

My first match brought me up against a blue-black improvise deck, splashing white for activated abilities on cards like Cogworker’s Puzzleknot. The cards are strong but not really bombs, and with a poor top end, my deck needed to be fast complicating my mana base would have increased the risk of losing tempo early in games. On the whole, my 2-1 finish was probably a touch above expectation.ĭuring deck-building, I thought long and hard about splashing for the Spire Patrol and the Renegade Wheelsmith, but in the end I felt like I couldn’t justify them. If I didn’t get a quick start, though, I was in trouble. Even so, I don’t think it’s a terrible draft deck it could get a pretty good pop from the aggro synergies of blue-red improvise and it had a couple of solid ways of finishing the game. So, I ended up short 1-2 improvise payoffs/top-end beaters, which the deck sorely missed. Green also eventually became quite open, and I had to grit my teeth as I passed three Thriving Rhinos in pack three. I was seduced in by the early Wind-Kin Raiders and the Skyship Plunderer, which I got in the second-to-fourth-pick range in pack one, and I also got the Leave in the Dusts late, but it slowly became clear that white was crazy open, and I probably should have pivoted. The players on my right were blue-black and blue-red-black (and the player on my left ended up in green-black). I also should probably not have been in blue. After a few games I determined that Siege Modification felt really bad, and once I got rid of it things started to go better for me. I was a very naughty limited player and started with 41 cards in my deck. I’ve finally found the time to finish the write-up on my draft from nearly a month ago! I’m just going to dive in with my deck list, and then I’ll tell you how the draft went.
