Here's my train wreck of a draft, from bottom left to top right:
For about 8 picks, I felt pretty good about this. Open the Graves is a great build-around rare, and I felt like the Psychic Symbionts were a good top end for a grindy black deck. Poison Tip Archer is strong on its own merits while also liking lots of creatures to die. Reassembling Skeleton makes some nice combos with these cards, especially if I can get it to die over and over. Toward the end of the pack, it became very clear that no one at the table was drafting red, but the good red cards I was seeing didn't really fit with what my other cards were doing. I was not seeing anything good in blue.
Second pack I was very unexcited to first pick Doomed Dissenter. There was also a Skymarch Bloodletter in the pack, and that was probably the better card but less synergistic with my other picks. The rare was Mistcaller. Second pick Murder was great, but then I tried to make blue work and failed. Sarkhan's Unsealing was another clear sign that no one was in red, and I took it on raw power level despite having mostly small creatures that don't trigger it. The rest of a pack was a mish mosh of horrible cards that I didn't want to play.
Pack 3 had a couple removal spells, and I decided Rabid Bite was the best. The rare was Fraying Omnipotence. I didn't think it was good and passed it twice, even though it has some odd synergy with my graveyard stuff. Spit Flame at third pick was a great removal spell, and I was actually very happy to see Timber Gorge because now my red and green were both looking like good splashes. I expected to see more dual lands in general, but other people wanted them as much as I did. The last card I was really excited to get was Macabre Waltz to go with my graveyard cards.
So the result was that I had about 11 mono-black cards I wanted to play, a handful of cards each in blue, red, and green, plus some powerful gold cards. This deck was going to be a mess. My first version of the deck had 4 colors and was not quite what I wanted. I played it a couple games but sideboarded back and forth with Jund (black-red-green) depending whether I felt like I needed the blue gold fliers. Here is what I feel like was the "good" version of the deck:
So it played like Jund Control, but I really relied on Manalith, Timber Gorge, or getting lucky on lands. Plummet and Abnormal Endurance both played as good efficient removal, and opponents did not expect either in main deck. Abnormal Endurance is great with Skyscanner or Doomed Dissenter, trading with a bigger creature and generating extra value. I think Plummet is a card I would play multiple copies in main deck in this format, since every color except green has targets at common and there are plenty of devastating bomb rare and mythic fliers as well.
Hired Blade looks like it's supposed to ambush creatures in combat, but I ended up using it more like how blue decks use flash, to hold up removal and then have a pseudo-haste creature at end of opponent's turn.
Here is the graveyard package that generates tons of zombies if it gets online:
The main thing the graveyard package was missing was a way to sacrifice creatures. Sometimes Doomed Dissenter just doesn't find a way to die, and Reassembling Skeleton can form a value loop with Open the Graves if you have a way to sacrifice it at will. I would have loved a Ravenous Harpy or two in this deck.
Here is the Sarkhan's Unsealing package:
Colossal Dreadmaw is this deck's best finisher, but the rest of the creatures here are so-so in the deck (Havoc Devils is good if you can cast it and Volley Veteran can kill things with 1 toughness). The Hellion is really not a good card, but I was willing to play it for the upside of blowing up everything or using it to cast a big Rabid Bite.
Here's my sideboard. I pulled out a ton of basic lands and spare sleeves in case I wanted to switch colors entirely.
I tried Explosive Apparatus, but it was way less efficient than my other removal and opponents could play around it on board. Naturalize was good and I sided it in several times. The blue cards are powerful but they just made my mana too bad.
Round 1 vs. mono-black.
This was a returning player who hadn't drafted in 3 years, and he was playing a lot of bad cards to make mono-black work. He won the first game when I had blue in my deck, and then I took two straight with the Jund version. He had a minor lifegain theme, and Diamond Mare was a big nuisance. In game 3, I got way behind and fell to three life, and I came back through attrition and recursion, but I did play a little sloppy at the end just because I didn't think he had any outs to what I was doing. Win, 2-1.
Round 2 vs. blue-red fliers.
This deck was really frustrating to play against because he had a ton of fliers and I didn't. He also had Enigma Drakes and good cheap spells to support them. He destroyed my Sarkhan's Unsealing in game 1, and I sided out that package and brought back the blue stuff for game 2 so that I would have some fliers. I put up a good fight but just didn't have as efficient or synergistic a deck as he did. Loss, 0-2.
Round 3 vs. white-blue fliers.
I rebuilt my deck as shown above before this match, scrapping the blue cards and the Explosive Apparatus. This guy had good cards but made some minor mistakes (as did I). He had several very good rares, including the Sigiled Sword of Valeron, and he also had a good mill package on the side. I put up a good long fight in both games but could not stabilize against his aggression. In the second game I destroyed the Sword but he found a Trusty Packbeast to get it back. Loss, 0-2.
Round 4 vs. Naya (white-red-green) stuff.
I was about ready to just leave, but my round 3 match was the last one to end so I didn't have time to think about dropping, and my round 4 opponent was going to play out the tournament, so I decided to stay for the match. This ended up being my deck's most dominant performance, as I busted through Palladia Mors and Vivien Reid in game 1 and recurred my Dreadmaw after trading it with all his blockers in game 2. I gave him the official win for the tournament so that he could have a (very slim) chance at a prize. Win, 2-0.
So the overall record was not bad, 2-2 in matches and 4-5 in games (with 2 of the losses on my worse 4-color build). I only managed to trigger Sarkhan's Unsealing once, but I did get opponents to counter or destroy it, so it did something. Open the Graves was better, always providing value when it went in play. What really impressed me was the green cards, the black recursion, and the removal. Removal is bad in Core 19, and I lucked into some of the most efficient removal spells in the set.
Here's what I got for value:
I drafted 4 rares and 11 uncommons, which is slightly above average for both (vs. 3 and 9). Alpine Moon is a little over a dollar and Sarkhan's Unsealing is a little under a dollar. Aegis of the Heavens is a super pretty foil. Total draft value ~ $3 maybe.
I also sold off my (very played) dual lands and a couple other Reserved List cards:
I'm kind of sad to do it, but I feel like the Reserved List in general is in a bubble at the moment. More than that, it's in a place where these cards are liquid enough that I can sell them easily, safely, and securely at buylist prices. If I wait, they might go up, but the more expensive they get, they also become a bigger liability (counterfeit, robbery). I'm not playing with them and have no intention to do so in the future, so I sold.
Some reasons that I think the card prices might come down or stop rising (long or short term):
- Legacy and Vintage lose players due to lack of card supply and support.
- Old collectors release their collections into the "wild," selling and creating an influx of supply.
- Players refuse to pay antique collector prices to play Magic.
- Wizards reverses Reserved List and reprints dual lands.
- Wizards allows use of proxies or substitute cards in official events.
- The EDH Rules Committee bans certain high power Reserved List cards based on price/difficulty to obtain.