rubbleback Rhino
Chemister’s Trick
Blustersquall
Counterflux
Island
Isperia’s Skywatch
Ogre Jailbreaker
Axebane Stag
Golgari Longlegs
Shrieking Affliction[/draft]

We don’t have any Guildgates yet, but that doesn’t make [card]Ogre Jailbreaker[/card] bad. A four-mana 4/4 is good because it’s going to make the opponent need a trick to profitably attack through it, whereas our other defenders have low power and don’t punish aggressive attacks.

My pick: [card]Ogre Jailbreaker[/card]

Pack 2, pick 5:

[draft]Rootborn Defenses
Cremate
Deviant Glee
Drudge Beetle
Chemister’s Trick
Golgari Guildgate
Codex Shredder
Plains
Dispel
Batterhorn
Skyline Predator[/draft]

[card]Drudge Beetle[/card] is fine, but not impressive. It doesn’t trade with many creatures, and the high scavenge cost lowers its value a lot. It’s better to take the Guildgate.

My pick: [card]Golgari Guildgate[/card]

Pack 2 pick 6:

[draft]Azorius Arrester
Armory Guard
Daggerdrome Imp
Gatecreeper Vine
Golgari Decoy
Golgari Charm
Island
Urban Burgeoning
Sluiceway Scorpion
Havoc Festival[/draft]

This pack has some cards. [card]Golgari Decoy[/card] is out of place here because we have no pump/scavenge to combo with it and aren’t pressuring the opponent enough to take advantage of its [card]Lure[/card]. [card]Daggerdrome Imp[/card] is decent, but it doesn’t block well, and it needs scavenge to be good.

[card]Golgari Charm[/card] is okay, but usually won’t be much more than a one-for-one in combat, similar to a pump spell, but more difficult to utilize because it doesn’t generate power. [card]Sluiceway Scorpion[/card] is the best option because it’s going to trade with the larger creatures that our three-mana defenders can’t hold off.

My pick: [card]Sluiceway Scorpion[/card]

Pack 2, pick 7:

[draft]Terrus Wurm
Electrickery
Korozda Monitor
Search Warrant
Selesnya Guildgate
Hellhole Flailer
Swamp
Chorus of Might
Heroes’ Reunion[/draft]

[card]Selesnya Guildgate[/card] is okay, but we don’t have anything to combo with it other than [card]Risen Sanctuary[/card], [card]Ogre Jailbreaker[/card], and [card]Gatecreeper Vine[/card], so taking a spell is better. [card]Korozda Monitor[/card] is not great by itself, but having scavenge and being a 3/3 makes it playable. Our curve isn’t low enough to where taking [card]Terrus Wurm[/card] is a good option.

My pick: [card]Korozda Monitor[/card]

Pack 2, pick 8:

[draft]Goblin Electromancer
Grisly Salvage
Selesnya Guildgate
Codex Shredder
Cancel
Mountain
Horncaller’s Chant
Street Sweeper[/draft]

A second [card]Grisly Salvage[/card] is fine, but it’s not going to do much for us because we don’t have many great creatures, and only a few have scavenge. In this case, taking the Guildgate is a better choice because the alternative is weaker than another creature. If we had the choice of taking a five-mana creature like [card]Golgari Longlegs[/card], then it would be different.

My pick: [card]Selesnya Guildgate[/card]

Pack 2, pick 9:

[draft]Mizzium Skin
Aerial Predation
Goblin Electromancer
Skull Rend
Forest
Catacomb Slug
Bellows Lizard[/draft]

It’s always good to have [card]Aerial Predation[/card] as a sideboard option, because there aren’t many solutions to flyers beyond removal, and we only have a [card]Trestle Troll[/card] to defend ourselves.

My pick: [card]Aerial Predation[/card]

Pack 2, pick 10:

[draft]Avenging Arrow
Terrus Wurm
Rubbleback Rhino
Mind Rot
Chorus of Might
Island[/draft]

[card]Mind Rot[/card] isn’t great most of the time because it doesn’t affect the board, and this deck is already slow. [card]Chorus of Might[/card] is also out of place because it’s an expensive combat trick in a deck with expensive creatures, few and far between, that don’t want to attack at first. A second Rhino is the better choice here because it’s the cheapest option.

My pick: [card]Rubbleback Rhino[/card]

Pack 2, pick 11:

[draft]Vandalblast
Urban Burgeoning
Essence Backlash
Archweaver
Forest[/draft]

This seven-mana Spider doesn’t exactly get the job done against flyers due to its high cost, but it might provide the defense necessary in conjunction with [card]Trestle Troll[/card] to get the job done.

My pick: [card]Archweaver[/card]

Pack 2, pick 12:

[draft]Survey the Wreckage
Island
Axebane Stag
Shrieking Affliction[/draft]

My pick: [card]Shrieking Affliction[/card]

Pack 2, pick 13:

[draft]Cremate
Chemister’s Trick
Plains[/draft]

My pick: [card]Cremate[/card]

Pack 2, pick 14:

[draft]Island
Urban Burgeoning[/draft]

My pick: [card]Urban Burgeoning[/card]

Pack 2, pick 15:

[draft]Heroes’ Reunion[/draft]

The second pack was okay, but most of it was mediocre filler after the first few picks. We didn’t even see any second-tier removal like [card]Launch Party[/card] and [card]Explosive Impact[/card], so our third pack will need to provide those cards for our deck to really shine.

Pack 3 pick 1:

[draft]Concordia Pegasus
Crosstown Courier
Downsize
Inaction Injunction
Cremate
Launch Party
Electrickery
Grisly Salvage
Dark Revenant
Korozda Guildmage
Island
Batterhorn
Hussar Patrol
Faerie Impostor
Jarad’s Orders[/draft]

[card]Jarad’s Orders[/card] is okay, especially when there are scavenge creatures along with a bomb, like [card]Corpsejack Menace[/card], to go fetch. However, we don’t have much in the way of either, and so simply taking a good creature is a better choice. [card]Korozda Guildmage[/card] is going to win games that go long, and it’s a welcome addition to our desolate two-drop slot.

My pick: [card]Korozda Guildmage[/card]

Pack 3, pick 2:

[draft]Tenement Crasher
Sunspire Griffin
Swift Justice
Centaur Healer
Azorius Guildgate
Vandalblast
Cancel
Mountain
Perilous Shadow
Centaur’s Herald
Horncaller’s Chant
Spawn of Rix Maadi
Slitherhead
Chromatic Lantern[/draft]

The options here are lacking. Splashing [card]Centaur Healer[/card] is underwhelming, as is playing either [card]Centaur’s Herald[/card] or [card]Perilous Shadow[/card]. [card]Chromatic Lantern[/card] is a good option because the deck needs to accelerate on turn three and play a fatty more consistently on turn four, and it also helps fix for overloading [card]Street Spasm[/card].

My pick: [card]Chromatic Lantern[/card]

Pack 3, pick 3:

[draft]Tenement Crasher
Eyes in the Skies
Mizzium Skin
Grim Roustabout
Korozda Monitor
Centaur Healer
Skull Rend
Plains
Trostani’s Judgment
Catacomb Slug
Azorius Justiciar
Psychic Spiral
Martial Law[/draft]

[card]Trostani’s Judgment[/card] is okay, but [card]Martial Law[/card] is better. The main downside is that [card]Martial Law[/card] costs double-white. However, its cost will only be an issue if we don’t draw [card]Axebane Guardian[/card] or [card]Chromatic Lantern[/card]—otherwise, it should be fine. Being able to repeatedly detain the best creature on the battlefield is quite good, and the fact that we don’t lose it on an early drop makes it even better.

My pick: [card]Martial Law[/card]

Pack 3, pick 4:

[draft]Trained Caracal
Selesnya Sentry
Armory Guard
Inspiration
Survey the Wreckage
Rakdos Guildgate
Rix Maadi Guildmage
Island
Voidwielder
Urban Burgeoning
Dramatic Rescue
Savage Surge[/draft]

[card]Voidwielder[/card] is pretty good in this deck, but it’s going to make the mana a bit more awkward. [card]Rix Maadi Guildmage[/card] is also powerful, but it’s out of place here since we aren’t going to be attacking with everything each turn, and also have very little red mana. Without an Island, we’d have four sources of blue to summon [card]Voidwielder[/card], which should be fine, but at this point, I’d rather make the mana better than worse, and take another Guildgate.

My pick: [card]Rakdos Guildgate[/card]

Pack 3, pick 5:

[draft]Aquus Steed
Azorius Arrester
Armory Guard
Daggerdrome Imp
Gatecreeper Vine
Aerial Predation
Trestle Troll
Guttersnipe
Forest
Bellows Lizard
Izzet Guildgate[/draft]

A second [card]Trestle Troll[/card] is going to be better than a [card]Daggerdrome Imp[/card] because it’s better on defense.

My pick: [card]Trestle Troll[/card]

Pack 3, pick 6:

[draft]Eyes in the Skies
Inspiration
Assassin’s Strike
Rakdos Charm
Trostani’s Judgment
Dead Reveler
Chorus of Might
Sundering Growth
Sluiceway Scorpion
Island[/draft]

[card]Assassin’s Strike[/card] is good at a few things, namely killing big bad creatures that you normally wouldn’t be able to with normal creatures, like [card]Archon of the Triumvirate[/card]. In most other cases, [card]Assassin’s Strike[/card] is an expensive way to kill a cheaper creature. Granted, it’s a two-for-one, and those are certainly good—however, it’s glacially slow, like [card]Rites of Reaping[/card]. [card]Sluiceway Scorpion[/card] is generally going to be better than [card]Assassin’s Strike[/card] except against those bomb creatures and flyers. Against the rest of the field, it’s cheaper, and also has the additional upside of having scavenge to beef up another creature.

My pick: [card]Sluiceway Scorpion[/card]

Pack 3 pick 7:

[draft]Sewer Shambler
Drudge Beetle
Doorkeeper
Mind Rot
Druid’s Deliverance
Lobber Crew
Oak Street Innkeeper
New Prahv Guildmage
Swamp[/draft]

[card]Sewer Shambler[/card] would be a good choice if it could defend better. As is, it’s just an upgraded [card]Drudge Beetle[/card] that can go aggro against opposing Swamps. Alternatively, there’s [card]Lobber Crew[/card], which doubles as a defender and a win condition, although it’s on the splash which means that it won’t necessarily get summoned on turn three. Still, the Crew’s functionality lines up better in our deck than either the Beetle or Shambler.

My pick: [card]Lobber Crew[/card]

Pack 3, pick 8:

[draft]Tenement Crasher
Sunspire Griffin
Korozda Monitor
Azorius Guildgate
Tablet of the Guilds
Forest
Chronic Flooding
Traitorous Instinct[/draft]

It’s more important to keep the curve as low as possible at this point, and a second [card]Korozda Monitor[/card] is better than a [card]Tenement Crasher[/card].

My pick: [card]Korozda Monitor[/card]

Pack 3, pick 9:

[draft]Crosstown Courier
Downsize
Cremate
Electrickery
Island
Batterhorn
Faerie Impostor[/draft]

[card]Electrickery[/card] is a reasonable sideboard card, and it’s more likely that we’ll sideboard it in than [card]Batterhorn[/card].

My pick: [card]Electrickery[/card]

Pack 3, pick 10:

[draft]Tenement Crasher
Swift Justice
Vandalblast
Mountain
Horncaller’s Chant
Slitherhead[/draft]

My pick: [card]Horncaller’s Chant[/card]

Pack 3, pick 11:

[draft]Eyes in the Skies
Skull Rend
Plains
Catacomb Slug
Psychic Spiral[/draft]

My pick: [card]Eyes in the Skies[/card]

Pack 3, pick 12:

[draft]Trained Caracal
Survey the Wreckage
Island
Urban Burgeoning[/draft]

My pick: [card]Survey the Wreckage[/card]

Pack 3, pick 13:

[draft]Armory Guard
Forest
Bellows Lizard[/draft]

My pick: [card]Armory Guard[/card]

Pack 3, pick 14:

[draft]Chorus of Might
Island[/draft]

My pick: [card]Chorus of Might[/card]

Pack 3, pick 15:

[draft]Swamp[/draft]

Overall, the draft was somewhat rocky. We ended up with a reasonable Golgari shell, but aren’t totally maximizing [card]Axebane Guardian[/card]. Still, we should be fine, and will be able to construct a deck that can win the draft. Below, you’ll find videos including deck construction and gameplay of the draft. Enjoy!

Happy Drafting.