According to Webster – Mirrodin Besieged Draft #8

Pack 1 pick 1:


You’d think that having access to a continuous stream of 9/9 creatures would be a good thing, but the deal gets pretty bad when it’s at the cost of twelve mana over the course (a minimum) of four turns; that’s why Titan Forge isn’t a great first pick. The other two cards to consider are Leonin Skyhunter and Steel Sabotage. Leonin Skyhunter is at its best in an aggressive white-based deck, but that often requires minimal other drafters in the color in addition to going into the archetype early which can backfire with these niche archetypes. The alternative is Steel Sabotage which is at the low end of removal spells because it’s less efficient/flexible than Shatter. If white weenie is open then the reward for going into it head-first now is greater than what Steel Sabotage would do for us if we went the other way and stayed more open.

My pick: Leonin Skyhunter

Pack 1 pick 2:


There aren’t many uncommons that should be taken over Phyrexian Hydra, although it could have been only slightly weaker but a different color in the hopes of setting up a good pack two. Neither rare is great for us (for obvious reasons with the Hydra) because Creeping Corrosion will usually have a negative impact in a white deck (an aggressive deck wants to play out its permanents quickly). Unless the Corrosion is in our opening hand, it would be difficult to utilize it effectively. Unfortunately there isn’t a good white/artifact card to take. Signal Pest is very mediocre and so are Silverskin Armor and Training Drone which leaves us in a situation similar to last pick. One option is to take the Phyrexian Hydra because it’s the best card in the pack and if infect is open we should be able to effectively cut it off just like we had planned with white in pick one. The downside is that Creeping Corrosion is at its best in infect (dinosaurs also to a lesser extent) and the drafter to our left may interpret that as a sign that the archetype is open and cut us in pack two. The other option is to take Blisterstick Shaman or Steel Sabotage and move into a second color that works well with aggressive white. red is the best color between the two although it’s more heavily drafted, and Blisterstick Shaman is a better removal spell in an aggro deck because you can tap out for it instead of being forced to leave mana open. The pack we opened is going to leave people searching for a good color and if we pass both green cards it’s going to be more likely that we’ll have an awesome pack two compared to if we take the Hydra.

My pick: Blisterstick Shaman

Pack 1 pick 3:


There isn’t much here. Divine Offering is fine although somewhat narrow while the next best card (Brass Squire) can have a moderate amount of utility but is highly reliant on also having multiple equipment cards to play tricks with.

My pick: Divine Offering

Pack 1 pick 4:


Leonin Skyhunter is exactly the card that we want to see more of because it’s a very good evasive two-mana creature.

My pick: Leonin Skyhunter

Pack 1 pick 5:


There hasn’t been much red which means that we may have to look elsewhere for a second color although it’s entirely possible that we may end up as mono-white. There’s not much here besides Copper Carapace which is quite good in an aggro deck because it provides a substantial power/toughness boost for a moderate cost.

My pick: Copper Carapace

Pack 1 pick 6:


Infect would have apparently been a good archetype to start out in, however we’ve got a relatively solid signal that white is open and should stick with it. This pick isn’t as good for white as it is in for infect, but that’s that. Between Bladed Sentinel and Master’s Call the instant is going to be a bit better because of how much it helps with metalcraft decks in addition to decks with a lot of equipment. Bladed Sentinel is more reliable alone, but the four-mana slot is usually taken up by better creatures.

My pick: Masters Call

Pack 1 pick 7:


Shimmer Myr can be okay but really shines in a deck that is being attacked because it can throw out blockers to make those attacks very bad. Rusted Slasher is a better option because it has a high power in addition to fitting well into an archetype that generally has a lot of cheap artifacts to feed to it.

My pick: Rusted Slasher

Pack 1 pick 8:


Ardent Recruit needs a ton of artifacts for it to be consistent and/or a slightly smaller number of artifacts but with a very low curve, and generally it’s too hard to make it reliable. A second Copper Carapace is a much better choice because we will always want to have one.

My pick: Copper Carapace

Pack 1 pick 9:


Dross Ripper falls into the same category as Bladed Sentinel and simply isn’t very good. Rally the Forces is very niche in application because it wants a lot of creatures in play to make it particularly back-breaking; however it’s still fine as a one-for-one trade.

My pick: Rally the Forces

Pack 1 pick 10:


Koth’s Courier isn’t likely to be very good in this deck because double-red will be quite difficult to get. Training Drone might be okay because we already have two equipment cards that we want to play, although we’d need to pick up several more before considering it.

My pick: Training Drone

Pack 1 pick 11:


It’s unlikely that we’ll be running many of these niche miser’s cards, but having diversity is important because the draft may change gears and one may be better in-game than another.

My pick: Concussive Bolt

Pack 1 pick 12:


My pick: Spiraling Duelist

Pack 1 pick 13:


My pick: Turn the Tide

Pack 1 pick 14:


My pick: Phyrexian Digester

Pack 1 pick 15:


The first pack was decent although it doesn’t seem like we’ll get much red in the third pack. red being cut isn’t much of a problem because of how the white deck is structured (most decks are just splashing a few non-white/artifact cards). It will be important to cut white off as much as possible in this pack to help ensure we don’t get cut in pack three.

Pack 2 pick 1:


Heavy Arbalest is a nice card, but…

Admittedly, Sunblast Angel won’t be as awesome in this deck compared to others if we don’t get a lot of fliers because it’s likely that the opponent will be on the plan of blocking our attackers and thus not have many tapped creatures. If we have a lot of flyers the aforementioned mindset won’t be an option and the opponent will be forced to race and less able to play around anything because of our deck’s aggressive curve.

My pick: Sunblast Angel

Pack 2 pick 2:


Shatter effects are overrated, at least compared to real removal like Galvanic Blast because Limited revolves more around creatures than artifacts. Sure there is an overlap in places and you’ll occasionally find yourself squaring off against a Heavy Arbalest or Tower of Calamities where creature removal is far less helpful, but more often than not you’ll be dealing with just creatures. Shatter is a fine card, but Myrsmith is the better option for a few reasons. We already know that red is being drafted ahead of us and the Shatter is unlikely to decrease the amount of red that we see in the third pack whereas the opposite is true about Myrsmith. Myrsmith is a good way to generate free artifacts which makes trading bad artifact creatures without worry of losing metalcraft an option. Meanwhile, Copper Carapace turns weak 1/1 Myr tokens into troublesome 3/3 creatures. It’s true we don’t have many artifacts (three that we want to play), but that will change.

My pick: Myrsmith

Pack 2 pick 3:


I’m a much bigger fan of white flying-aggro with the addition of Mirrodin Besieged than the traditional “metalcraft-TRON” (mana myr, Chrome Steeds, and support artifacts) because of what Leonin Skyhunter brings to the table in addition to the lack of mana myr/Chrome Steed (and all equivalent creatures) in Mirrodin Besieged. As such, Kembas Skyguard went up a lot in value compared to Gold Myr beyond the point of requiring much debate.

My pick: Kembas Skyguard

Pack 2 pick 4:


Chrome Steed and Snapsail Glider are quite mediocre compared to Razor Hippogriff because they are only good at times whereas the Hippogriff is a solid flyer with an exceptional ability that easily turns around games.

My pick: Razor Hippogriff

Pack 2 pick 5:


Grafted Exoskeleton is quite bad in this deck because there’s too much risk involved with it being destroyed while the benefits of gaining double strike via infect don’t compliment any of the deck’s other sources of damage. It may be possible that red isn’t the best color for us, and while we do have a few cards in the color, abandoning it for one that’s more open (blue) might be better for us for pack three.

My pick: Neurok Replica

Pack 2 pick 6:


This deck doesn’t want six-mana spells but Flameborn Hellion is one that it would play if it were forced because it’s the type of late-game spell that’s needed: high power and haste.

My pick: Flameborn Hellion

Pack 2 pick 7:


Panic Spellbomb is good with Rusted Slasher and Myrsmith while being useful for forcing through damage when we don’t have flyers to attack with. Necrogen Censer isn’t as good even though it also deals damage (because it’s more expensive and doesn’t draw a card).

My pick: Panic Spellbomb

Pack 2 pick 8:


Infiltration Lens is at its best in this type of deck because it’s aggressive and has a mix of creatures that need to get through unblocked in combat (flyers/non-flyers), however the deck already has two Copper Carapaces which should do the same thing but deal extra damage in the process. The best option is Myr Galvanizer because we have a Myrsmith in addition to Master’s Call, and the lord will prove even more useful if we pick up additional Myr.

My pick: Myr Galvanizer

Pack 2 pick 9:


All of the blue cards are junk while Viridian Revel could prove troublesome for us.

My pick: Viridian Revel

Pack 2 pick 10:


My pick: Melt Terrain

Pack 2 pick 11:


My pick: Loxodon Wayfarer

Pack 2 pick 12:


My pick: Goblin Gaveleer

Pack 2 pick 13:


My pick: Corrupted Harvester

Pack 2 pick 14:


My pick: Glimmerpost

Pack 2 pick 15:

The second pack was very underwhelming after pick four which was unfortunate. There wasn’t nearly as much red in the pack as had been expected in addition to white also being mediocre. The third pack will need to be slightly above average for us to get a good deck.

Pack 3 pick 1:


Golem Artisan and Turn to Slag are the best cards. A lot of people would take Turn to Slag but it’s actually Golem Artisan that fits better into the deck. The problem with Turn to Slag is that it isn’t as proactive and won’t put you ahead on the board unless you’re already ahead or at parity while the Artisan is a significant threat and maximizes the smaller artifact creatures that you have on the Battlefield. Turn to Slag will deal with problematic creatures that inevitably enter the Battlefield, but being faster than those creatures is also a method of virtually dealing with them.

My pick: Golem Artisan

Pack 3 pick 2:


This is another underwhelming pick for us. Mana Myr aren’t very useful to us because we’d rather curve out with two-power creatures. Lumengrid Drake is the best card in the pack, but it and the Neurok Replica that we already have aren’t as good as the red cards which leaves us with another Myr Galvanizer (fine, but not exciting).

My pick: Myr Galvanizer

Pack 3 pick 3:


Tumble Magnet is usually better in an aggro deck because it provides a substantial temporary boost in tempo for a minimal cost, but we’re rather low on creatures and likely to get more mileage from the Perilous Myr because of the two Galvanizers/Carapaces and Razor Hippogriff.

My pick: Perilous Myr

Pack 3 pick 4:


Bladed Pinions is semi-useful because it lets our random [card]Gray Ogre[/card]s become evasive to join the Leonin Skyhunter beating down in the air, but it’s not as powerful as Heavy Arbalest. The Arbalest isn’t exactly what this type of deck wants because it’s slow, but it will be effective in the games where the board stalls out (especially with two Galvanizers).

My pick: Heavy Arbalest

Pack 3 pick 5:


Trigon of Rage is good with flyers, but that’s not the area where this deck needs help with which is getting through with its ground creatures. The Trigon is better with high-toughness creatures because they’re more likely to survive combat and allow you to continuously force extra damage through unless the opponent wants to give up card advantage by double-blocking. There aren’t any high-toughness creatures in this deck to make the Trigon worthwhile which makes Panic Spellbomb a better choice because it works better with horde strategies.

My pick: Panic Spellbomb

Pack 3 pick 6:


Blade-Tribe Berserkers and Auriok Replica are usually mediocre at best while Etched Champion is slightly better because it’s much more difficult for the opponent to get around it.

My pick: Etched Champion

Pack 3 pick 7:


Strider Harness is decent equipment for this type of deck because it’s more concerned with beating down, and the Harness makes attacking properly very difficult for the opponent because they can’t properly gauge how far to extend their defenses in preparation for the next attack.

My pick: Strider Harness

Pack 3 pick 8:


Goblin Gaveleer isn’t very good in a deck with Leonin Skyhunter because the mana just doesn’t work out, but it’s far more likely that we’ll end up playing it at this point that another off-color Neurok Replica.

My pick: Goblin Gaveleer

Pack 3 pick 9:


My pick: Ichor Rats

Pack 3 pick 10:


Now we can go infinite with Heavy Arbalest, Leaden Myr, both Galvanizers, and a Myr token. Fruition…

My pick: Leaden Myr

Pack 3 pick 11:


My pick: Blistergrub

Pack 3 pick 12:


My pick: Oxidda Daredevil

Pack 3 pick 13:


My pick: Vector Asp

Pack 3 pick 14:


My pick: Seize the Initiative

Pack 3 pick 15:

The third pack was not exciting at all because we saw no white flyers while the rest of our picks were generally unexciting. Overall, the draft started out well but it seemed like there was one person too many drafting white after the first pack. We should still be able to make an okay deck that should be able to win a few rounds.

The main group of cards that we want to play includes the following twenty-two:


The curve is quite low, however the deck is far more mana-intensive than one would initially think due to the equipment. [card]Copper Carapace[/card] and [card]Heavy Arbalest[/card] require a lot of mana to use which means that seventeen lands will be needed, and as a result there will only be one slot left to fill with the remaining cards.


The following group includes the better cards to pick from:


Flameborn Hellion is the best card for removal-heavy decks and is very likely to be brought in at some point in the draft. Training Drone isn’t good because there isn’t enough equipment to pair with it. Seize the Initiative is almost always weaker than Rally the Forces except against another aggressive deck like infect, but against the remaining archetypes Rally provides a better effect. Concussive Bolt is similar to Rally but is more difficult to play because of the double-red cost in addition to needing metalcraft. Flameborn Hellion and Rally the Forces are the best of the bunch with Rally more fitting for the maindeck.



Round 1: Green/black infect
Neither of the games that we played had much interaction in them and involved slow draws on Evil’s part compared to double-flier draws on ours.


Round 2: Red/green Dinosaurs
We have a slow hand without a two-drop while Evil has a Copper Myr, and Myr Galvanizer starts off the show while Evil has a Vulshok Replica. We play a Copper Carapace and equip it to the Galvanizer before attacking with it. Evil cracks back and summons an Ogre Resister while we attack again and summon an Etched Champion. Evil plays Into the Core to exile the Galvanizer and Carapace before attacking with the Ogre Resister while we play a Strider Harness and Copper Carapace before equipping the Harness to the Champion. Evil cycles Tel-Jilad Defiance on the Resister before attacking with it and Vulshok Replica while we trade away the Champion for the Replica. We summon a Kemba’s Skyguard and equip it with the Strider Harness but Evil has Burn the Impure and Tangle Hulk to seal the deal.


Both games against the red/green player involved him having Into the Core and Burn the Impure against our artifact-heavy draw, and unfortunately we it wasn’t possible to get a better idea of how the average game would play out.

There isn’t much to cover in terms of how cards performed because every game was quite lopsided.

Rally the Forces was never drawn although it would have been fine in most cases because we had three creatures on the battlefield on average.

Happy Drafting.