kenderpl•

P1P4 - Why in the world would you pick medium blue drake instead of green wall that is playable in non wall deck and great in wall deck since it smooths out your draws.

P1P5 - Shadow prophecy, lands, cavalier all look better than terror for me. With chalplain picked up so early you dont want to be chasing a compeletely different deck.

P1P6 - With the green wall sprouting goblin would be nice pick up here

P1P8 - That's a huge signal pick up Tatyova and be amazed that so many didnt want her. She's great!

P2P11 - Still take the sentinel

P3P2 - Pilfer is hot garbage as a top deck, whereas destory evil just does so much in this format.

P3P10 - You are not a tempo deck. Interference will only serve as a cycler. Destroy evil still great.

You didn't see green walls because you passed them together with a pretty strong card that works with them in Tatyova. Someone to your left was very happy and surprised to get all those green cards late in pack one and then probably went hard on green.

To me your draft read like you wanted to force blue red than trying to stay open. You were not picking up the best cards in the pack one but picking cards for blue red and then you paid price for it during rest of the draft.

4
oNegativeOP•

After getting great feedback last time I focused much harder on being open. I kept my options open but upon getting passed two [[Wingmantle Chaplains]] it seemed the option was open for the defender deck, but then I got hammered three games in a row. I prioritized removal and other role players over wall pieces, stayed open to what colors seemed to be getting passed, but no luck. I know a key portion of the defender deck is grabbing [[Floriferous Vinewall]] but they were not coming around, I saw them early and then never again. Is it the lack of green?

I feel like I don't understand this format at all, I'm really disheartened. I'm at enough of a loss that I feel like quitting, and I love drafting. What am I missing here?

Games below:

Game 1

Game 2

Game 3

1
Nawxder•

I'm not convinced by agossy. You definitely want the 2nd essence scatter, and don't want the mana worker. You really need better mana. You only have 2 white cards, but they are so essential to your deck and you will be searching them every game. You also have 4 double black cards. Your mana isn't good enough and it showed when you couldn't cast your braids and extinguish, or drag for enough to kill his nael. Game 3 it looks like you could have crewed with the knight instead of chumping the forced block.

I think you got a bit unlucky with your opponent's draws for what its worth.

6
kenderpl•

Agossy is great with walls.

3
MTGCardFetcher•

Wingmantle Chaplain - (G) (SF) (txt)
Floriferous Vinewall - (G) (SF) (txt)
^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call

1
dsjoblom•

G1T3 I would have played the manaworker instead of keeping scatter up. If you don't, there will be no clear turn to play it later, and you need the mana fixing. You are only passing up on countering a two drop, and they could also play around it, or simply not have a two drop. G1T7 it's wrong to fetch another sentinel because you already have an extra in hand. A better pick would have been blight pile, letting you go pile + hold up scatter the turn after, if you were so inclined.

G2T9 you could have played argosy first instead of chaplain. This would give you more tokens if you go chaplain + crew the turn after. The way you played it, you got two tokens that turn and none the turn after, hitting for a total of four damage two turns in. If you play argosy first, you get five tokens/damage instead.

G3T4 passing with scatter up is definitely ok, but I would probably just have played the voda. The reason I don't like passing is that you don't have your land drops lined up, and you also have removal if you really need to deal with their three drop. While you do play into scatter this way, it is a mana neutral exchange, not a huge blowout. G2T13 is a big misplay, you could have blocked the serpent with the argosy. G2T14 is an easy cruelty instead of bounce. G2T15, you could have saved your knight by crewing argosy.

1
oNegativeOP•

In game 2 I was concerned I would be playing into a Shore Up, which the Serpent decks definitely run. The cruelty would have helped on that turn for sure, I was hoping I'd pull a land drop with the bounce spell.

1
dsjoblom•

I think you mean G3? Yeah, they could have killed your argosy with shore up, and they probably would have, but in this game, it wasn't your main game plan anyway. Also, when you get the shore up out of their hand, you can safely kill the serpent later.

1
FishysuaNow•

P1P4 - This entire pack is medium, I think the drake is fine. The wall deck is WUb and you should never splash for mana fixing. The [[Floriferous Vinewall]] is only playable in green based domain, and then barely so.
P1P5 - This is the first real mistake. [[Argivian Cavalier]] is by far the best card. Also, [[Wingmantle Champion]] is something you need to be willing to give up on, you are not yet in the defender deck.
P1P6 - Another entirely medium pack. I agree with u/kenderpl here, the [[Sprouting Goblin]] is the pick here, but I don't think you need to even splash green for that to be the case. 2/2 for 2 with a relevant, not amazing, late game ability is more than enough for this to be better than anything else here.
P1P8 - [[Contaminated Aquifer]] will do more for you than a second black card.
P1P10 - [[Meteorite]] that you hope to not play
P1P12 - [[Vanquisher's Axe]] does relevant things but [[Founding the Third Path]] does not

​

P2P1 - The double black in [[Drag to the Bottom]] is rough, this is you declaring for Black as a main color, is that what you meant? I think [[Essence Scatter]] is a much cleaner pick for your deck here. My deck would be picking between that and [[Cleaving Skyrider]], but I think the counter spell is better.

P2P2 - You're clearly going black main now, good follow through. If you were less black reliant you should go with [[Phyrexian Espionage]].

P2P3 - You aren't in Walls right now. 17 lands doesn't even think you're going to play your 1 white card, Wingmantle Champion. If you're going for UB spells, I suggest [[Impede Momentum]]. My deck is happier with the [[Golden Argosy]] because I'd have both the champion and the Cavalier.

At this point, we've diverged too much and you lock into UB pretty well.

1
diazona•

I am going to give you some totally unqualified advice because I suck at draft :-P

I wonder if you might be trying a little too hard to stay open in this draft. I mean, your first four picks are all different colors and mostly go in different archetypes, and your next few picks are still kind of "wandering" in the sense that you're still picking up cards that slot into a variety of different archetypes:

  1. Lightning Strike goes into anything playing red, that's fine

  2. Wingmantle Chaplain pulls you in the direction of the defenders deck, or at least having several defender creatures, but does not particularly synergize with Lightning Strike. Not that anything in this pack that's good enough to be a second pick does synergize with Lightning Strike, but it's something to be aware of.

  3. Knight of Dusk's Shadow goes into some kind of black aggro deck. At this point I think it's worth starting to consider which of your three cards go together and what archetypes they might be setting you up for. Specifically, you have a start for some kind of RB aggro deck, or for a WB sacrifice deck, or maybe for a straight-up defenders deck. Obviously you're not locked into any of these, but future picks start to gain value if they slot into one of these potential decks.

  4. Soaring Drake seems like an odd pick here (as other people are saying) because it doesn't synergize with any of your other cards and it's not a great card on its own. Like, what kind of deck are you thinking about building that this pick helps you with? ¯\_(ツ)_/¯ Of course, it is true that there's no obvious pick from this pack that is both really good and aligns with the decks and colors you have a lead on so far, but there are some options with some synergy:

    • Floriferous Vinewall works in the defenders deck (and it does set you up to potentially become a domain deck if that turns out to be open later, although I think you should just keep that in the back of your mind, not focus on it).
    • Radiant Grove also sets you up to have some incidental domain payoffs (even if not a full-blown domain deck, incidental payoffs can be quite useful), or sets you up for GW which could develop into a defenders deck, or allows a green splash in a WB defenders or sacrifice deck, or allows Chaplain to be splashed in an RG possibly-domain deck. I think in your position I might have picked this, even though it may not be the correct pick (again, bad at draft :-P).
    • Rulik Mons looks like a decently powerful card in its own right, enough that I can imagine wondering if I should take it and trying to go into some kind of RG or BGr shenanigans, possibly developing into domain. But I probably wouldn't, because that takes you enough in a different direction than the cards you have.

    The rest of the cards are low power and don't have any significant synergies with your previous picks.

  5. Tolarian Terror aligns well with a deck that has lots of spells, and not so much with a deck that doesn't. I can think of two ways in which this pick fits with your previous ones:

    • Control, probably UB or UBw, in which case you can use Terror, Knight, and maybe Chaplain (plus Drake but it's a filler card there)
    • Or UR spells, but that only works with Lightning Strike and you would most likely be dropping Knight and Chaplain

    Not that this is a bad pick, but your options (in terms of decks you can build without throwing away a bunch of cards) are getting kind of narrow, which leads to...

  6. Flowstone Kavu again doesn't seem to fit with what you've got here. It's a card that leans toward a red aggressive deck but that's not really one of your options. I guess it could be a filler in UR spells, but if that's the direction you want to go, I might take In Thrall to the Pit instead. Or if you're going in the UB direction, Writing Necromass might be decent. Or maybe even Crystal Grotto, although that's kind of unexciting unless you're doing some multicolor thing.

  7. Tolarian Geyser makes sense.

  8. Tribute to Urborg also makes sense to continue down the UB or UBw control route.

    Tatyova is a good card, and between that and Floriferous Vinewall (and even Pixie Illusionist), it looks like a signal that UG or some kind of G/x land-based strategy is open... I don't know if it's worth giving up on so many of your previous picks for that at this point. It'd be a risk for sure. I probably would have made the same decision as you in that situation, although again, I don't know if it's the right one.

  9. Vohar makes sense again for UB-based spell-heavy control.

  10. Founding the Third Path does not seem like a good card. I guess it might be all right if you have powerful removal to copy, or something else that specifically goes with it, but here Writhing Necromass seems overall stronger, even if your deck doesn't wind up being able to get much of a discount on it.

  11. Shield-Wall Sentinel, cool, good synergy with Chaplain

  12. Founding the Third Path might as well be the pick over two cards that you would never play

  13. Timely Interference is fine at the level of anything-that-replaces-itself, but personally, I would have taken Impede Momentum here. I've found locking down a creature for three turns to be a more powerful effect than people are giving it credit for. Granted, you do have to be doing something on board to take advantage of it, and I guess that's not really what your deck is building towards, but I still think it's more likely that you shift into a deck which can do so, compared to playing Timely Interference.

I guess the thing to take away from this is that some of your mid-pack picks seem to be kind of scattered and don't contribute much to any of the possible ways your deck could develop because they're overall kind of weak. I don't think that's the right way to stay open.

I'm reminded of an article in The Duelist (yes, this goes way back, it was like 1998) by Brian Hacker which said something like "Remember, you're not building a pile of cards, you are building a deck. Cards not in your deck are worthless." So when you're choosing between multiple cards in a pack, the choice is not really just between card A and card B, it's between (card A plus all your other picks that would go in a deck with it) versus (card B plus all your other picks that would go in a deck with it). You have to think about how each possible pick synergizes with other cards you've already picked (and to the extent you can figure it out, other cards you expect to see in the future) to really evaluate which package is better.

1
Crystal__•

P1P1 to P1P3: look like the right choices to me. Did good staying open.

P1P4: drake is pretty average no matter the deck. Given your start, I'd take either the GW land or the green wall.

P1P5: terror is honestly defenisble even with a different P1P4. You already have a strong UR card and a strong UB card. To be honest, I think around half the pack is defensible.

P1P6: kavu is another average card. I notice lack of blue common here and probably take the kicker goblin and see what happens.

P1P7: Tolarian Geyser suggests blue is likely not overdrafted despite last pick. Either that or the UB land works.

P1P8: Interesting pack. Tatyova here is certainly a signal, but that's also a late tribute. And in the next pick...

P1P9: late Vohar. I think this puts me firmly in two options: UB/UBr/UBw, or some sultai domain pile. With whatever I took last pick being a significant pull in either direction (likely tatyova in my case)

P1P10: the blue saga is usually unplayable. Either green card is fine, especially if I'm looking to play green.

P2P1: good card for my current two potential outcomes (UB spells or something GUB domain)

P2P2: same here

P2P4: in my case, I would've given up about walls and took the prophecy, which is good in whatever I'm looking to and up with.

P2P5: same here, I take either land or geyser depending on what I'm settling of the above two options.

In your case, I think P3P2 and P3P3 are a mistake passing lookout and UW land over a bad card (pilfer) and a below average card with out access to Get kicker. Eventually black was open and you ended up with strong cards, but I think going for that small defender package hurt you more than anything leading to bad mana and perhaps passing some other on color good cards along the way.

1