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 Patrick Hendry on Magic
Unlimited #3 “Caution: Construction Zone”
September 14, 2006
 

    In my last article, I conducted an imaginary draft and when the smoke cleared, I was left with the following card pool:

 

Ravnica:

 

  1. Clutch of the Undercity
  2. Last Gasp
  3. Clinging Darkness
  4. Brainspoil
  5. Galvanic Arc
  6. Lurking Informant
  7. Surveiling Sprite
  8. Snapping Drake
  9. Torpid Moloch
  10. Infectious Host
  11. Vedalken Dismisser
  12. Coalhauler Swine
  13. Nightguard Patrol
  14. Dizzy Spell
  15. Dogpile

 

 

Guildpact:

 

1.          Goblin Flectomancer

2.          Hypervolt Grasp

3.          Izzet Boilerworks

4.          Gigadrowse

5.          Vedalken Plotter

6.          Torch Drake

7.          Djinn Illuminatus

8.          Runeboggle

9.          Wee Dragonauts

10.      Cry of Contrition

11.      Cry of Contrition

12.      Cry of Contrition

13.      Mizzium Transreliquat

14.      Benediction of Moons

15.      Lionheart Maverick

 

 

Dissension

 

  1. Anthem of Rakdos
  2. Rakdos Carnarium
  3. Squealing Devil
  4. Utvara Scalper
  5. Seal of Fire
  6. Taste for Mayhem
  7. Demon’s Jester
  8. Rix Maadi, Dungeon Palace
  9. Ignorant Bliss
  10. Psychotic Fury
  11. Taste for Mayhem
  12. Utvara Scalper
  13. Taste for Mayhem
  14. Ignorant Bliss
  15. Macabre Waltz

 

 

     My color combination should be fairly obvious. R/B/U puts me into the three guilds I drafted: Dimir, Izzet, and Rakdos. Most draft decks should have a ratio of 7 mana sources to 13 non-mana producing cards. If you stick with the recommended 40 card deck for limited, then you should have roughly 14 mana sources and 26 non-mana producers.

     Let me discuss for a moment why you should stick with the 40-card deck size. If you draft four cards that are almost guaranteed to win the game, you stand a better chance of drawing them in a 40-card deck than in a 60-card deck. If you managed to pick four “bombs,” (cards that will win you the game) then you are a lucky person indeed. Most people are lucky if they pick one bomb.

     Consistency is what wins limited games. You need to try to draft a consistently agro or control deck, and you need your deck to have good draws. You have a much higher chance of drawing the quality card you need in a 40 card deck than in a 60 card deck.

     Furthermore, you will generally only draft 20-25 high-quality cards in a draft. If you put all 25 of the highly playable cards in the deck and then put the only marginally good cards in also, then you will NOT have consistency. This is a mistake that many players that are new to limited make. They try to put ALL their cards in a deck rather than trying to keep the deck small and consistent.

     This brings me to another mistake that many new limited players make: rare drafting. How many rare cards did I draft? Three. I could have drafted many more. If you are given a choice between a card that will trade well and a card that will win you the draft, your pick should only be influenced by one thing: do you like to trade or do you like to win?

     There are no right and wrong answers to rare drafting. It completely depends on personal choice. I admitted in my previous article that had this been a real draft, I would have chosen a dual land over a Goblin Flectomancer. While the Flectomancer may win me games, I would have chosen the $20 land.

      The only piece of advice I have to offer about rare drafting is this: don’t pick a card just because it is a rare. This is a dark and dismal road that leads to losing games. An uncommon is sometimes better than the rare.

      Moving on to the actual deck construction, we must first weed out the cards that will absolutely not be used. First: Nightguard Patrol, Benediction of Moons, and Lionheart Maverick are not even in my colors. Next, I can cut the Dogpile because it is inefficient, the Dizzy Spell because it is just plain bad, the Cry of Contrition because it won’t win me games, and discard is not really a theme in this deck, and Mizzium Transreliquat because its ability is too expensive and situational to be helpful.

     That leaves me with the following card pool:

 

Blue:

  1. Surveiling Sprite
  2. Snapping Drake
  3. Vedalken Dismisser
  4. Gigadrowse
  5. Vedalken Plotter
  6. Torch Drake
  7. Runeboggle

 

Red:

  1. Galvanic Arc
  2. Torpid Moloch
  3. Coalhauler Swine
  4. Hypervolt Grasp
  5. Squealing Devil
  6. Utvara Scalper
  7. Seal of Fire
  8. Taste for Mayhem
  9. Ignorant Bliss
  10. Psychotic Fury
  11. Taste for Mayhem
  12. Utvara Scalper
  13. Taste for Mayhem
  14. Ignorant Bliss

 

Black:

  1. Last Gasp
  2. Clinging Darkness
  3. Brainspoil
  4. Infectious Host

 

Gold:

  1. Clutch of the Undercity
  2. Lurking Informant
  3. Goblin Flectomancer
  4. Djinn Illuminatus
  5. Wee Dragonauts
  6. Anthem of Rakdos

 

Land:

  1. Izzet Boilerworks
  2. Rakdos Carnarium
  3. Rix Maadi, Dungeon Palace

 

     The next round of cuts takes out: Gigadrowse, (too mana intensive) Vedalken Plotter, (too situational) Coalhauler Swine, (too expensive with a drawback) Ignorant Bliss, (too situational) Psychotic Fury, (just plain bad) Infectious Host, (not good enough) Lurking Informant, (not useful enough) and Anthem of Rakdos. (while I feel bad cutting this, my deck is just not agro enough to justify this.

     This leaves me with:

 

Blue:

1.  Surveiling Sprite

2.  Snapping Drake

3.  Vedalken Dismisser

4.  Torch Drake

5.  Runeboggle

 

 

Red:

1.  Galvanic Arc

2.  Torpid Moloch

3.  Hypervolt Grasp

4.  Squealing Devil

5.  Utvara Scalper

6.  Seal of Fire

7.  Taste for Mayhem

8.  Taste for Mayhem

9.  Utvara Scalper

10.  Taste for Mayhem

 

Black:

  1. Last Gasp
  2. Clinging Darkness
  3. Brainspoil

 

 

Gold:

  1. Clutch of the Undercity
  2. Goblin Flectomancer
  3. Djinn Illuminatus
  4. Wee Dragonauts

 

     These 22 cards are all excellent and worth playing. I will use 15 lands since my deck is a bit on the expensive side. That means that I need 3 more cards to bring my deck up to 40. Coalhauler Swine goes back in for a 4/4 body. Lurking Informant goes back in for disruption, and an ignorant bliss goes back in to enable hellbent and to draw a card.

     My final decklist looks like this:

 

Casting Cost 1:

Taste for Mayhem x3

Seal of Fire x1

Torpid Moloch x1

 

Casting Cost 2:

Surveiling Sprite x1

Squealing Devil x1

Utvara Scalper x2

Last Gasp x1

Clinging Darkness x1

Lurking Informant x1

Ignorant Bliss x1

 

Casting Cost 3:

Hypervolt Grasp x1

Runeboggle x1

Galvanic Arc x1

Goblin Flectomancer x1

Wee Dragonauts x1

 

Casting Cost 4:

Snapping Drake x1

Torch Drake x1

Clutch of the Undercity x1

 

Casting Cost 5:

Brainspoil x1

 

Casting Cost 6:

Vedalken Dismisser x1

Coalhauler Swine x1

 

Casting Cost 7:

Djinn Illuminatus x1

 

     Next week, I will tell you how this deck fared in actual games, and I will tell you how to have imaginary drafts.

 

Until then, draft well.

Fortiter in re, suaviter in modo.

 

 

     

 

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