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According to Webster – NMS Draft #2

Pack 1 pick 1:
[draft]Shrine of Loyal Legions
Volt Charge
Suture Priest
Shrine of Boundless Growth
Impaler Shrike
Shriek Raptor
Scrapyard Salvo
Entomber Exarch
Chained Throatseeker
Swamp
Pith Driller
Norn’s Annex
Rotted Hystrix
Toxic Nim
Pestilent Souleater[/draft]

[card]Shrine of Loyal Legions[/card], [card]Volt Charge[/card], [card]Entomber Exarch[/card], and [card]Pith Driller[/card] are the best cards in the pack. Many people will simply slam the [card]Volt Charge[/card] and be done with the pick, but [card]Pith Driller[/card] is the superior choice even though it’s slower and won’t save you from a [card]Sky-Eel School[/card]. [card]Pith Driller[/card] is better because it’s almost always a two-for-one and colorless which allows you to draft more reactively. The White Shrine and [card]Entomber Exarch[/card] are also powerful cards, but they suffer from a few problems like being slow (Shrine) and color-intensive/a worse two-for-one (Exarch).

My pick: [card]Pith Driller[/card]

Pack 1 pick 2:
[draft]Surge Node
Loxodon Convert
Psychic Barrier
Razor Swine
Lost Leonin
Phyrexian Unlife
Evil Presence
Hovermyr
Forest
Maul Splicer
Despise
Spire Monitor
Death-Hood Cobra
Pristine Talisman[/draft]

[card]Razor Swine[/card] and [card]Spire Monitor[/card] are the better cards with [card]Maul Splicer[/card], [card]Death-Hood Cobra[/card], and [card]Pristine Talisman[/card] not too far behind. The Swine and Monitor are difficult to beat in combat (First Strike/Infect and Flying/Flash are both troublesome), and both will usually go into every deck of their respective colors regardless of sub-archetype. In contrast, the other three cards are more niche and won’t function well everywhere. For example, [card]Pristine Talisman[/card] isn’t good in aggro, etc. The Swine and Monitor are close in terms of power-level, but after having passed a [card]Volt Charge[/card], I’d rather take the Monitor and hope for a clear second pack.

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

Pack 1 pick 3:
[draft]Mountain
Glissa’s Scorn
Apostle’s Blessing
Furnace Scamp
Blind Zealot
Vapor Snag
Gremlin Mine
Wing Splicer
Maul Splicer
Due Respect
Dementia Bat
Pestilent Souleater
Triumph of the Hordes[/draft]

[card]Wing Splicer[/card] is quite good because it’s a relatively low-cost large flyer with the added bonus of getting a 1/1 thrown in for value to trade away with some random one-toughness creature in a pinch or to sacrifice to a [card]Geth’s Verdict[/card]/[card]Vivisection[/card] (granted, once you give up the Splicer, your golem won’t have flying anymore). The other Blue/colorless options aren’t nearly as good, although they’re all “fine” cards. [card]Apostle’s Blessing[/card], [card]Vapor Snag[/card], and [card]Gremlin Mine[/card] are all decent, but even the least situational (Blessing) requires having the proper sort of board to be useful, whereas the Splicer just requires being summoned. I wouldn’t consider [card]Blind Zealot[/card] because it’s not great in comparison to the other Black removal and usually goes pretty late as a result.

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

Pack 1 pick 4:
[draft]Mountain
Mortis Dogs
Apostle’s Blessing
Melira, Sylvok Outcast
Geth’s Verdict
Viridian Harvest
Isolation Cell
War Report
Greenhilt Trainee
Insatiable Souleater
Corrupted Resolve
Ogre Menial[/draft]

Unfortunately there’s no good Blue card to take which leaves us with [card]Mortis Dogs[/card], [card]Apostle’s Blessing[/card], or [card]Geth’s Verdict[/card]. I picked out the Black cards because it’s the deepest color present in the pack even though both options aren’t spectacular. Geth’s Verdict can be quite good against certain decks, and what often also matters is how much removal you have to support it. Apostle’s Blessing is generally a bit easier to use because you have more control over what’s going on, but I’d rather take the Verdict for signaling purposes (since it appears that Black may be open and should start cutting it off).

My pick: [card]Geth’s Verdict[/card]

Pack 1 pick 5:
[draft]Swamp
Mortis Dogs
Arm with Aether
Leeching Bite
Numbing Dose
Caress of Phyrexia
Chained Throatseeker
Slash Panther
Sensor Splicer
Immolating Souleater
Ogre Menial[/draft]

Most options here are rather slow with cards like [card]Numbing Dose[/card] and [card]Chained Throatseeker[/card], both of which are fine yet unexciting. [card]Caress of Phyrexia[/card] is also rather expensive, but it does provide a way to gain card advantage for you, or in the case of a nearly dead opponent, a way to finish them off. Caress is going to be a bit more flexible in gameplay and is more powerful than the other two options.

My pick: [card]Caress of Phyrexia[/card]

Pack 1 pick 6:
[draft]Forest
Mortis Dogs
Deceiver Exarch
Numbing Dose
Chained Throatseeker
Slash Panther
Sensor Splicer
Immolating Souleater
Due Respect
Ogre Menial[/draft]

Here’s another pack with the same common run as the last pick but with [card]Deceiver Exarch[/card] as an option instead of [card]Caress of Phyrexia[/card]. [card]Deceiver Exarch[/card] is a good choice for a few reasons. A lot of decks tend to clog up on four/five-mana spells and are forced to block with their flyers or fall too far behind. The Deceiver itself as a 1/4-for-three is not terribly exciting on offense, but it will stop most pre-five-mana creatures in addition to being able to ambush small creatures alone or larger with the aid of another creature.

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

Pack 1 pick 7:
[draft]Phyrexian Hulk
Defensive Stance
Shriek Raptor
Mycosynth Fiend
Island
Victorious Destruction
Glistener Elf
Spire Monitor
Trespassing Souleater[/draft]

Blue is obviously open and we’re presented with two good options: [card]Spire Monitor[/card] and [card]Trespassing Souleater[/card]. The flyer is a better choice because it’s tougher to deal with on average (a three toughness non-artifact versus a two-toughness artifact). The Souleater requires mana to reliably connect, but it can provide a crucial blocker in the early game before [card]Spire Monitor[/card] comes online. However, most games won’t play out such that the advantages of the Souleater surpass those of [card]Spire Monitor[/card]. Lastly, it’s more likely that Blue will remain open in pack two if we take the Monitor.

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

Pack 1 pick 8:
[draft]Viridian Betrayers
Vault Skirge
Mycosynth Wellspring
Remember the Fallen
Ruthless Invasion
Plains
Mental Misstep
Gitaxian Probe[/draft]

[card]Vault Skirge[/card] works out well if you can get equipment, but otherwise it’s just a nuisance most of the time. However, in a deck with a lot of flyers, the damage overlaps quite well. The next best option would be [card]Mycosynth Wellspring[/card] because it would help start the option for making some of the Metalcraft cards that come around in the last two packs more consistent ([card]Lumengrid Drake[/card]). Still, the Skirge’s lifelink should help enough in most games to the point where racing in the air will be faster than what the opponent is doing.

My pick: [card]Vault Skirge[/card]

Pack 1 pick 9:
[draft]Shrine of Boundless Growth
Scrapyard Salvo
Swamp
Norn’s Annex
Rotted Hystrix
Toxic Nim
Pestilent Souleater[/draft]

While it’s technically possible for the deck to play [card]Toxic Nim[/card] and/or [card]Pestilent Souleater[/card], it’s unlikely because there are better five drops available.

My pick: [card]Norn’s Annex[/card]

Pack 1 pick 10:
[draft]Surge Node
Loxodon Convert
Lost Leonin
Evil Presence
Hovermyr
Forest[/draft]

My pick: [card]Hovermyr[/card]

Pack 1 pick 11:
[draft]Mountain
Furnace Scamp
Due Respect
Dementia Bat
Pestilent Souleater[/draft]

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

Pack 1 pick 12:
[draft]Mountain
Viridian Harvest
Isolation Cell
War Report[/draft]

My pick: [card]Isolation Cell[/card]

Pack 1 pick 13:
[draft]Swamp
Arm with Aether
Ogre Menial[/draft]

My pick: [card]Arm with Aether[/card]

Pack 1 pick 14:
[draft]Forest
Ogre Menial[/draft]

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

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

Blue certainly was open throughout the pack, however Black seemed to be much less so which leads me to believe that going into another color may be necessary if it doesn’t pick up in pack two. Still, we’ve got the base for a good Blue-based flyer deck and should focus on the good Blue cards first unless they’re significantly less powerful than the other non-Blue option(s).

Pack 2 pick 1:
[draft]Island
Bladed Sentinel
Myr Sire
Vivisection
Piston Sledge
Pistus Strike
Darksteel Plate
Loxodon Partisan
Rally the Forces
Serum Raker
Caustic Hound
Blisterstick Shaman
Turn the Tide
Phyrexian Juggernaut
Spiraling Duelist[/draft]

[card]Piston Sledge[/card] can be a beating especially when strapped onto a [card]Vault Skirge[/card]. The other good options are [card]Serum Raker[/card] and [card]Darksteel Juggernaut[/card], and while both of the artifacts are good, it would be better to take the drake. [card]Serum Raker[/card] is the only good Blue card which makes it more likely that the third pack will be as good as the first in addition to being the most consistent. [card]Piston Sledge[/card] requires a moderate amount of artifacts to be truly effective, otherwise it will mediocre (especially against a deck with removal). The Juggernaut is good once it’s in play, but it’s often too slow and I would rather have a [card]Toxic Nim[/card] instead.

My pick: [card]Serum Raker[/card]

Pack 2 pick 2:
[draft]Mountain
Phyrexian Vatmother
Fuel for the Cause
Gnathosaur
Glissa’s Courier
Caustic Hound
Spire Serpent
Priests of Norn
Nested Ghoul
Mirran Mettle
Kemba’s Legion
Master’s Call
Flayer Husk
Vedalken Anatomist[/draft]

[card]Vedalken Anatomist[/card] is not a three-mana play because it’s very mana intensive and won’t actually come online until much later in the game when you can afford to tap three mana and not play a spell. [card]Phyrexian Vatmother[/card] is the exact opposite; you slam it on four mana and go to town. The main difference between the two cards is the returns from each; Vatmother gets bad as the game progresses compared to the Anatomist which is the opposite. It’s hard to see the Vatmother being more than a [card]Carnivorous Plant[/card] in this deck because there aren’t any other Infect creatures (besides [card]Pestilent Souleater[/card]). It’s important to focus on lower-cost spells with an Anatomist in the deck to help ensure that it can function well while the Anatomist is active.

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

Pack 2 pick 3:
[draft]Bladed Sentinel
Razorfield Rhino
Pierce Strider
Titan Forge
Fuel for the Cause
Quilled Slagwurm
Quicksilver Geyser
Caustic Hound
Spire Serpent
Phyrexian Rager
Priests of Norn
Swamp
Leonin Relic-Warder[/draft]

[card]Phyrexian Rager[/card], [card]Pierce Strider[/card], and [card]Quicksilver Geyser[/card] are the three best options. The Geyser is good because it often acts as the final nail when racing by setting the opponent too far behind to come back, however, both creatures also function in a similar fashion but at a lower cost. I prefer [card]Phyrexian Rager[/card] over [card]Pierce Strider[/card] because there’s a big difference between three and four mana, and while the three damage from the Strider equates to almost a real card’s worth of value, it doesn’t compensate for the increased cost along with the fact that the three damage isn’t always relevant.

My pick: [card]Phyrexian Rager[/card]

Pack 2 pick 4:
[draft]Plains
Razorfield Rhino
Vedalken Infuser
Myr Sire
Plaguemaw Beast
Training Drone
Unnatural Predation
Plague Myr
Kuldotha Ringleader
Frantic Salvage
Phyresis
Priests of Norn[/draft]

[card]Myr Sire[/card] is good at temporarily stalling a game, but doesn’t provide much of an advantage otherwise, whereas [card]Plague Myr[/card] offers real acceleration to help cast the deck’s more expensive spells. [card]Vivisection[/card] isn’t a good card for this deck because it’s trying to race more than control the game.

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

Pack 2 pick 5:
[draft]Vivisection
Rusted Slasher
Plaguemaw Beast
Into the Core
Banishment Decree
Copper Carapace
Hexplate Golem
Mountain
Kemba’s Legion
Master’s Call
Flayer Husk[/draft]

[card]Rusted Slasher[/card] is fine, but it’s not optimal because there’s a lack of artifacts. [card]Copper Carapace[/card] is also fine, albeit rather slow because we don’t have many good two-drops at the moment; it’s still fine on a four/five-mana flyer. [card]Flayer Husk[/card] is a better alternative to [card]Copper Carapace[/card] because it has additional functionality. [card]Flayer Husk[/card] combines well with racing due to being able to chump/trade the Germ token with an attacker and then equip onto a flyer. The difference between +2 and +1 isn’t TOO different on a flyer, and the cheaper equip cost in addition to allowing an equipped creature to block is quite significant.

My pick: [card]Flayer Husk[/card]

Pack 2 pick 6:
[draft]Vedalken Infuser
Training Drone
Virulent Wound
Mirran Spy
Glissa’s Courier
Kuldotha Ringleader
Frantic Salvage
Oculus
Psychosis Crawler
Forest[/draft]

Both Blue creatures are underwhelming (even the [card]Mirran Spy[/card]) because one-power creatures have such little impact on the board. The best pick is [card]Virulent Wound[/card] because the deck is light on removal, and even though -1/-1 isn’t always significant, one-toughness creatures still make up one-quarter of the format.

My pick: [card]Virulent Wound[/card]

Pack 2 pick 7:
[draft]Neurok Commando
Koth’s Courier
Mirran Spy
Glissa’s Courier
Frantic Salvage
Gore Vassal
Island
Master’s Call
Flayer Husk[/draft]

My pick: [card]Flayer Husk[/card]

Pack 2 pick 8:
[draft]Swamp
Phyrexian Digester
Unnatural Predation
Gore Vassal
Spire Serpent
Crush
Flensermite
Morbid Plunder[/draft]

My pick: [card]Morbid Plunder[/card]

Pack 2 pick 9:
[draft]Island
Bladed Sentinel
Vivisection
Loxodon Partisan
Caustic Hound
Turn the Tide
Spiraling Duelist[/draft]

[card]Vivisection[/card] could prove useful now with two [card]Flayer Husk[/card]s, although it’s still unlikely to find a spot in the maindeck.

My pick: [card]Vivisection[/card]

Pack 2 pick 10:
[draft]Mountain
Fuel for the Cause
Gnathosaur
Caustic Hound
Priests of Norn
Kemba’s Legion[/draft]

My pick: [card]Fuel for the Cause[/card]

Pack 2 pick 11:
[draft]Razorfield Rhino
Caustic Hound
Spire Serpent
Priests of Norn
Swamp[/draft]

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

Pack 2 pick 12:
[draft]Plains
Razorfield Rhino
Training Drone
Phyresis[/draft]

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

Pack 2 pick 13:
[draft]Banishment Decree
Mountain
Kemba’s Legion[/draft]

My pick: [card]Kemba’s Legion[/card]

Pack 2 pick 14:
[draft]Vedalken Infuser
Forest[/draft]

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

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

The second pack was decent, although we saw fewer Blue creatures than expected (only one [card]Serum Raker[/card] and zero [card]Gust Skimmer[/card]s). There was much more White floating around (Infect, although no [card]Leonin Skyhunter[/card]s/[card]Divine Offering[/card]s) just like in pack one which makes be believe that pack three will be more difficult than I had expected (due to people partially ignoring signals).

Pack 3 pick 1:
[draft]Glint Hawk Idol
Memnite
Shatter
Lumengrid Drake
Darkslick Drake
Bloodshot Trainee
Ferrovore
Glint Hawk
Sylvok Lifestaff
Putrefax
Carapace Forger
Bleak Coven Vampires
Sylvok Replica
Mountain
Fume Spitter[/draft]

It’s rather difficult to argue against [card]Darkslick Drake[/card] when the only competition is [card]Fume Spitter[/card].

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

Pack 3 pick 2:
[draft]Glint Hawk Idol
Necrogen Censer
Viridian Revel
Copperhorn Scout
Dross Hopper
Goblin Gaveleer
Cystbearer
Flameborn Hellion
Sylvok Replica
Disperse
Painful Quandary
Trigon of Mending
Plains
Fulgent Distraction[/draft]

This pack is rather weak for us and presents only a few options. [card]Sylvok Replica[/card] as a 1/3 is unexciting, but it would make a [card]Copper Myr[/card] rise considerably in value if we saw one. Looking at the deck’s curve, the Replica would fit in somewhat, but it wouldn’t do much in most games. The other options include [card]Necrogen Censer[/card] and [card]Disperse[/card], and both are somewhat fringe cards. The Censor is all-in on the “air beatdown” plan whereas the Disperse can function in other situations like being able to bounce [card]Pith Driller[/card] and [card]Wing Splicer[/card]. The lack of two/three-mana evasion creatures ([card]Gust Skimmer[/card]/[card]Trespassing Souleater[/card]) makes me less inclined to want [card]Necrogen Censer[/card], and so [card]Disperse[/card] seems like the better choice.

My pick: [card]Disperse[/card]

Pack 3 pick 3:
[draft]Wing Puncture
Thrummingbird
Goblin Gaveleer
Tel-Jilad Defiance
Sylvok Lifestaff
Darksteel Sentinel
Snapsail Glider
Moriok Replica
Relic Putrescence
Flight Spellbomb
Stoic Rebuttal
Molten Psyche
Island[/draft]

[card]Snapsail Glider[/card] isn’t going to be more than a [card]Gray Ogre[/card] in most games which means that the pick is between [card]Darksteel Sentinel[/card] and [card]Moriok Replica[/card]. The Replica isn’t usually great except against removal-heavy decks where it acts as a five-mana creature that’s a threat that draws cards. In this deck the Replica overlaps with the Sentinel as a speed bump, but the difference is that the Sentinel also bumps back.

My pick: [card]Darksteel Sentinel[/card]

Pack 3 pick 4:
[draft]Necropede
Copper Myr
Blistergrub
Salvage Scout
Psychic Miasma
Whitesun’s Passage
Bladed Pinions
Moriok Replica
Trinket Mage
Scoria Elemental
Mountain
Scrapdiver Serpent[/draft]

And there’s the [card]Copper Myr[/card]… Realistically though, there are better options available with [card]Necropede[/card] and [card]Trinket Mage[/card]. Both creatures can generate two-for-one trades (because the Mage gets one of the two [card]Flayer Husk[/card]s), but the [card]Necropede[/card] doesn’t do as much and is a smaller creature.

My pick: [card]Trinket Mage[/card]

Pack 3 pick 5:
[draft]Blight Mamba
Blade-Tribe Berserkers
Oxidda Daredevil
Silver Myr
Blistergrub
Withstand Death
Sylvok Replica
Screeching Silcaw
Palladium Myr
Swamp
Fume Spitter[/draft]

Being able to accelerate is important when racing with flyers, whether it’s real or virtual (by slowing the opponent down). Generally it’s better to accelerate your own game plan than slowing the opponent down because the opponent’s deck may be set up in a fashion that renders your methods ineffective. Between [card]Silver Myr[/card] and [card]Palladium Myr[/card], the [card]Silver Myr[/card] will allow you to play your four-drops a turn earlier while [card]Palladium Myr[/card] won’t (by virtue of costing three mana). However, [card]Palladium Myr[/card] is generally better because it’s a more powerful creature (2/2; adds two mana instead of just one) and will function better in more situations as a result.

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

Pack 3 pick 6:
[draft]Plated Seastrider
Iron Myr
Ferrovore
Vulshok Heartstoker
Gold Myr
Tel-Jilad Fallen
Vedalken Certarch
Molder Beast
Liquimetal Coating
Forest[/draft]

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

Pack 3 pick 7:
[draft]Vector Asp
Ezuri’s Archers
Assault Strobe
Ghalma’s Warden
Furnace Celebration
Bonds of Quicksilver
Soliton
Relic Putrescence
Plains[/draft]

Without [card]Heavy Arbalest[/card], [card]Soliton[/card] is rather unimpressive.

My pick: [card]Bonds of Quicksilver[/card]

Pack 3 pick 8:
[draft]Melt Terrain
Neurok Invisimancer
Halt Order
Vault Skyward
Infiltration Lens
Blunt the Assault
Loxodon Wayfarer
Plains[/draft]

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

Pack 3 pick 9:
[draft]Memnite
Lumengrid Drake
Bloodshot Trainee
Ferrovore
Bleak Coven Vampires
Mountain
Fume Spitter[/draft]

There aren’t enough artifacts to Metalcraft which makes [card]Fume Spitter[/card] the choice. Even as a four-mana 2/2 flyer, [card]Lumengrid Drake[/card] is still a bit unimpressive compared to the rest of the cards we have.

My pick: [card]Fume Spitter[/card]

Pack 3 pick 10:
[draft]Viridian Revel
Copperhorn Scout
Goblin Gaveleer
Painful Quandary
Plains
Fulgent Distraction[/draft]

My pick: [card]Painful Quandary[/card]

Pack 3 pick 11:
[draft]Wing Puncture
Thrummingbird
Goblin Gaveleer
Relic Putrescence
Island[/draft]

My pick: [card]Thrummingbird[/card]

Pack 3 pick 12:
[draft]Salvage Scout
Whitesun’s Passage
Scoria Elemental
Mountain[/draft]

My pick: [card]Salvage Scout[/card]

Pack 3 pick 13:
[draft]Blistergrub
Withstand Death
Screeching Silcaw[/draft]

My pick: [card]Blistergrub[/card]

Pack 3 pick 14:
[draft]Vulshok Heartstoker
Forest[/draft]

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

Pack 3 pick 15:
[draft]Relic Putrescence[/draft]

Pack three was quite mediocre because it was mostly absent of removal, and even though we picked up a few decent creatures, they weren’t good enough to overcome the pack’s shortcomings. Nevertheless, we should still be able to construct a fine deck and perform well with it.

The following twenty-two cards are all good and should go into the deck:

[deck]1 Fume Spitter
1 Plague Myr
1 Vault Skirge
1 Deceiver Exarch
1 Neurok Invisimancer
1 Palladium Myr
1 Phyrexian Rager
1 Trinket Mage
1 Vedalken Anatomist
1 Darkslick Drake
1 Serum Raker
1 Wing Splicer
1 Pith Driller
2 Spire Monitor
1 Darksteel Sentinel
2 Flayer Husk
1 Virulent Wound
1 Geth’s Verdict
1 Morbid Plunder
1 Caress of Phyrexia[/deck]

There are at most two slots left to fill up depending on whether you believe running sixteen lands is correct, and the remaining cards to pick from are here:

[deck]1 Hovermyr
1 Iron Myr
1 Thrummingbird
1 Blistergrub
1 Vedalken Infuser
1 Pestilent Souleater
1 Spire Serpent
1 Razorfield Rhino
1 Disperse
1 Arm with Aether
1 Isolation Cell
1 Bonds of Quicksilver
1 Fuel for the Cause
1 Vivisection
1 Norn’s Annex
1 Painful Quandary[/deck]

I wouldn’t consider sixteen lands unless one of the slots was [card]Iron Myr[/card] because the deck has a moderate amount of ways to spend its mana in addition to having ways to draw cards (which helps mitigate flooding). If there were more equipment, then [card]Hovermyr[/card] would work out fine, but it’s not a great maindeck creature with only two [card]Flayer Husk[/card]s. In fact, none of the other creatures are very interesting. [card]Fuel for the Cause[/card] and [card]Bonds of Quicksilver[/card] are good ways to compliment [card]Spire Monitor[/card] because they also help the deck function when lands are left untapped during the opponent’s turn. [card]Vivisection[/card] is okay, but it goes against the grain in terms of the deck wanting to beat down. However, by adding [card]Vivisection[/card], you give the deck much more staying power in certain matchups.

In the end, I decided to run with seventeen lands and [card]Vivisection[/card], although in hindsight I should have just run the [card]Bonds of Quicksilver[/card] in the main and sideboarded the [card]Vivisection[/card] in only against the attrition-based decks because there was already enough ways to gain card advantage against the average deck ([card]Phyrexian Rager[/card], [card]Trinket Mage[/card], [card]Darkslick Drake[/card], [card]Morbid Plunder[/card], and [card]Caress of Phyrexia[/card]).

Deck:
[deck]1 Fume Spitter
1 Plague Myr
1 Vault Skirge
1 Deceiver Exarch
1 Neurok Invisimancer
1 Palladium Myr
1 Phyrexian Rager
1 Trinket Mage
1 Vedalken Anatomist
1 Darkslick Drake
1 Serum Raker
1 Wing Splicer
1 Pith Driller
2 Spire Monitor
1 Darksteel Sentinel
2 Flayer Husk
1 Virulent Wound
1 Geths Verdict
1 Morbid Plunder
1 Vivisection
1 Caress of Phyrexia
9 Island
8 Swamp
Sideboard:
1 Blistergrub
1 Relic Putrescence
1 Painful Quandary
1 Thrummingbird
1 Vedalken Infuser
1 Spire Serpent
1 Disperse
1 Arm with Aether
1 Bonds of Quicksilver
1 Fuel for the Cause
1 Hovermyr
1 Iron Myr
1 Pestilent Souleater
1 Razorfield Rhino
1 Isolation Cell
1 Vulshok Heartstoker
1 Ogre Menial
1 Salvage Scout
1 Kemba’s Legion
1 Norn’s Annex[/deck]

The deck went 1-1, losing only because I didn’t play one combat optimally, and significantly weakened my position as a result.

[card]Caress of Phyrexia[/card] actually wasn’t great in the deck because I was behind in most of the situations where I had it, and casting Caress when the board is in any stage of contention is usually not great because it’s a five-mana sorcery that sets you back. It’s possible that the situations where I had it were all on the lower end of the usefulness bell curve, but I think it’s probably more mediocre than I had initially evaluated it. Still, that’s not to say that Caress is unplayable, but rather that it’s fine, good even in certain decks.

[card]Deceiver Exarch[/card] was moderately useful and always relevant when I had it. There were a few cases where I used it to ambush a creature, tap a creature down in combat, and remove a blocker. Overall, it was quite satisfactory.

[card]Flayer Husk[/card] was also quite good in the deck because of its interaction that I had described above: “[card]Flayer Husk[/card] combines well with racing due to being able to chump/trade the Germ token with an attacker and then equip onto a flyer.”

Happy Drafting.

4 thoughts on “According to Webster – NMS Draft #2”

  1. I feel like you overvalued your black going into pack 2. I admittedly haven’t played with Caress so it’s possible i’m way off on it, but if you play against poison it seems basically unplayable. If you are poison yourself it’s either a finisher or CA so it’s at its best here. In a fully non poison matchup it seems decent but not great. I would have probably taken the pierce strider over the rager and looked to stay open longer, even into pack three if possible. You could have picked up a late into the core, which in hindsight obviously doesn’t pan out, but i think it’s something to consider anyway.

  2. I have a hard time understanding how you could pass vatmother and nested ghoul p2p2 and not expect somebody to jump into black. Infect seemed to be moderately underdrafted in pack 1, and with the way it seemed to dry up in pack 2 seems to put an infect drafter 2-3 seats to your left. getting a 3-4th pick vatmother/nested ghoul strikes me as a pretty big signal that black is open, which your subsequent p2 picks seemed to reinforce.

    i also question your pick of iron myr over plated seastrider p3p6. at that point in the draft you had next to no removal, and would have likely gotten a lot more mileage out of a 1/4 than a 1/1 accelerator. while your curve was very top heavy, the life you save with the 1/4 would probably mean a lot more than the acceleration/road block the myr provides. at the very least, an opponent would have to use non-artifact removal to get it out of the way, which would mean your fliers would last longer unanswered.

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