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Why play something that doesn't attack (Draft Strategy)?
Are you having problems doing well at drafts?
Do you want to try something different?
Then this is for you!
Too often I have seen people going into a draft and not having any focus as to what they are going to do.
Throughout the draft they have agonising decisions over which card to pick and often use up their full allotment of time. The deck they end up with may be two colours or five, but has both strong tempo cards and strong control cards. They try building their deck and have too much removal or equipment, or very few creatures below three casting cost, or lots of cards that cost five or more, and one or two bombs.
They lose a game to a deck when they lose tempo, after laying a good creature early with nothing to back it up until turn five. Another game they win with their bomb (e.g. Bosh). In the third game, their opponent plays a creature on turn two and three, removes their first creature then casts Blinding Beam/Neurok Spy and wins the game.
They got lucky to curve out like that? Or did they just draft focused, with a strategy.
A friend of mine, (yes!, really it's not me) employs an interesting draft strategy which has always done him well, never worse than 2-1 at a FNM.
From the beginning to end of each block he employs the same strategy no matter what!!!!!
Usually this type of inflexible drafting backfires (i.e. always drafting W/R, neighbours drafting same colours) but his draft theory is flexible.
Have you ever had a situation near the start of a pack (1-5 picks in) where you have the choice between a good removal spell and a good creature? What do you pick? The removal?
He always picks the creature.....always!
The reasons are:
So, while everyone is picking up their Electrostatic Bolts and Arrests, Echoing Truth and Echoing Decay, you are picking Skyhunter Patrol, Fangren Hunter, Neurok Prodigy and Grimclaw Bats.
The essence of the strategy is that most removal spells are one-for-one, and furthermore are limited in scope (eg. only creature removal, or only artifact removal). They are inherently defensive, letting you 'deal' as opposed to attack. The aim is to drop too many quality creatures so that this 'dealing' strategy is too slow. Removal spells are reactive, this strategy is 'pro-active'. Each one-for-one removal spell will only end up being a trade, a speed hump, and will not net the opponent any advantage, while netting you tempo advantage. Often the removal will lie in wait for an artifact, or a non-black creature, and this time must be used to maximum effect, with a seemingly endless supply of quality creatures.
An example to summarise: Often he will end up with only 3-4 removal during each draft, but 20 or more playable, and quality, creatures. Last draft saw him getting two Stasis Cocoons and a Relic Barrier as his 'removal'. His three Skyhunter Patrols took him to victory most games.
The theory/tactic has other implications for drafting:
However, there are weaknesses and alternatives:
Which leads to:
The removal to not ignore is of the multiple kind: Solar Tides, Oblivion Stone etc. Furthermore it is often worth taking a non-creature tempo spell, ie. one with multiple uses/strong advantages: eg Blinding Beam, Loxodon Warhammer, Fireball. These spells are better than removal, and indeed double as pseudo-removal. Furthermore they will kill an opponent when not being used to steady a board position. Good luck with your drafting,
Hugh Glanville |