Sorry but I don’t have anyone IRL to share how happy I am about this. All my real-life drafts have been really disappointing and I was feeling down on myself.

Deck was Red-White with a focus on roles and enchantments. I got [[Archon of the Wild Rose]] and [[A Tale for the Ages]] Pack 2 Pick 1 and Pack 2 Pick 2 respectively. [[Savior of the Sleeping]] is a card I have played with a bunch but have never utilised properly before now. My two Saviors were probably the MVPs, I managed to frequently get them quite buffed-up.

Looking back over my draft and I realize now that I didn’t wind-up using my first three picks! I realized late into the first pack that White seemed really open, so when Pack 2 came around, and I got those two really helpful rares, I got the sense I was onto a good thing.

  • @Evu@mtgzone.com
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    41 year ago

    Looks like you got rewarded for not being too attached to your early picks and reading the signals. Congratulations!

    I don’t think I’ve ever played Witch’s Mark. Am I undervaluing it? I love drawing cards, but needing to have a spare card you want to get rid of always seems like a high bar.

    Neither you nor anybody else in your pod seem to like Grasp of Fate. Am I overvaluing that one? It’s vulnerable to enchantment destruction, but that’s no worse a drawback than any of the other removal you have to play in Limited, right?

    • WatTylerOP
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      41 year ago

      I can’t recall playing it before tonight. I think that like you the need to discard for the draw was too high. Then I realised that in an Aggro deck you’re likely playing on-curve and emptying your hand quite quickly. Furthermore you don’t really get much benefit from > 6 lands. So swapping a land for (hopefully) two non-lands in that mid-phase of the game when you as the beatdown are losing your advantage can make a massive difference.

      That’s not even taking into account that if you don’t discard, you get +1/+1 to a creature, something that might proc Celebration, and if your opponent deals with that creature they take one damage. If you Bargain the role, your opponent still takes one, and Bargain effects are super powerful. In one of my games I had two creatures with Wicked roles and my opponent was on five life and they had to play around that.

      So, yeah, I’m now a convert.

      [[Grasp of Fate]]… Tbh I hadn’t internalised that it could remove an opponents Enchantment and that’s useful. I think maybe for what it is it’s kind of over-priced? The meta is quick and seems to favour going wide. You wanna spend 1WW on a Removal that can be un-done on an enchantment you are never going to want to Bargain? Just off the top of my head [[Torch the Tower]], [[Titanic Growth]], [[The Princess Takes Flight]] are all better. [[Expel the Interlopers]] is much more useful in this meta of going wide and there’s not a world of difference between 3WW and 1WW (less than there is between 4W and 2W anyway).

      But I think you’re right, it seems to not be valued and I think I just internalised that without examining it.