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According to Webster – NMS Draft #1

Pack 1 pick 1:
[draft]Island
Glissa’s Scorn
Karn Liberated
Exclusion Ritual
Phyrexian Hulk
Viridian Harvest
Grim Affliction
Blind Zealot
Psychic Barrier
Numbing Dose
Porcelain Legionnaire
Victorious Destruction
Sensor Splicer
Enslave
Corrupted Resolve[/draft]

Karn is easily the best card for a few reasons. It’s very difficult for almost every archetype to fight against since it can apply pressure to a player’s board or hand, whichever is most relevant. If the Battlefield is anywhere close to parity, then Karn will take over the game. The obvious downside to this pack is that it’s actually too good. We’re passing [card]Enslave[/card] and [card]Grim Affliction[/card] (along with [card]Blind Zealot[/card] to a much lesser extent) which means that Black will be non-existent during pack two. Afterwards, there’s [card]Exclusion Ritual[/card], [card]Porcelain Legionnaire[/card], and [card]Glissa’s Scorn[/card] along with [card]Victorious Destruction[/card] which will only negatively impact White somewhat due to the above-average quality of Black.

My pick: [card]Karn Liberated[/card]

Pack 1 pick 2:
[draft]Apostle’s Blessing
Myr Superion
Spined Thopter
Vapor Snag
Razor Swine
Leeching Bite
Lost Leonin
Marrow Shards
Gut Shot
Forest
Blinding Souleater
Immolating Souleater
Death-Hood Cobra
Dementia Bat[/draft]

Tappers have always been at the top of the pick order, and [card]Blinding Souleater[/card] is one of the better versions because it functions in any color deck, although you really want to be White in conjunction with it. Still, the Souleater is leagues ahead of everything else by a far margin because the other removal is extremely narrow in application comparatively. [card]Leeching Bite[/card], [card]Gut Shot[/card], and [card]Marrow Shard[/card]s are all difficult to be useful all of the time, and the other options ([card]Apostle’s Blessing[/card], [card]Spined Thopter[/card], and [card]Razor Swine[/card]) are even worse because they lack the power that traditional removal has.

My pick: [card]Blinding Souleater[/card]

Pack 1 pick 3:
[draft]Glissa’s Scorn
Alloy Myr
Volt Charge
Viridian Betrayers
Vault Skirge
Shriek Raptor
Numbing Dose
Evil Presence
Ruthless Invasion
Island
Mental Misstep
Spinebiter
Gitaxian Probe[/draft]

With a rare and common missing, seeing a [card]Volt Charge[/card] makes me immediately think of [card]Grim Affliction[/card] which works out well for us. [card]Volt Charge[/card] is highly desirable removal which means that unless the missing rare was Red, then we should be positioned well for good Red throughout the entire draft. Pack two should be good also because we’ve passed so much non-Red that other people will go into those other colors. So far we’re only committing to Red at this point which is reasonably safe. Again, we’re not passing too much except in Green ([card]Glissa’s Scorn[/card] and [card]Spinebiter[/card]).

My pick: [card]Volt Charge[/card]

Pack 1 pick 4:
[draft]Swamp
Phyrexian Hulk
Defensive Stance
Impaler Shrike
Mycosynth Wellspring
Remember the Fallen
Mindculling
Victorious Destruction
Marrow Shards
Glistener Elf
Mutagenic Growth
Pestilent Souleater[/draft]

[card]Remember the Fallen[/card] is a solid card, quite similar to [card]Morbid Plunder[/card], and generally a game-breaker in attrition wars. The main problem with [card]Remember the Fallen[/card] is that sometimes it can be difficult to acquire enough artifacts to make it a [card]Morbid Plunder[/card]; some decks just are too artifact-light. The other good cards are [card]Impaler Shrike[/card] and [card]Mindculling[/card] along with [card]Mycosynth Wellspring[/card] and [card]Victorious Destruction[/card] to a lesser extent. The Wellspring is actually slightly overrated because most decks won’t be able to properly take advantage of it due to not having any Metalcraft cards or utility like [card]Rusted Slasher[/card], [card]Barrage Ogre[/card], et al. [card]Mindculling[/card] is quite the card actually, and has always been impressive whenever I’ve seen it played. [card]Impaler Shrike[/card] is also good because it’s a three-power flyer or Concentrate, but it suffers from having one-toughness. After seeing so many copies of [card]Gut Shot[/card], [card]Marrow Shards[/card], and [card]Leeching Bite[/card] already, it would be better to pass on the Ancestral-on-wheels. Jumping into Blue with [card]Mindculling[/card] is the best bet because we’re being sent a relatively strong signal that it’s open.

My pick: Mindculling

Pack 1 pick 5:
[draft]Island
Apostle’s Blessing
Viridian Harvest
Spined Thopter
Mycosynth Wellspring
Porcelain Legionnaire
Gremlin Mine
Chained Throatseeker
Thundering Tanadon
Xenograft
Insatiable Souleater[/draft]

[card]Spined Thopter[/card] and [card]Porcelain Legionnaire[/card] are both good options, but the Thopter is rather vulnerable being a one-toughness artifact while it’s better to pass the Legionnaire to draw attention away from Red/Blue during pack two. The remaining cards to consider are [card]Mycosynth Wellspring[/card], [card]Gremlin Mine[/card], and [card]Apostle’s Blessing[/card]. I like the Wellspring the most because we have three really good cards, but they’re all in different colors, and the Wellspring will let us play all of them with greater ease. Gremlin Mine is fine and benefits from being cheap, but it’s still rather narrow. [card]Apostle’s Blessing[/card] is also moderately good because it’s a very cheap way to protect good creatures from removal while also doubling as a very relevant combat trick against decks without. However, the fixing that the Wellspring provides is too valuable at this point because Red has started to trickle compared to White/Blue, and we don’t want to get cut off from being able to play the [card]Volt Charge[/card].

My pick: [card]Mycosynth Wellspring[/card]

Pack 1 pick 6:
[draft]Plains
Suture Priest
Impaler Shrike
Blind Zealot
Vapor Snag
Scrapyard Salvo
Immolating Souleater
Rotted Hystrix
Mutagenic Growth
Toxic Nim[/draft]

[card]Suture Priest[/card] is a cornerstone to the popular White-based aggro decks, but this deck isn’t shaping up to be one of those, and it would be better to continue cutting off Blue by taking the [card]Impaler Shrike[/card].

My pick: [card]Impaler Shrike[/card]

Pack 1 pick 7:
[draft]Mountain
Deceiver Exarch
Hovermyr
Corrosive Gale
Forced Worship
Soul Conduit
Glistener Elf
Rotted Hystrix
Flameborn Viron[/draft]

Here’s another pack with more White and less Red which is unfortunate because of the amount of White that’s been passed already. [card]Forced Worship[/card] is usually pretty good in defensive decks, because unlike [card]Arrest[/card] you can play it early on a bad creature and then lock down what really matters later on. However, [card]Forced Worship[/card] is quite lacking in a more aggressive deck, and even ones that are simply ground-based. [card]Deceiver Exarch[/card] is weaker than [card]Forced Worship[/card], but it’s just as useful against smaller creatures, and it keeps us more open in pack two (if there’s a bomb or color-shift).

My pick: [card]Deceiver Exarch[/card]

Pack 1 pick 8:
[draft]Swamp
Phyrexian Hulk
Defensive Stance
Impaler Shrike
Bludgeon Brawl
Victorious Destruction
Corrupted Resolve
Pestilent Souleater[/draft]

[card]Victorious Destruction[/card] is a lot like [card]Gremlin Mine[/card] (narrow) but worse because it’s so clunky (an expensive sorcery). A second [card]Impaler Shrike[/card] is a better option.

My pick: [card]Impaler Shrike[/card]

Pack 1 pick 9:
[draft]Island
Phyrexian Hulk
Viridian Harvest
Psychic Barrier
Numbing Dose
Sensor Splicer
Corrupted Resolve[/draft]

[card]Psychic Barrier[/card] is rather mediocre because it’s difficult to cast in conjunction with other Blue cards until very late in the game which makes it generally only good against slow decks or in fast decks. [card]Numbing Dose[/card] is fine, although it’s quite slow like [card]Parasitic Implant[/card], but slower and not as effective. It’s rather easy to fill up a deck with expensive five/six-mana spells, and in the case of [card]Phyrexian Hulk[/card] versus [card]Sensor Splicer[/card], I’d rather have the more powerful version.

My pick: [card]Sensor Splicer[/card]

Pack 1 pick 10:
[draft]Lost Leonin
Marrow Shards
Gut Shot
Forest
Death-Hood Cobra
Dementia Bat[/draft]

My pick: [card]Gut Shot[/card]

Pack 1 pick 11:
[draft]Viridian Betrayers
Numbing Dose
Evil Presence
Ruthless Invasion
Island[/draft]

My pick: [card]Numbing Dose[/card]

Pack 1 pick 12:
[draft]Swamp
Phyrexian Hulk
Defensive Stance
Victorious Destruction[/draft]

My pick: [card]Victorious Destruction[/card]

Pack 1 pick 13:
[draft]Island
Viridian Harvest
Xenograft[/draft]

My pick: [card]Xenograft[/card]

Pack 1 pick 14:
[draft]Plains
Scrapyard Salvo[/draft]

My pick: [card]Scrapyard Salvo[/card]

Pack 1 pick 15:
[draft]Mountain[/draft]

The first pack went rather well, although a moderate amount of White slipped through us which means that it’s unlikely we’ll get much from the second pack. However, most White in pack two isn’t great for our current setup because it’s mostly Metalcraft and Infect. Red seemed like it was open, although it really slowed down mid-pack while Blue was flowing nonstop. In the second pack it’s reasonable to expect a moderate amount of Blue with no Black, very little White, and some Red/Green. We can currently branch off into Red or White depending on what we get passed, but it seems more likely that Red will be heavier than White.

Pack 2 pick 1:
[draft]Bladed Sentinel
Razorfield Rhino
Titan Forge
Lead the Stampede
Phyrexian Digester
Pistus Strike
Concussive Bolt
Flesh-Eater Imp
Loxodon Partisan
Turn the Tide
Oculus
Island
Spread the Sickness
Spread the Sickness
Spiraling Duelist[/draft]

This pack is nice. Unfortunately we don’t want to take any Black card because we already have a potential splash, and sending a heavy Black pack will only improve our options in pack three. Our options are [card]Titan Forge[/card], [card]Oculus[/card], or an artifact creature. [card]Titan Forge[/card] is too slow and the artifact creatures are easily replaceable whereas [card]Oculus[/card] is fine because it provides time to setup/race with flyers while being relatively cheap.

My pick: [card]Oculus[/card]

Pack 2 pick 2:
[draft]Razorfield Rhino
Tangle Mantis
Vivisection
Silverskin Armor
Lead the Stampede
Pistus Strike
Burn the Impure
Caustic Hound
Strandwalker
Frantic Salvage
Ogre Resister
Priests of Norn
Dross Ripper
Island[/draft]

This is more like it. [card]Burn the Impure[/card] and [card]Strandwalker[/card] are both good, but the removal is better because it’s so efficient whereas [card]Strandwalker[/card] is much slower (although it has a much higher potential value over the course of the game).

My pick: [card]Burn the Impure[/card]

Pack 2 pick 3:
[draft]Bladed Sentinel
Myr Sire
Goblin Wardriver
Shriekhorn
Banishment Decree
Spire Serpent
Turn the Tide
Tangle Hulk
Corrupted Conscience
Gruesome Encore
Swamp
Master’s Call
Morbid Plunder[/draft]

One of the important reasons for staying open and solidifying yourself in only one color during New Phyrexia is because Mirrodin Besieged has so many bombs that you want to be able to take them when able (like now).

My pick: [card]Corrupted Conscience[/card]

Pack 2 pick 4:
[draft]Island
Fuel for the Cause
Ichor Wellspring
Silverskin Armor
Plaguemaw Beast
Concussive Bolt
Quicksilver Geyser
Training Drone
Koth’s Courier
Virulent Wound
Brass Squire
Mirran Mettle[/draft]

[card]Ichor Wellspring[/card] and [card]Quicksilver Geyser[/card] both act as utility cards in the sense that their role is determined by the other spells in a deck and/or how the deck plays out. [card]Ichor Wellspring[/card] becomes useful with cards like [card]Rusted Slasher[/card] and [card]Lumengrid Drake[/card] while [card]Quicksilver Geyser[/card] is good in a flyer deck that wants to race or one that has a lot of ETB-triggers to take advantage of (like [card]Skinrender[/card]). It’s generally easier to make [card]Quicksilver Geyser[/card] good than [card]Ichor Wellspring[/card], and the Geyser fits into this deck well since it already has a few three-power flyers that we don’t want to block with.

My pick: [card]Quicksilver Geyser[/card]

Pack 2 pick 5:
[draft]Plains
Razorfield Rhino
Tangle Mantis
Myr Sire
Gnathosaur
Caustic Hound
Frantic Salvage
Hexplate Golem
Priests of Norn
Oculus
Leonin Relic-Warder[/draft]

[card]Myr Sire[/card] and [card]Oculus[/card] overlap a moderate amount, but [card]Myr Sire[/card] is better in a Metalcraft deck. Both creatures work well defending against [card]Accorder Paladin[/card]s and other similar creatures, but [card]Oculus[/card] will tend to be better because it replaces itself (which has more potential to be better if the value of having a Myr in play is unknown).

My pick: [card]Oculus[/card]

Pack 2 pick 6:
[draft]Bladed Sentinel
Myr Sire
Vivisection
Caustic Hound
Banishment Decree
Ogre Resister
Spin Engine
Plains
Phyrexian Revoker
Signal Pest[/draft]

[card]Vivisection[/card] is good with [card]Sensor Splicer[/card] and two [card]Oculus[/card] at our disposal, but it’s a tempo-draining play and usually not something that will lead to a win unless you’re already ahead on the board. The other options are [card]Spin Engine[/card] and [card]Ogre Resister[/card], of which the Resister is generally better in a non-aggro deck (sturdier body due to being a non-artifact and having three toughness). The Ogre’s mana requirements are much more awkward, but the tradeoff is worth it.

My pick: [card]Ogre Resister[/card]

Pack 2 pick 7:
[draft]Vedalken Infuser
Ichor Wellspring
Divine Offering
Training Drone
Unnatural Predation
Shriekhorn
Kuldotha Ringleader
Flensermite
Plains[/draft]

[card]Ichor Wellspring[/card] is fine and will be moderately good if we pick up any Metalcraft creatures, but that’s an uncertainty and it could end up as just a two-mana-cycle card. Playing cards that cycle is fine especially with other cards like [card]Karn Liberated[/card] in the deck, but the value of [card]Divine Offering[/card] is most likely going to be higher because it’s moderately good removal in this deck since it gains life. The deck’s mana requirements are going to be stretched moderately with [card]Divine Offering[/card], [card]Ogre Resister[/card], and [card]Impaler Shrike[/card], but hopefully that doesn’t have too much of a negative impact on the game play.

My pick: [card]Divine Offering[/card]

Pack 2 pick 8:
[draft]Vivisection
Rusted Slasher
Mirran Spy
Kuldotha Ringleader
Frantic Salvage
Turn the Tide
Forest
Kembas Legion[/draft]

[card]Mirran Spy[/card] is quite mediocre and not a creature that I’ve ever been excited to play despite having flying because one power doesn’t have a substantial impact on most games. [card]Rusted Slasher[/card] is the best creature option because it combos with [card]Ichor Wellspring[/card], is colorless, and has more board presence than any other option (which the deck doesn’t have much of at the moment).

My pick: [card]Rusted Slasher[/card]

Pack 2 pick 9:
[draft]Razorfield Rhino
Lead the Stampede
Pistus Strike
Concussive Bolt
Turn the Tide
Island
Spiraling Duelist[/draft]

There’s nothing good here, although it’s possible that Razorfield Rhino may make the cut if we’re in search for another moderately-sized body.

My pick: [card]Razorfield Rhino[/card]

Pack 2 pick 10:
[draft]Lead the Stampede
Caustic Hound
Frantic Salvage
Ogre Resister
Priests of Norn
Island[/draft]

My pick: [card]Ogre Resister[/card]

Pack 2 pick 11:
[draft]Shriekhorn
Banishment Decree
Spire Serpent
Turn the Tide
Swamp[/draft]

My pick: [card]Spire Serpent[/card]

Pack 2 pick 12:
[draft]Island
Concussive Bolt
Training Drone
Brass Squire[/draft]

My pick: [card]Brass Squire[/card]

Pack 2 pick 13:
[draft]Plains
Caustic Hound
Frantic Salvage[/draft]

My pick: [card]Caustic Hound[/card]

Pack 2 pick 14:
[draft]Banishment Decree
Plains[/draft]

My pick: [card]Banishment Decree[/card]

Pack 2 pick 15:
[draft]Plains[/draft]

The second pack was moderately underwhelming despite picking up [card]Corrupted Conscience[/card] and [card]Burn the Impure[/card]. Besides those two cards and [card]Divine Offering[/card], the rest of the pack was just a bunch of random creatures. There was much less Blue than I had initially thought there would be which was very evident with the lack of [card]Serum Raker[/card]s, [card]Gust Skimmer[/card]s, and [card]Steel Sabotage[/card]s.

Pack 3 pick 1:
[draft]Perilous Myr
Ezuri’s Archers
Melt Terrain
Contagious Nim
Dross Hopper
Steady Progress
Corrupted Harvester
Galvanic Blast
Slice in Twain
Volition Reins
Bleak Coven Vampires
Nihil Spellbomb
Flight Spellbomb
Contagion Engine
Forest[/draft]

Nice pack, although it’s unfortunately not deep enough to wheel much of anything. [card]Contagion Engine[/card] is the pick for us because one-sided reusable (with [card]Quicksilver Geyser[/card]) wraths are “nice”.

My pick: [card]Contagion Engine[/card]

Pack 3 pick 2:
[draft]Plated Seastrider
Ghalma’s Warden
Contagious Nim
Moriok Reaver
Barrage Ogre
Abuna Acolyte
Alpha Tyrranax
Strider Harness
Carapace Forger
Bellowing Tanglewurm
Turn to Slag
Origin Spellbomb
Mountain
Myr Propagator[/draft]

[card]Barrage Ogre[/card] has a lot of potential, but we passed up on the Wellsprings and [card]Myr Sire[/card] in favor of other cards, and so [card]Turn to Slag[/card] is going to be more consistent because there aren’t many cheap artifacts that we can use profitably with the Ogre.

My pick: [card]Turn to Slag[/card]

Pack 3 pick 3:
[draft]Wing Puncture
Viridian Revel
Razor Hippogriff
Goblin Gaveleer
Carapace Forger
Arrest
Snapsail Glider
Relic Putrescence
Flight Spellbomb
Chrome Steed
Palladium Myr
Stoic Rebuttal
Forest[/draft]

[card]Arrest[/card] is the best card, although it’s going to make our mana much worse, and it would be better to limit the amount of White that we splash. Normally [card]Arrest[/card] would be the pick, but since we already have a moderate amount of removal, its value is reduced. With expensive cards like Karn, [card]Contagion Engine[/card], and [card]Mindculling[/card], [card]Palladium Myr[/card] is the best option because it will streamline games.

My pick: [card]Palladium Myr[/card]

Pack 3 pick 4:
[draft]Glint Hawk Idol
Untamed Might
Lumengrid Drake
Oxidda Daredevil
Ferrovore
Razor Hippogriff
Silver Myr
Cystbearer
Bladed Pinions
Golden Urn
Island
Myr Galvanizer[/draft]

Unfortunately White seems like the place to be regarding a main color, and seeing back-to-back Hippogriffs is certainly disheartening. However, we still have the option of [card]Silver Myr[/card] which will supplement [card]Palladium Myr[/card] quite well. [card]Glint Hawk Idol[/card] isn’t going in the direction that the deck wants to go because it’s more of an aggro card whereas this deck is just trying to go over the top with big, powerful spells.

My pick: [card]Silver Myr[/card]

Pack 3 pick 5:
[draft]Blade-Tribe Berserkers
Instill Infection
Silver Myr
Sylvok Lifestaff
Auriok Sunchaser
Carapace Forger
Lifesmith
Vedalken Certarch
Neurok Replica
Auriok Replica
Mountain[/draft]

Another [card]Silver Myr[/card] will be useful for acceleration, but the utility of [card]Neurok Replica[/card] is better overall because it fills the defensive role that hasn’t been filled yet.

My pick: [card]Neurok Replica[/card]

Pack 3 pick 6:
[draft]Memnite
Kemba’s Skyguard
Blade-Tribe Berserkers
Tel-Jilad Defiance
Bonds of Quicksilver
Vigil for the Lost
Neurok Replica
Chrome Steed
Swamp
Memoricide[/draft]

My pick: [card]Neurok Replica[/card]

Pack 3 pick 7:
[draft]Oxidda Daredevil
Bloodshot Trainee
Blistergrub
Sunspear Shikari
Vulshok Replica
Withstand Death
Auriok Replica
Screeching Silcaw
Plains[/draft]

[card]Bloodshot Trainee[/card] isn’t going to be good in our deck while [card]Vulshok Replica[/card] is a fine sideboard card against Infect because it trades with [card]Cystbearer[/card], [card]Ichorclaw Myr[/card], and the other three-toughness creatures while being relatively cheap to play.

My pick: [card]Vulshok Replica[/card]

Pack 3 pick 8:
[draft]Revoke Existence
Ghalma’s Warden
Trigon of Infestation
Moriok Reaver
Ferrovore
Tel-Jilad Defiance
Auriok Edgewright
Swamp[/draft]

[card]Trigon of Infestation[/card] is another good sideboard card, but [card]Revoke Existence[/card] is a good maindeck card. With a [card]Volition Reins[/card] floating around, having as many ways to protect non-creatures from it (like Karn) is important.

My pick: [card]Revoke Existence[/card]

Pack 3 pick 9:
[draft]Melt Terrain
Steady Progress
Corrupted Harvester
Bleak Coven Vampires
Nihil Spellbomb
Flight Spellbomb
Forest[/draft]

Nothing great wheeled from our original pack except a mediocre [card]Flight Spellbomb[/card] to help support the [card]Rusted Slasher[/card].

My pick: [card]Flight Spellbomb[/card]

Pack 3 pick 10:
[draft]Plated Seastrider
Ghalma’s Warden
Abuna Acolyte
Alpha Tyrranax
Strider Harness
Mountain[/draft]

[card]Plated Seastrider[/card] isn’t necessary because we already have two [card]Oculus[/card], two [card]Neurok Replica[/card], and a [card]Deceiver Exarch[/card]. [card]Strider Harness[/card] won’t be very useful either, but its functionality is more unique within our pool.

My pick: [card]Strider Harness[/card]

Pack 3 pick 11:
[draft]Wing Puncture
Relic Putrescence
Flight Spellbomb
Stoic Rebuttal
Forest[/draft]

My pick: [card]Stoic Rebuttal[/card]

Pack 3 pick 12:
[draft]Lumengrid Drake
Ferrovore
Golden Urn
Island[/draft]

My pick: [card]Lumengrid Drake[/card]

Pack 3 pick 13:
[draft]Carapace Forger
Vedalken Certarch
Mountain[/draft]

My pick: [card]Vedalken Certarch[/card]

Pack 3 pick 14:
[draft]Vigil for the Lost
Swamp[/draft]

My pick: [card]Vigil for the Lost[/card]

Pack 3 pick 15:
[draft]Plains[/draft]

The third pack was much better than the second because we had more options to consider (even with the plethora of good White that we had to pass on). It’s clear that a few people went into Red after the first pack because there was much less in the second and third (which was unfortunate for us since we too chose to splash White instead).

The following group of twenty-one cards should be run for sure:

[deck]1 Silver Myr
1 Blinding Souleater
1 Deceiver Exarch
2 Neurok Replica
1 Palladium Myr
2 Impaler Shrike
2 Ogre Resister
1 Gut Shot
1 Burn the Impure
1 Divine Offering
1 Mycosynth Wellspring
1 Revoke Existence
1 Volt Charge
1 Corrupted Conscience
1 Turn to Slag
1 Contagion Engine
1 Mindculling
1 Karn Liberated[/deck]

An argument could be made that the White splash will compromise the consistency too much, but it’s not convincing enough because the cards that the deck gains are simply underpowered, and what it comes down to is whether two-three Plains is too much of a liability. If there were less removal in the deck, then it would be more reasonable to be concerned with dying to a fast draw. However, the deck should be able to draw out most games and find the necessary mana to play all of its spells.

The remaining cards to consider for the last few slots are:

[deck]1 Vedalken Certarch
2 Oculus
1 Brass Squire
1 Vulshok Replica
1 Lumengrid Drake
1 Rusted Slasher
1 Sensor Splicer
1 Spire Serpent
1 Razorfield Rhino
1 Strider Harness
1 Flight Spellbomb
1 Stoic Rebuttal
1 Numbing Dose
1 Quicksilver Geyser
1 Victorious Destruction
1 Xenograft
1 Scrapyard Salvo[/deck]

[card]Flight Spellbomb[/card] and [card]Rusted Slasher[/card] as a package is an option, although running the Slasher alone isn’t good because there aren’t very many artifacts to sacrifice besides the Wellspring and [card]Silver Myr[/card] which makes it almost as bad as [card]Vulshok Replica[/card]. The deck won’t be able to achieve Metalcraft very easily with only seven artifacts which make [card]Spire Serpent[/card], [card]Lumengrid Drake[/card], and [card]Vedalken Certarch[/card] all very lacking. [card]Running Razorfield[/card] Rhino as just a six-mana 4/4 isn’t going to pull much weight either. [card]Sensor Splicer[/card] is an option and has a moderate synergy with the two [card]Neurok Replica[/card]s which is good. [card]Stoic Rebuttal[/card], [card]Numbing Dose[/card], and [card]Victorious Destruction[/card] are quite slow and would be better as sideboard options because they overlap a lot with the cheaper removal in the deck.

There are only ten creatures in the deck at the moment, and adding at least one seems important because you don’t want to be forced to use removal on bad creatures. [card]Sensor Splicer[/card] seems like the best option.

The most impactful card left for the last remaining slot is [card]Quicksilver Geyser[/card] because there are a few cards that have ETB triggers to take advantage of, in addition to the Geyser being the spell that will help the deck come back into the game if it gets too far behind.

The manabase is going to be rather ugly because three-and-a-half spells ([card]Blinding Souleater[/card]) will require four White sources (3 Plains and 1 [card]Mycosynth Wellspring[/card]) which leaves the remaining fourteen slots to be split evenly with seven Islands and seven Mountains. A case could be made about running nine Mountains because being able to play removal and [card]Ogre Resister[/card]s early will be more important than casting [card]Impaler Shrike[/card], but that seems a bit excessive.

Deck:
[deck]1 Silver Myr
1 Blinding Souleater
1 Deceiver Exarch
2 Neurok Replica
1 Palladium Myr
2 Impaler Shrike
2 Ogre Resister
1 Sensor Splicer
1 Gut Shot
1 Burn the Impure
1 Divine Offering
1 Mycosynth Wellspring
1 Revoke Existence
1 Volt Charge
1 Corrupted Conscience
1 Quicksilver Geyser
1 Turn to Slag
1 Contagion Engine
1 Mindculling
1 Karn Liberated
7 Island
7 Mountain
3 Plains
Sideboard:
1 Vedalken Certarch
2 Oculus
1 Lumengrid Drake
1 Spire Serpent
1 Stoic Rebuttal
1 Numbing Dose
1 Xenograft
1 Victorious Destruction
1 Scrapyard Salvo
1 Vigil for the Lost
1 Banishment Decree
1 Brass Squire
1 Vulshok Replica
1 Rusted Slasher
1 Razorfield Rhino
1 Flight Spellbomb
1 Strider Harness
1 Caustic Hound[/deck]

The deck lost in round three of the draft (playing out like expected) which is to say that it had trouble at times due to being unable to cast some spells. However, the moderate amount of removal made most games manageable which made up for the fact that there would be a few turns where two spells were locked away in hand. Unfortunately the deck’s draws in two of the games in round three were far below average, and it wasn’t able to win the final match.

Karn was amazing (for those of you who have never seen him in action) and single-handedly won the game. Most of the other wins came from leveraging the board to take advantage of [card]Contagion Engine[/card] or by simply casting [card]Corrupted Conscience[/card].

Happy Drafting.

32 thoughts on “According to Webster – NMS Draft #1”

  1. hey, you should do the pick analysis like this then post videos of you playing the matches. It’s a lot easier to learn what the optimal pick out of the pack is when its presented this way. Thank-you for the content.

  2. Agree with anon334 – videos of the matches would be awesome. Showing picks this way is good, because I get to look at the pack and figure out what I would do before reading the analysis. That being said, I like the videos just fine too.

  3. Just wanted to say, do whichever you’re more comfortable with! I like both your videos and your articles… few have the level of analysis and insight as Web does in limited. Love your content in either format, keep it up!

  4. Great stuff – I like this format.
    I don’t want all draft articles to become video articles.

  5. I like my Webster in both forms, however, I do like either written or video matches. Just watching the drafting without watching the games is like missing the money shot…..

  6. I really like how you drafted for once. Usually you want to take some weird ur infect cards only to be screwed in other two packs. This time however most of the picks matched. I would have taken the revoker, because it gives so much utility for example.

    However in deckbuilding, you screwed up slightly, I think. Sensor Splicer is not a splash card and playing that caused you to play one extra plains, which could lead to all sorts of troubles. As I read, that was the case?

  7. you should have taken the relic warder over oculus and moved into white, you would have also ended up with an arrest and a razor hippogryph instead of ogre resisters (obv just splash the burn/volt)

  8. I miss the written match details. Web you stood out because you’re distinctly written in a video rich environ.

  9. Yeah agree with the others above, the written analysis of the draft is fantastic, and the whole article would benefit from video replays. If there are time/technical constraints then perhaps consider dubbing the videos after the fact so you can concentrate on the games?

  10. Would be so awesome if you showed the vid of matches, and the written content for the picks.

  11. One pick that really stood out to me as being poor was passing a legionnaire for a wellspring P1 P5. You seem to be operating under the impression that it is a white card, when it is great in any deck. Wellspring ended up being fine I’m sure due to your semi-tri color thing, but passing a non-color committing card in an attempt to signal seems poor and like you are over-thinking things too much

  12. Thanks for going back to your written ways. I enjoyed this and even found a few of the picks similar to spots I’ve really wondered about while drafing myself.

  13. Your written analysis is simply excellent. Sorry there was no match write ups. Videos, as suggested, might also work but your previous match writeups were always awesome as well. Keep up the great work!

  14. Yea, I enjoyed reading about the picks and packs, but can’t help but feel disappointed by the quick finish. I was looking forward to watching how the deck performed, not just a one paragraph synopsis of how the deck ended up doing. The premature finish was incredibly unsatisfying.

  15. You take forever to make the picks. You just mumble and talk about every last detail, and max out time every single pick. I don’t have time for your videos, man. You should just write articles.

    Oh wait — am I in the wrong comment section?

  16. I actually really enjoyed a return to this format. The written account is a little more in depth and since I find the new player unwatchable it was nice to get some draft content

  17. It’s great if you’re more comfortable with writing about your picks, but not getting to see gameplay is kinda annoying.

  18. In a perfect world – for me of course 🙂 – you’d do drafts this way and have a vid to show the games.

    However if the choice is between this and a vid of the whole thing, I would pick the vid every time, even if you never improved your delivery. After all, what you say is more important (at least to me) than how you say it.

  19. Just chiming in to say I really appreciate the written content.
    1) I can play along at my own pace,
    2) the analysis is well thought out and thorough,
    3) most importantly, it is much easier to consume written articles wherever and whenever.
    These drafts are my favorite magic articles online. Thanks!

  20. i prefer the whole thing to be a vid. I always pause as a new pack is passed so that I can make my own decision on the pick, then play to see if the pro agrees. In text, it’s way too easy for me to scroll too far and see the pick before I made my own choice.

  21. Love that the written walkthroughs are back! Would definitely enjoy seeing/reading more about the matches afterward in video or in text.

  22. Yay for the written draft article format. Always my favorite. Draft vids are abundant, but nobody else but web writes them like this.

  23. I like Webster in text form better, since his drone gets boring fast, but I’d much rather have the old written format back (going game-by-game)

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  25. Good that you’re back to write-ups, I’ve always enjoyed these things by you 🙂

    Please add some more info about the actual games next time though.

  26. I agree with some of the people who posted before me. Do the draft analysis in a layout like this one, then do videos of the actual games. As always, thank you for the time and effort!

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