So here's my draft report from Friday Night Magic on February 10. This was my first time drafting Aether Revolt (AER-AER-KLD), but I ran a few practice drafts on Tappedout the week leading up. I also played the prerelease, where I was 1 - 2 in matches, and I've been following the various articles about drafting this set. I think one of my mistakes at prerelease was not realizing how flexible the mana can be in a set with a lot of artifacts, but I found a different source of flexibility in this draft -- playing green.
Here is my draft, with Pack 1 beginning on the upper left (sorry about the scrolling -- I wanted it to be big enough to read).
Ok, so first off, this is $10 FNM draft, not Pro Tour high stakes stuff, so of course if I open a planeswalker I'm taking it, even if it's not the best draft card in the pack, There were maybe two other cards that I thought were better first picks, and serious players may have found more, but Ajani Unyielding was never in question for me. Next I saw two high quality artifacts that improved my flexibility. I was planning to play green-white, but as you can see, the first pack gave me very little in white. By the end of the pack I was definitely in green and slightly in black, with enablers to reward me for a +1/+1 counters theme. Rogue Refiner was also a possible draw toward blue and/or energy.
In terms of numbers, I ended up with 4 rare/mythic and 10 uncommon, which is slightly above the 3 and 9 that would normally be opened in 3 packs. Ajani is around $6 and Rashmi is about $1.50 right now. Losing in draft is worse if you don't get any value out of the packs, but this was pretty good.
After the draft, here is the deck I started with. After a couple games I ended up removing Prey Upon in favor of Highspire Infusion (one of my classic mistakes in draft is playing entirely at sorcery speed, so I am trying to make sure I always have some instant tricks), but otherwise my main deck stayed the same all night. I feel like I built the deck pretty well, which is a big step up from some of my other drafts. One of the pitfalls of online draft simulators is that you don't get to see how the deck would actually play out, so it's easy to just draft a bunch of cards in two colors and think you did great. You have to play real games to learn good deckbuilding.
Here was my sideboard plan. I had more cards sleeved up but never touched them. Highspire Infusion actually stayed in the deck once I put it in -- I just took the picture for illustration. Aetherstream Leopard (an aggressive creature that doesn't play well on defense) and a Forest were the first cards to come out for selective removal spells. I learned a cute but simple trick from Frank Karsten's strategy articles, and I've used it a lot recently with generally good results: On the draw, side out a land. This deck started with 16 lands, and I went down to 15 regularly in the second or third game, and I even went down to 14 once in Game 3 on the draw. My side-ins were super cheap, so that helped also. Prey Upon came in against bomb creatures (I had a little deathtouch in the deck, so Prey Upon can kill anything at a cost of card advantage). Take Down came in against certain fliers and Natural Obsolescence came in against strong artifacts.
My most disappointing card was Renegade Rallier. Sometimes I wasn't able to make Revolt trigger, but often I simply had no eligible targets in the graveyard. I did get back a Scrounging Bandar with it at least once, but most of the time it was just a 3/2 that was slightly difficult to cast.
Below are my mana fixers (top row) and my MVPs (bottom row). With 4 spells that gave me access to any color of mana, I rarely had trouble paying my black, blue, or white costs. Renegade Map in particular was extremely strong, because it allowed me to keep even a hand with 1 Swamp and no other lands and search up a Forest. Attune with Aether is almost the same effect, but it requires a Forest to work.
Gonti and Rashmi are different kinds of unfair card advantage. Gonti only gives 1 card (unless you are unlucky enough to flip 4 lands) but you have access to cast it even if they die first (Aetherborn are non-sexual beings, so Magic Story uses "they" instead of "he" or "she"). Rashmi on the other hand, just keeps giving and giving as long as the opponent can't kill her. I also really enjoyed getting Rashmi in this draft because she was my promo card at the Kaladesh prerelease, and I never once drew her during the tournament! So this gave me a do-over. My one quibble with Rashmi is that for some reason she is a druid rather than an artificer -- the flavor police would strongly disagree, and so do Inventor's Goggles. Aetherborn Marauder was my only flier, but they (see that "they" again?) had the ability to completely reverse a game on their own. They never came down as just a 2/2, always falling somewhere between 3/3 and 5/5 with all my +1/+1 counter producers (and the other creatures were always happy to donate). And Pacification Array doesn't need much explanation -- it's one of those cards that you play on Turn 1 and the other guy just groans.
So how did the matches go? There were 25 people in the draft (8-8-9 in draft pods), which meant we played 5 rounds and then cut to the Top 8 for prizes.
Round 1 was against R, a teen who also happened to be in black-green. It did not start well at all, as he had his own Turn 1 Pacification Array in Game 1 (and I just groaned!). I hung in a little bit, but he played first and I just never caught up. Game 2 was where things got interesting. We went back and forth a bit, and then he played a Platinum Angel. Lucky for me, he didn't quite understand how it worked (he thought no one could win and the game would be a draw), so he didn't attack much at first. Some other people gathered around because we were going slow, and everyone was in awe of the Angel, and about the time that R figured out he still needed to kill me, I drew my Ajani and sent the Angel off to work in the fields. I even got a second shot with Ajani, but R had a Foundry Screecher that slowly killed me. He made another mistake in this game by attacking with a Dhund Operative that he thought had deathtouch, and I made a mistake of attacking into his Lifecraft Cavalry because I had just played Pacification Array and sort of mentally noted the Cavalry as tapped even though it wasn't. It was kind of a messy match, and I lost 0 - 2 just before time ran out.
Round 3 was against N, a teen who plays often and at a fairly high skill level. He had a red-white vehicles deck with Sram for card draw, the 3/1 flier who gives your vehicles flying, two Seige Modifications, and a bunch of first strike, double strike, and menace. Game 1 he was on the play and just curved over the top of me with nonstop threats. Game 2 I went down to 15 lands on the play, and I curved over the top of him. Game 3 I went down to 14 lands, but he just had too much power and I wasn't able to keep up. Sram and Solemn Recruit both contributed. Loss, 1 - 2. But he had to leave, and after he reported his win, he changed his mind and gave me the match win instead. So that was very nice of him and lucky for me.
Round 4 was against S, another teen, playing blue-black. He and a friend were casually opening packs and enjoying the discovery of cards they had never seen before, and I wasn't surprised to find that he was kind of new and not very knowledgeable. Game 1 we just attacked each other until he was dead. Game 2 we had just started when his mom called and he had to leave. I felt good about this match either way, but he forfeited and I won 2 - 0. I spent the remainder of my match time playing a little Standard with someone else who was idle -- that's a story for another day.
Round 5 was against D, another guy who I have played before (and lost to) at these events. He was playing black-green. I had 9 game points (3 wins) going in, and he had 7 (2 wins and a tie), and we were the 7th and 8th ranked players, but there were no other players below us with more than 6 points. So he really needed the win, and I needed to get lucky with a loss, or tie, or win. I've been in win-and-in situations before, and I have always failed to get what I needed. Also, I was very tired at this point, as it was after 11 PM. So there was a lot against me. His deck mostly revolved around small deathtouch creatures, but after he already had me in a bad spot in Game 1, he played Demon of Dark Schemes and obliterated my board. In this game I did get Rashmi out, and I made a minor error where I cast Renegade Rallier off her trigger and didn't notice that I could sacrifice my Unbridled Growth to trigger revolt until after I put Rallier on the table. I mentioned the possibility but D insisted that putting it on the table indicated I wasn't going to do anything else before it resolved -- I think technically he's right, and I just need to pay better attention to things like that. Game 1 went very long, and shortly into Game 2 I heard the "five minutes" call just after stealing his Demon of Dark Schemes with Gonti's ability. I played the Demon and D immediately forfeited the game while still at 18 life, apparently thinking he was better off trying to hurry and win Game 3. But he hadn't realized how close to running out of time we were, and he might have been able to hang on and time me out if he had tried. After both mulliganing our Game 3 hands, we didn't start playing until 2 minutes were left. So we drew the match 1 - 1 - 1 and I snuck into the top 8 with 10 points.
Round 6 was for prizes! Winner gets the much maligned FNM promo Fortune's Favor and moves on, and loser gets 3 packs. I was paired against S, a former "semi-pro" player who has won a couple of SCG opens in the past. He was the 1-seed and I was the 8-seed, so he got to choose to play first. After losing dice rolls all night, this was fine by me. I was extremely tired but also excited about the opportunity to get some experience against a very good player. The main thing I noticed was that he was very clear in communicating, which I appreciated. His deck was a powerfully synergistic blue energy deck with just a little red. Game 1 he just filled the board with little fliers and pinged me down to 10 before I decided I had no chance and forfeited. He had the 2/1 flying pirate that adds counters when it hits, combined with the 1/3 who spends energy to Scry 1, so he was scrying every turn. Then he got out the flash 0/4 guy who can spend energy to draw cards, and Padeem, who draws free cards every turn. I think the last thing he played was a 4/3 Skywhale before I decided I had no chance. Game 2 I showcased my sleepiness by trying to cast Unbridled Growth with a Swamp (I cast Pacification Array as my do-over). He pulled ahead slowly with little fliers, but I actually pulled back into it with Pacification Array and a 5/6 Aetherborn Marauder. But he had his bomb, Aethersphere Harvester, and along with bounce spells was able to grind me out. Loss 0 - 2.
The winners of the first round of the top 8 split the remaining prizes and all walked away with a big stack of packs to go with their Fortune's Favor.
So here's what I walked away with:
Thanks for reading!
Great write up! Surprised how many of your best cards were from KLD, when it's only 1/3 of the draft. Re: the Karsten article ("On the draw, side out a land.") - was this specifically for Limited or does it also apply to Constructed?
ReplyDeleteI have seen multiple comments about AER draft format saying that the KLD cards are stronger, so that wasn't a surprise. But, more generically speaking, you get your bomb cards in two primary parts of the draft -- pick 1 or 2 of any pack, or anywhere in Pack 3. A card like Rashmi or Gonti would go pretty early in Pack 1, and people are still usually open to changing colors at the top of Pack 2, but by Pack 3 most people have chosen their colors, so you can get lucky and be passed a very good card. In this case, drafting color fixing made it easy for me to draft cards that most players couldn't use.
DeleteI read the Karsten comment in reference to Limited, but I think it could apply to Constructed as well. Reducing your land count is a greedy move, but when you're on the draw, especially if you have a 1-0 lead in the match, you can more afford to cheat to avoid flooding on lands. The upside is you draw more gas and win the match, and the downside is that you go to Game 3 on the play. In my match against N, I felt like his deck was favored unless I could make the game go long, so I played greedy in Games 2 and 3 to try to get an edge.
As a side note, AER format allows for very low land counts compared to most draft formats. I would never play 15 or 14 lands in most draft decks, but if you look at my build, Attune and Map can both count as Land #2, Servant of the Conduit can count as Land #3, and the various forms of card draw add up to extra lands as well (and once Rashmi was in play, I usually had extra lands in my hand). Plus, most of my cards are on the cheaper end of the curve. I never had serious trouble with mana, even with the 4 colors.