My first online Scars of Mirrodin draft doesn’t exactly start with the most interesting pick. Necrotic Ooze might be a cool and quirky card that might work out in Constructed, but it doesn’t compare well to the Scrapmelter in Draft. The two-for-one nature of the Scrapmelter is incredibly strong, and I can’t see many cases where I’d pick Galvanic Blast over it either. The Blast should be the next card picked here, but in a format with many artifacts, I’m not too concerned if I end up sharing a color with the guy on my left.
The interesting cards in this pack I think are Revoke Existence, Copper Myr, Halt Order, and Vedalken Certarch, and that’s probably the order in which I value them right now (disregarding earlier picks). Picking up mana Myr early is just a very safe pick, letting you stay open and read the draft before committing to any color, but Revoke Existence is good removal and at least for now, I’ll pick those higher.
This pack has several reasonable cards: Gold Myr, Glint Hawk Idol, Barrage Ogre, Cystbearer, and Instill Infection. The last two cards aren’t good enough to change the direction of my draft, leaving me with the first three to choose from. Barrage Ogre has great potential in some decks, and if we could still put damage on the stack, he’d be ridiculous. But this early on, I just don’t know if it’ll be very good. I also like Glint Hawk Idol a lot; it really seems like a key element in a white metalcraft deck, both being an aggressive creature and turning on metalcraft. In the end, though, picking the Myr here is just much safer. It’ll always make my deck, and since it’s white it could help me splash the Revoke Existence, even if I end up not playing many white cards.
The choice here is between Turn to Slag, Sunspear Shikari, and Darksteel Sentinel. The Shikari is excellent in an equipment-based deck, but I don’t yet feel comfortable trying to force that archetype. I’d much rather just pick up some equipment and then get the Shikari later on. Darksteel Sentinel is ridiculous in some matchups, but it does cost six in a format that’s pretty fast, and it’s obviously weak against infect decks. Turn to Slag, however, is just good removal. It might be a bit slow, but it’s also one of the few answers to the big creatures of the format. Even though cards like Hoard-Smelter Dragon and Geth, Lord of the Vault are rare/mythic, it’s very nice to have an answer for them. Also, it’s not uncommon to get a two-for-one with Turn to Slag.
This pack only really has two options (unless you want to branch out and pick Tel-Jilad Defiance, but I’m pretty sure that’s not worth it): Sylvok Lifestaff and Furnace Celebration. I predict that the Celebration will be the focus of many discussions about this format, with some thinking it’s the best thing since sliced bread, and others saying that it isn’t even playable. In many ways the Celebration reminds me of Lightning Rift. A powerful card, but one that lures you into taking weaker cards that combo with it, which leaves you with an awkward deck whenever you don’t draw the enchantment. Also, Furnace Celebration’s effect is decidedly weaker than Lightning Rift’s, which ruled in a format where everything was a 2/2. I have had a deck where I played Furnace Celebration, but I didn’t pick it high and only played it because my deck incidentally had several sacrifice effects. For now this is where I rank the card: happy to pick it up late for a deck that wants it, but not willing to pick it early and force a deck around it. This could obviously change with experience, but that’s part of the fun of exploring new formats.
Sylvok Lifestaff is also an interesting card, and one that I’ve already changed my opinion on, after only a few drafts. At first glance I thought it was a fine card, but considerably weaker than something like Leonin Scimitar. That might still be true, but gaining three life is often a big deal, and the +1/+0 effect seems stronger than in most other formats. Equipment for one mana are also good ways to turn on metalcraft, usually much better than a Spellbomb (not counting the white one), since it actually does something while in play.
Another strange pack and another decision where radically different cards are comparable in power. Pretty surprised to see Tower of Calamities still in the pack, since this is a 4-3-2-2 Prerelease draft, and I’d assume that inexperienced players would likely overvalue a card like that. The other relevant cards in the pack are Sylvok Lifestaff and Clone Shell, since once again, I feel that picking another color is not worth it.
Clone Shell isn’t really that exciting unless you get lucky and hit some ridiculous creature, and so far I don’t even have many creatures to hit. Picking another Lifestaff would let me aim for an equipment-based white deck, but so far I don’t really have many creatures, and picking up too much equipment before I have creatures to put them on could backfire. All this and the fact that Tower of Calamities is rare made me pick it here. I’m confident that I’ll get many chances to try out every common and uncommon that isn’t complete trash, so I’m more likely to pick a rare when the pick is close, so I can try it out.
A pretty easy pick for me. Glint Hawk Idol has just been excellent for me so far, while 0/1 indestructibles and Trigon of Rage seem much more dependent on having a deck where they belong.
Either this pack was very strong or some people made some bad picks. Chrome Steed eighth pick is just a real gift, and if that weren’t there, I wouldn’t be unhappy picking the Skyguard. Actually, the Skyguard could end up being a better card in my deck, but most likely the double white will be a bit awkward (since I already have double red for Turn to Slag), and this format doesn’t have much in the way of real mana-fixing. Also, for Skyguard to be better than the Steed, I’d have to be low on artifacts, and hopefully that won’t happen.
Nothing really playable in this pack. Could theoretically end up with some deck where the Rebirth is good, but I doubt it.
The Wall is a cheap artifact for metalcraft and buys us time against fast decks. Our deck may well end up more controlling where we use cards like the Tower to win. It isn’t even that bad against infect, since often you just need to not get overwhelmed before you can get your bigger creatures out there.
Maybe I should pick the other Rebirth here, but I’m just not sure what a deck that wants two Rebirths looks like. The 5/4 haste has made the cut for some of my opponents in the past, and it’s not that bad.
Arc Trail is just a clear pick here. It will surprisingly often net you a two-for-one, and the tempo swing when you get that for two mana is huge. Glimmerpoint Stag is also a very nice card that has consistently overperformed for me (like when I used it to win the Volition Reins war in my Sealed Deck Walkthrough), and Quicksilver Gargantuan is often a game-ender, but none of them are as good as Arc Trail.
Another Turn to Slag is nice, and the options just aren’t very good.
Myrsmith and Contagion Clasp are the two cards I considered here. If we had a few combos with proliferate, then maybe it would be close, but without anything like that, Myrsmith wins pretty easily. It makes turning on metalcraft much easier, and 1/1s are often very relevant in this format, especially if you have an equipment.
If my deck seemed like it would be more aggressive, I’d probably pick Tumble Magnet here. Three free Icy Manipulator activations are very strong, and often you have ways to reset it or proliferate. This deck seems more like a removal deck though, and if I can’t put much pressure on my opponent, then the Magnet won’t do much. Darksteel Sentinel also seems like it’ll be pretty good if I can just trade resources in the early turns. Also, the Sentinel ambush won’t always be that obvious, since you often don’t have many cards in hand when you reach six mana, and especially in a new format, people will run into it.
There was an Auriok Edgewright in the last pack that I didn’t even discuss, which should tell you something on how I value it. I’m just very conservative when picking cards that require metalcraft to be good and aren’t artifacts in themselves. The Auriok is even worse with a casting cost that commits you hard to one color in a format where you have the luxury of not being very committed at all. This pack doesn’t even have anything great in white or red, but in the end, I figure I’d rather have a 1/4 for three that helps with metalcraft. I might also still end up with a blue splash in which case the Replica becomes much better.
I still don’t know if Tumble Magnet will be great in my deck, but in a deck where Strider Harness would be good, the Magnet should be better. I considered picking another Neurok Replica and make more of an effort to splash some blue, but Tumble Magnet felt “safer.” Myr Galvanizer is probably cute in some decks, but most of the time it’s just a 2/2 for three.
Not many options here and Blade-Tribe Berserkers can be a huge swing in a race.
Myr Reservoir is another one of those cute cards, and I’m sure that I’ll draft a Myr deck at some point in the coming months. This time, I didn’t even consider it, and Bladed Pinions got the nod over the Daredevil, since it’s the kind of card that’s good to have in basically any sideboard, while 2/1s for two seem pretty unexciting in this format.
Wheeling a Shikari tells me that no one else is committed to a white equipment-based strategy. There’s a high probability that the Shikari will make the maindeck even if I only play the Lifestaff, so I’m pretty happy.
And now I’m happier. With two Shikaris, I’ll be happy to pick up another Lifestaff or similar.
Maybe I should’ve picked the Warden here. Just felt unlikely that it would make the deck, since it’s kind of unexciting even with metalcraft. Then again, Censer making my deck is pretty unlikely too, since at this point I have no combos for it.
Really not sure if I made the correct decision here. I picked Revoke Existence over a colored Myr early in the draft, and I think my default pick would be to pick it over Palladium Myr, too. In this case, however, I felt like the Palladium Myr would combine well with my two Turn to Slags, Darksteel Sentinel, and the Tower of Calamities. Still not sure if that’s enough to put it ahead of solid removal, but getting two mana from one permanent seems really strong.
I really wanted to pick up another Myr here, since I only have one (not counting Palladium), but I couldn’t pass up Darksteel Axe with two Shikaris.
Once again quite a few options, and again I go for the cheap artifact. Barrage Ogre is easier to dismiss now, since I don’t have any Spellbombs and nothing else where I get any extra value out of the sacrifice. Bloodshot Trainee is excellent with Darksteel Axe, but that’s my only combo, and I most likely won’t get more. Grindclock is an interesting card, too; it kills surprisingly fast and fits really well in some decks that need a reliable kill method.
My deck has moved more towards aggression though, with the Shikaris and Axe, and Grindclock doesn’t seem like the card I need. Perilous Myr is just a really good card too. It’ll often shut down the attacks of an aggressive deck or at least buy you much needed time, and there just aren’t many creatures that can attack through the Myr and survive.
A pretty easy pick here. I haven’t had the chance to play with or against Dispense Justice yet, but it seems pretty unexciting. Keeping mana up and hoping my opponent attacks is not something I like doing. Chrome Steed is very nice, and my artifact count is high enough that I should reach metalcraft often.
Wow. Would be interesting to see which cards got picked out of this pack before it got to me. I hope for my opponents’ sake that none of them were red, since not picking Spikeshot Elder would surely have been a mistake. Just a completely ridiculous card that dominates games from turn 3. And it’s a ridiculous topdeck late in the game too. A 1/1 for one that wins games on its own? Sign me up!
Not a very interesting pack. Auriok Sunchaser might make the cut, and there’s nothing else anyway.
Not sure what I did here. Don’t have enough artifacts that I want to play two Sunchasers, but the white Replica or Clone Shell is better in my deck.
And here I realize that I want more artifacts. So if I did this right, I could’ve had another Berserker over a Heartstoker, which seems much better.
Liquimetal Coating is another card that I’m sure will be the topic of many discussions in this format. Is it worth a card and two mana to get two-thirds of the way to metalcraft? In this case, the pack doesn’t have anything relevant, and Coating seems like it could be pretty good, since I can get extra utility out of my artifact removal.
Not going to play with the Sunchaser, and hate-drafting the infect creature seems like the best value. Maybe I should’ve picked Fume Spitter though, since it deals with my Spikeshot Elder.
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1 Auriok Replica
1 Blade-Tribe Berserkers
2 Chrome Steed
1 Darksteel Sentinel
1 Gold Myr
1 Myrsmith
1 Neurok Replica
1 Oxidda Scrapmelter
1 Palladium Myr
1 Perilous Myr
1 Spikeshot Elder
2 Sunspear Shikari
1 Arc Trail
1 Darksteel Axe
1 Glint Hawk Idol
1 Liquimetal Coating
1 Revoke Existence
1 Sylvok Lifestaff
1 Tower of Calamities
1 Tumble Magnet
2 Turn to Slag
Sideboard
1 Loxodon Wayfarer
1 Vault Skyward
1 Wall of Tanglecord
1 Kuldotha Rebirth
1 Necrogen Censer
1 Flight Spellbomb
1 Withstand Death
1 Goblin Gaveleer
1 Bladed Pinions
1 Molder Beast
1 Whitesun’s Passage
1 Contagious Nim
1 Salvage Scout
1 Vulshok Heartstoker
1 Flameborn Hellion
1 Melt Terrain
1 Auriok Sunchaser
1 Wing Puncture
I was pretty happy with how this deck turned out. Good removal and enough artifacts to turn on metalcraft, with a couple of bombs thrown in. I decided
to max out on artifacts, and I don’t think another Blade-Tribe Berserkers would’ve made the cut if I’d picked one up. Playing Liquimetal Coating is a
bit of an experiment. Feels like it should be okay in this deck, but it’s also the most likely card to get sideboarded out.
Quarters:
Game one:
My opponent wins the roll and chooses to play first. I keep two Plains, Mountain, Spikeshot Elder, Oxidda Scrapmelter, Turn to Slag, and Darksteel
Sentinel. I draw another Mountain immediately and summon my Spikeshot Elder on turn 1.
My opponent has a turn 2 Blight Mamba and a turn 3 Thrummingbird (showing Forest, Island, and Swamp). I immediately kill his Thrummingbird, figuring I
don’t care if he holds back to regenerate the Mamba, and you never know what kind of proliferate madness he could get going (apart from poisoning me).
He has a turn 4 Blackcleave Goblin that keeps some pressure up. I kill it on my turn, and on his fifth turn he attacks me to five poison counters and
adds a Contagious Nim (keeping two mana up for regeneration).
On turn 5 I draw a Sunspear Shikari, allowing me to play it and keep mana up for the Elder. He plays Steady Progress to put me to six poison, but his
attack with the Mamba just results in my pinging it, which leaves him tapped out. I drop my sixth land and double ping the Contagious Nim, once again
leaving the Shikari back to block.
He plays a Corpse Cur pre-combat leaving him with only two mana up (bringing back Contagious Nim), so I block his attack with the Mamba. This turns my
Shikari into a 1/1 and lets me untap and kill the Mamba with the Elder and the Cur with Scrapmelter. He tries to make a race of it by dropping
Inexorable Tide, but my hand is full of gas, and he doesn’t nearly have enough time to cast four spells before my creatures finish him off.
I board out Darksteel Sentinel for Wall of Tanglecord. Sentinel is obviously weak against infect, and Wall could buy me a lot of time.
Game two:
My opponent mulligans to six, and I keep Mountain, Plains, Gold Myr, Revoke Existence, Oxidda Scrapmelter, Blade-Tribe Berserkers, and Turn to Slag.
He has a turn 2 Thrummingbird and turn 3 Contagious Nim. On turn 4 he plays Instill Infection on my Berserkers and attacks with Thrummingbird to make
it a 1/1. I decide to Turn to Slag his Nim to keep myself poison-free. He follows up with Corpse Cur to bring back the Nim, but that just turns on my
Scrapmelter. He replays the Nim and an Ichorclaw Myr, but I draw and play Spikeshot Elder with plenty of mana, and when he doesn’t draw an answer
immediately, he just scoops. A somewhat premature scoop I think, but I’ll take it.
Semis:
Game one:
My opponent chooses to play first, and I keep Mountain, Plains, Spikeshot Elder, Sylvok Lifestaff, Arc Trail, Neurok Replica, and Chrome Steed. A
pretty sick draw if I can just draw another Mountain, and I even have Arc Trail to stay alive if I stall on two. He starts out with a white Spellbomb
an Auriok Edgewright and a turn 3 Palladium Myr.
I miss my land drop and use the Arc Trail to kill the Palladium Myr, before things get out of hand. He follows up with another Edgewright while I draw
a Plains that lets me play my Palladium Myr. He finds a Chrome Steed and then a Rusted Golem that give him metalcraft, and I have to trade my newly
summoned Chrome Steed for one of his Aurioks.
Next turn I luckily topdeck a Mountain and am able to kill his Myr and also play a Tumble Magnet. Still would’ve been backpedaling at this point if he
has another artifact, but he doesn’t, and next turn I can kill off his Steed to make sure he won’t get the Golem back online. He does draw a second
Swamp, allowing him to Grasp of Darkness my Elder, but the damage has already been done, and my hand is full of gas. When my board is Palladium Myr,
Neurok Replica, Chrome Steed, Perilous Myr, Tumble Magnet, and Sylvok Lifestaff against his lone Edgewright, he scoops.
I board out Liquimetal Coating for Wall of Tanglecord. The Coating seems less exciting when most of his good permanents are artifacts anyway, lessening
the lure of the Coating/artifact-destruction combo. And once again, Wall seems excellent against his aggressive deck.
Game two:
He mulligans to six again, while I keep two Plains, Darksteel Axe, Perilous Myr, Tumble Magnet, Turn to Slag, and Darksteel Sentinel. Not the greatest
of hands, but with Perilous Myr for early defense and being on the draw, I keep it.
He does nothing for the first couple of turns, only casting an Auriok Replica on turn 3, while I draw another Plains and a Myrsmith for my third turn.
He follows up with a Chrome Steed while I topdeck Mountain to play a Tumble Magnet and get a Myr from the Smith.
He has Strider Harness to reach metalcraft, and I let the Steed attack me for four, figuring I can go to sixteen and save my counters on the Magnet. I
keep drawing artifacts and lands over the next few turns, including a Glint Hawk Idol that starts chipping away at his life. He’s still stuck on only
Plains, but Revoke Existence on Perilous Myr gives him a decent attack one turn.
I still have a bunch of Myr from the Smith, though, and a Darksteel Axe equipped on one of them. He finds a Nim Deathmantle and next turn he attacks
with his Chrome Steed with mana up to activate Deathmantle. I fall right into his trap obviously, putting two Myr (one equipped with the Axe) in front
of the Steed. He predictably pays four mana to get the Steed back, letting me untap and Turn to Slag it.
He tries to come back with Rust Golem that gets equipped with Strider Harness, but I’ve reached seven mana, and Darksteel Sentinel wrecks his attack
step. All the while, I’ve been able to get in for a few points here and there, and when he finds a Swamp to cast Necrogen Scudder, it leaves him at
eight life, and a metalcrafted Blade-Tribe Berserkers has him dead to my alpha strike.
Finals:
Game one:
I win the roll and choose to keep two Mountains, Sunspear Shikari, Tumble Magnet, Auriok Replica, Neurok Replica, and Turn to Slag. You see, I actually
thought that the Auriok Replica was a Gold Myr. Not sure how I managed to misread a card that badly, but it might have to do with the fact that I did
this draft when I was exhausted after a day spent helping my parents move. The lesson here is to play Magic when you’re awake and alert, but we all
know that sometimes that’s not what happens. I actually think keeping this hand on the draw would also be pretty bad, with so many less than optimal
cards to go with the lack of mana. Obviously on the play it’s even worse.
I miss a land drop on turn 3 (having drawn Tower of Calamities and another Shikari), while my opponent has a turn 2 Necropede and a turn 3 Oxidda
Daredevil (showing two Swamps and a Mountain). I find another Mountain for turn 4 and play Neurok Replica. This stops his attack, and he only plays
another land and passes the turn back.
I draw Sylvok Lifestaff and just play the Auriok Replica before shipping the turn back. He plays a fifth land and Precursor Golem. I topdeck a Plains,
play Shikari and Lifestaff, equipping the staff to the Shikari. He attacks with his Golems, and Necropede kills my Shikari when I block one of them,
and he follows up with Vulshok Replica.
I topdeck another land on my turn and Turn to Slag his Golems, and my Neurok Replica is still keeping the rest of his guys from attacking. It’s all
looking good with me at six lands and Tower in play when he plays Geth, Lord of the Vault. I draw my seventh land immediately but then miss drawing my
eighth for two turns, and that’s more than enough for Geth to finish me off. A bit annoyed at my mistake keeping that first hand; although I did have
good draws and almost won anyway.
I decline sideboarding anything in or out. Liquimetal gives me another way to deal with Geth and nothing in my sideboard felt particularly strong.
Game two:
I choose to play and keep three Mountain, two Plains, Sunspear Shikari, and Revoke Existence. Definitely a borderline hand, but the hand has all the
mana I need. My first draw step yields another land, and he matches my Shikari with an Oxidda Daredevil. On turn 3 I topdeck Sylvok Lifestaff however,
and I bash for three and gain three. He just attacks back and plays a Vulshok Replica while I rip Darksteel Axe like a pro. He never finds an answer to
the Shikari and scoops a few turns later.
Game three:
He goes first and keeps his seven. I keep three Mountains, Darksteel Axe, Glint Hawk Idol, Chrome Steed, and Turn to Slag. A pretty standard hand for
my deck, missing white mana but should have plenty of time to draw it.
My opponent plays a turn 2 Perilous Myr, while I play Darksteel Axe and Glint Hawk Idol. He has a Vulshok Heartstoker to get in for three next turn
while I play Auriok Replica and bash for two with the Idol.
On his fourth turn he plays Oxidda Daredevil and sacs the Perilous Myr to give it haste and kill my Replica, attacking for four. He also plays Trigon
of Rage. My fourth turn Chrome Steed (metalcrafted) trades with Daredevil and a Trigon activation, bringing me down to eleven. I could’ve traded with
the 2/2 Heartstoker instead but figured the extra toughness wouldn’t matter as much as any potential sacrifice shenanigans he may have in his deck.
He follows up with Nim Deathmantle, and I topdeck Palladium Myr that should go well with the four Mountains I have in play, and the Turn to Slag and
Darksteel Sentinel in my hand. He obliges by spending his turn equipping the Deathmantle and attacking me down to seven, which lets me Turn to Slag
both the equipment and his creature and also lets me play a Sylvok Lifestaff with the mana left over.
He comes back with Skinrender, killing my Palladium Myr while I draw and play Spikeshot Elder as well as the Gold Myr I drew the turn before. I equip
the Gold Myr with the Lifestaff, and choose to chump-block with it when he attacks with Skinrender. I figured I could afford to give a card away here
to stay high on life, so I don’t die to any topdecked Blasts or Necrogen Censers or similar.
Sure enough, he plays Vulshok Replica post-combat, which would’ve made my situation very complicated if he’d been able to bring me to one life. I also
topdeck a Plains on my turn, allowing me to equip the Elder with Axe and kill his Skinrender. This turn I’m forced to go down low on life, since
trading away the Elder isn’t really an option.
This attack brings me down to seven life, and he taps out for Geth. Once again I rip another land and Elder mows down Geth, but now I’m forced to trade
Elder or die to Vulshok Replica plus Trigon of Rage. His follow-up is a measly Soliton though, and I just main-phase my Darksteel Sentinel to get in
for another two with Glint Hawk Idol. During the whole game, the Idol has been chipping away whenever I cast an artifact, and this attack brings him
down to eight.
He plays another Vulshok Replica which chump-blocks next turn when Darksteel Gargoyle gets equipped with Lifestaff. Tumble Magnet from me has him dead
unless he draws removal, which he doesn’t and he dies to my attack next turn.
Pretty sweet to win my first online Scars of Mirrodin draft. This was a 4-3-2-2 (like all the Prerelease drafts), and I guess the competition will be a
little bit stiffer once the “real” queues open up, but then again, it didn’t really feel like I won because I outplayed my opponents.
My deck was pretty nice though – solid removal and solid creatures – but without that late-pick Spikeshot Elder, I don’t think I would’ve
won this draft. I’m sure that isn’t the kind of pick you’ll see anyone get once the format has been explored more, but ridiculous picks will happen
early in a format.
Anyway, I’m really excited to have left M11 behind me and be back in a format that has a lot more depth. I obviously loved Mirrodin the first time
around, and much of my success came in that format. Artifact sets just have so many more options in any given pack, which I think make for some really
interesting scenarios.
Anyway, that’s it for this time. If anything is unclear or if you just want to let me know how badly I screwed up in the draft, post in the forums!