http://draftsignals.com/draft/-Klo-g3Bb33J_PLE_m2t
Pack One
P1Dual-land is not the rare you want to open. Decimator Beetle has serious power but is gold. Trial went from under-rated to overrated to possible just rated. Gust Walker is a good two-drop. I hemmed on this one and decided that the potential ceiling on the Decimator Beetle is high enough where it's worth a shot.
P2
Well this is also uninspiring. I go with Hoody-B as a solid quality common.
P3
Not getting much better. I take the Emberhorn to "stay open". This is the first big question mark of my choices.
P7
This is an interesting one. I like Shed Weakness as a trick more than Spidery: better value for the money. I probably should have taken the Giant Spider for some anti-air defense. Given how I never saw another spider and saw plenty of tricks, that's a lesson learned.
I finish pack one scooping a lot of fairly decent blue cards (hekma sentinels, Naga oracle). So for those keeping score at home, I've drafted everything but white. Green is probably the closest to a core color.
Pack Two
Well that isn't doing much for clarity. I figure the bomb-ish nature of the Glyph Keeper is worth the speculation.
Fortunately the rest of pack two really helps me get some clarity. I snag back to back Trials in green and black and never really look back. There are some moments in red where I pause: a Sweltering Suns, P2p6 Trueheart Twins. But I stick to my convictions.
Pack three seemed very straightforward. Two Cartouches are snapped up for my trials. I don't really see any Quarry Haulers or similar high end, so I end up with some of those 4/2 Viziers.
Feels like I eventually found my seat though the card quality seems a little meh.
pack one pick seven: I agree with your post game assessment. in the seventh pick creatures are preferred to tricks because you can get tricks later in the pack.
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