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Power Drafting: Scars U/W

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Power Drafting is a specific type of Booster Drafting. Ideally, you would be awesome at drafting every possible archetype and color combination. This is especially true if you are an expert at reading and sending signals for all of them. Unfortunately, this isn't realistically the best option for most players, including pros. Power Drafting is designed to make you an expert at a small number of high-powered draft possibilities that are the most likely to work on a consistent basis.

Last week, we examined booster drafting using the two most powerful colors in Scars Limited: Red and White. As a devoted power drafter, I think it's pretty reasonable to force Red/White artifact every time. While the vast majority of the time you will end up with a terrific deck by doing this, on occasion it's best to have a backup plan.

White has powerful metalcraft cards like Auriok Sunchaser, Auriok Edgewright, Dispense Justice and Gharma's Warden which are much weaker if you aren't playing with mostly artifacts. As a result, if you are drafting metalcraft, you can pretty much always get a few good white cards. Most good Red commons or uncommons, such as Shatter, Galvanic Blast, Arc Trail, Oxidda Scrapmelter and Turn to Slag, are terrific whether you're playing with lots of artifacts or not. For this reason, you can't always depend on getting Red playables passed to you.

I have a backup plan for this: Blue/White artifact. While Blue doesn't have the power level or depth of White or Red, you can pretty much always get a couple Lumingrid Drakes or Vedalken Certarchs if you draft Blue. My favorite commons when drafting Blue/White are:

  1. Glint Hawk Idol
  2. Arrest
  3. Auriok Sunchaser
  4. Revoke Existance
  5. Glint Hawk
  6. Ghalma's Warden
  7. Vedalken Certarch
  8. Lumengrid Drake
  9. Trinket Mage
  10. Snapsail Glider
  11. Tumble Magnet
  12. Chrome Steed
  13. Origin Spellbomb
  14. Neurok Replica
  15. Sylvok Lifestaff

While I'm more likely to force Red/White than Blue/White because Red has a higher power level than Blue, it's easier to successfully force Blue/White. The big advantage of drafting Red is that it kills things. It's cool to bounce, tap and enchant things, but there's nothing quite like killing and destroying stuff! Since lots of people feel this way, I often force White and try to read whether to add Blue or Red. Red/White is generally better, but Blue/White is always there for you, even when Red isn't. To demonstrate this, Rada recently forced Blue/White with me online:

Pack 1 pick 1:

Grasp of Darkness

Halt Order

Necrogen Censer

Ichorclaw Myr

Oxidda Scrapmelter

Steady Progress

Goblin Gaveleer

--> Wurmcoil Engine

Sunspear Shikari

Vulshok Replica

Glimmerpost

Grafted Exoskeleton

Horizon Spellbomb

Disperse

Plains

It's always nice to start off a draft with a bomb. The other exciting cards are Grasp of Darkness and Oxidda Scrapmelter, but since we're going Blue/White, they're not tempting. The player behind us is probably going to go into Red or Black, which is all good.

Pack 1 pick 2:

Glimmerpoint Stag

Kuldotha Rebirth

Blunt the Assault

Galvanic Blast

Bleak Coven Vampires

--> Dispense Justice

Moriok Replica

Acid Web Spider

Relic Putrescence

Flight Spellbomb

Disperse

Island

Fulgent Distraction

Scrapdiver Serpent

Galvanic Blast is the best card in the pack. The best card for us is Dispense Justice, although I like both Glimmerpoint Stag and Flight Spellbomb. Having passed Scrapmelter and Blast means the player to our left is almost certainly drafting Red, unless they like to force Infect. Either way means good things for us in pack two.

Pack 1 pick 3:

Memnite

Kuldotha Rebirth

Bloodshot Trainee

Copperhorn Scout

Dross Hopper

Instill Infection

--> Gold Myr

Bonds of Quicksilver

Tunnel Ignus

Glimmerpost

Nihil Spellbomb

Liquimetal Coating

Mountain

Bloodshot Trainee is more evidence that the player to our right isn't drafting Red and the player to our left will be. We're happy with a Gold Myr here.

Pack 1 pick 4:

Memnite

Kemba's Skyguard

--> Lumengrid Drake

Ichorclaw Myr

Throne of Geth

Salvage Scout

Whitesun's Passage

Flameborn Hellion

Accorder's Shield

Origin Spellbomb

Scoria Elemental

Swamp

Origin Spellbomb is mildly tempting here, but Lumengrid Drake is the pick. Blue/White needs lots of flying and pseudo-removal.

Pack 1 pick 5:

--> Glint Hawk Idol

Lumengrid Drake

Ferrovore

Silver Myr

Blistergrub

Accorder's Shield

Tainted Strike

Liquidmetal Coating

Trigon of Mending

Golden Urn

Swamp

I rarely want more than a couple Lumengrid Drakes in a draft deck, but I would be happy playing double digit Glint Hawk Idols.

Pack 1 pick 6:

--> Perilous Myr

Oxidda Daredevil

Oxidda Daredevil (FOIL)

Wall of Tanglecord

Infiltration Lens

Psychic Miasma

Whitesun's Passage

Bellowing Tanglewurm

Screeching Silcaw

Forest

Wall of Tanglewood is decent in Blue/White, but Perilous Myr is more aggressive and can be removal.

Pack 1 pick 7:

Melt Terrain

Copperhorn Scout

Loxodon Wayfarer

--> Darksteel Myr

Sunspear Shikari

Panic Spellbomb

Saberclaw Golem

Plains

Leonin Arbiter

I typically would only take Shikari if I already had some equipment. Darksteel Myr could end up in the deck and will at least be an exciting sideboard card.

Pack 1 pick 8:

Culling Dais

Blunt the Assault

--> Neurok Replica

Relic Putrescence

Flight Spellbomb

Stoic Rebuttal

Swamp

Fulgent Distraction

I really like one mana artifacts in a metalcraft deck in general. I especially like them when drafting Blue, because I might get a Trinket Mage, but the Replica is an even better fit. It's a great ground blocker to compliment Blue/White's flying and it's more pseudo-removal.

Pack 1 pick 9:

Halt Order

Steady Progress

Goblin Gaveleer

Sunspear Shikari

Glimmerpost

--> Disperse

Plains

Rada advocates for Halt Order, but I prefer the less situational Disperse for our aggressive deck. It might not make the cut anyway and our remaining picks from pack one have no shot at being used. Despite our last six picks being a waste, having 6-8 really solid playables is fine at this point. Hopefully, our passing and cutting has set us up to get 8-10 playables in pack two.

Pack 2 pick 1:

Melt Terrain

Dross Hopper

Steady Progress

Inexorable Tide

Trigon of Rage

Carapace Forger

Lifesmith

--> Vedalken Certarch

Darksteel Myr

Neurok Replica

Echo Circlet

Molder Beast

Nihil Spellbomb

Stoic Rebuttal

Swamp

Trigon of Rage is tempting, especially since we expect to have lots of flying. In the end the power level to mana cost ratio of the Certarch is too good to pass on.

Pack 2 pick 2:

Sky-Eel School

Carrion Call

Instill Infection

Silver Myr

Alpha Tyrranax

Soliton

Strider Harness

--> Auriok Sunchaser

Carapace Forger

Heavy Arbalest

Auriok Replica

Rust Tick

Darkslick Shores

Forest

Auriok Sunchaser is a staple of a good metalcraft deck. Rust Tick is a distant second choice.

Pack 2 pick 3:

Ghalma's Warden

Leaden Myr

Trigon of Infestation

Moriok Reaver

Ferrovore

Carrion Call

Silver Myr

Cystbearer

Psychic Miasma

Withstand Death

Razorfield Thresher

Mountain

--> Argent Sphinx

Sure it's not an artifact, but I'm always happy to take a 4/3 flyer for four. Although after having the Sphinx killed by a Spikeshot Elder in round two, I kind of wish we took Trigon of Infestation instead.

Pack 2 pick 4:

Necrogen Censer

Kuldotha Rebirth

Ichorclaw Myr

Copperhorn Scout

Golem's Heart

Tel-Jilad Fallen

Plague Stinger

Panic Spellbomb

Exsanguinate

--> Disperse

Liquimetal Coating

Island

A disappointingly weak fourth pick. Pack two really needs to improve for us.

Pack 2 pick 5:

Contagious Nim

Untamed Might

Seize the Initiative

Viridian Revel

Turn Aside

Corpse Cur

Wall of Tanglecord

Psychic Miasma

--> Bladed Pinions

Copperline Gorge

Mountain

By this point it seems confirmed, the player to our left is in Red and not Infect. I'm always happy to have one copy of Bladed Pinions in my deck, especially if I end up with cards like Rusted Relic, Chrome Steed and/or Ghalma's Warden.

Pack 2 pick 6:

Ezuri's Archers

Assault Strobe

Blade-Tribe Berserkers

Steady Progress

Twisted Image

Nihil Spellbomb

--> Flight Spellbomb

Soul Parry

Plains

Fume Spitter

An easy pick in an otherwise weak pack for us. Perhaps the player to our left is Red/White.

Pack 2 pick 7:

Sky-Eel School

Moriok Reaver

Flameborn Hellion

--> Vedalken Certarch

Bleak Coven Vampires

Molder Beast

Razorverge Thicket

Saberclaw Golem

Plains

Not bad at first pick, exciting at seventh pick.

Pack 2 pick 8:

Ferrovore

Bonds of Quicksilver

Carapace Forger

--> Vedalken Certarch

Bleak Coven Vampires

Vulshok Replica

Forest

Ogre Geargrabber

Eighth pick is even better, but three is probably enough.

Pack 2 pick 9:

Melt Terrain

Dross Hopper

Steady Progress

Echo Circlet

Molder Beast

--> Stoic Rebuttal

Swamp

I don't expect to run the Rebuttal, but it's the best card for us.

Pack 2 pick 10:

Alpha Tyrranax

Soliton

Strider Harness

--> Auriok Replica

Darkslick Shores

Forest

Tough pick for a tenth pick. Soliton, Harness and Replica all get some consideration. Rada especially likes Harness, but I prefer to spend the three mana on a creature. This was the last playable we got from pack two.

Pack 3 pick 1:

Sky-Eel School

Neurok Invisimancer

Blight Mamba

Blade-Tribe Berserkers

Corpse Cur

Instill Infection

Silver Myr

Trigon of Corruption

--> Mimic Vat

Twisted Image

Bleak Coven Vampires

Moriok Replica

Trinket Mage

Sylvok Replica

Plains

Trinket Mage and Trigon of Corruption get some consideration, but Mimic Vat is too good of a bomb.

Pack 3 pick 2:

Plated Seastrider

--> Ghalma's Warden

Untamed Might

Iron Myr

Ferrovore

Gold Myr

Soliton

Vigil for the Lost

Bladed Pinions

Tower of Calamities

Dispense Justice

Razorfield Thresher

Scoria Elemental

Mountain

I usually like exactly one Dispense Justice in an aggressive deck, but I'm happy to have two or three Wardens. Given how late I get him and how often, I suspect he's one of the more underrated cards in the set. In my decks he's a 4/6 for four and that's hot in my book.

Pack 3 pick 3:

Perilous Myr

Plated Seastrider

Ghalma's Warden

Leaden Myr

Moriok Reaver

Vulshok Heartstoker

Thrummingbird

Vedalken Certarch

Turn to Slag

Panic Spellbomb

--> Origin Spellbomb

Forest

Etched Champion

I would be happy only picking from this pack for the rest of our picks, but sadly we will have to pass it. The Spellbomb is one of those pack three picks made more for the deck's needs than for the power level. We really need more good one mana artifacts. It's sad to pass the Champion, the Warden, the Certarch etc.

Pack 3 pick 4:

--> Rusted Relic

Halt Order

Revoke Existence

Shatter

Thrummingbird

Bonds of Quicksilver

Sunspear Shikari

Vulshok Replica

Turn to Slag

Saberclaw Golem

Plains

Scrapdiver Serpent

The toughest pick of the draft. Perhaps we should take Revoke Existence, but we need more artifacts and we could use some more offensive punch. Oh look, a 5/5 artifact creature for four mana. Card power level evaluation is at its most critical in pack one. In pack three, it's most critical to understand your deck's needs.

Pack 3 pick 5:

Vector Asp

Ezuri's Archers

Blight Mamba

Blade-Tribe Berserkers

--> Iron Myr

Vault Skyward

Kuldotha Phoenix

Auriok Replica

Panic Spellbomb

Soul Parry

Swamp

So we already knew the player to our right wasn't drafting Red, but what about the three players to his right!? Well we need a Myr in our main deck more than we need a Phoenix spending the entire event in our sideboard, so Myr it is.

Pack 3 pick 6:

Neurok Invisimancer

Tel-Jilad Defiance

Salvage Scout

--> Sylvok Lifestaff

Flesh Allergy

Tainted Strike

Screeching Silcaw

Razorfield Thresher

Golden Urn

Forest

An easy pick, no other card would make the cut in our deck.

Pack 3 pick 7:

Wing Puncture

Assault Strobe

Bloodshot Trainee

Goblin Gaveleer

Golem's Heart

--> Auriok Sunchaser

Relic Putrescence

Island

Memoricide

A hot seventh pick, our deck is starting to look really good.

Pack 3 pick 8:

--> Culling Dais

Blistergrub

Psychic Miasma

Genesis Wave

Withstand Death

Razorfield Thresher

Scoria Elemental

Mountain

Our deck is good enough it probably won't make the main deck, but it's the only card with a shot.

Pack 3 pick 9:

--> Sky-Eel School

Neurok Invisimancer

Blade-Tribe Berserkers

Twisted Image

Bleak Coven Vampires

Moriok Replica

Plains

Not too many sets where you get a 3/3 flyer ninth pick, but we'll be happy to main deck it.

Pack 3 pick 10:

--> Plated Seastrider

Ferrovore

Vigil for the Lost

Razorfield Thresher

Scoria Elemental

Mountain

A potential sideboard card in a dead pack.

Pack 3 pick 11:

Plated Seastrider

--> Leaden Myr

Vulshok Heartstoker

Panic Spellbomb

Forest

A third Myr rounds out our deck and our draft. The Spellbomb reminds us that this was one of those times when we were in a good seat for Red. Still, I'm really happy with the deck we ended up with:

[cardlist]

1 Leaden Myr

1 Sky-Eel School

2 Auriok Sunchaser

1 Sylvok Lifestaff

1 Iron Myr

1 Rusted Relic

1 Origin Spellbomb

1 Ghalma's Warden

1 Mimic Vat

1 Auriok Replica

3 Vedalken Certarch

1 Flight Spellbomb

1 Bladed Pinions

1 Argent Sphinx

1 Neurok Replica

1 Perilous Myr

1 Glint Hawk Idol

1 Lumengrid Drake

1 Gold Myr

1 Dispense Justice

1 Wurmcoil Engine

7 Plains

9 Islands

[/cardlist]

Lands: 16. With two Spellbombs, three Myr and only two cards more than four mana, this seems ideal.

Artifacts: 14. A little light, especially since one of them costs six mana, but it should be enough. The colored cards are too good to cut for a Darksteel Myr.

Rada crushed her first opponent, both games she quickly got to five mana with a Mimic Vat making Neurok Replicas. In round two, she lost two games to Spikeshot Elder. Sadly, she never saw her bomb, the Wurmcoil Engine, her main way to win with the Elder in play. While it did remind us how much we missed Red, I would be happy to have this deck in pretty much any draft. Next week, we'll explore drafting Scars without White (shudder!)

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