Drafting a Winner
Mirrodin/Mirrodin/Darksteel
Draft With David Williams
by Jeff Zandi
The
qualifier season for Pro Tour San Diego
is almost over, and David Williams is on
the clock. Virtually every single day,
this pro tour veteran punches into a
Mirrodin/Mirrodin/Darksteel booster
draft in order to make his game just a
little bit stronger so that he can win
the next pro tour qualifier. Dave has
been dominating in the sealed deck Swiss
rounds this season, but has not been
able to close the deal in the top eight
booster draft so far. Two weeks ago,
Dave lost in the final round of the top
eight. Last Saturday, Dave lost to the
daughter of an old teammate, sending a
girl from Texas to the pro tour for the
first time. This week, the Texas Tiger
travels to Grand Prix Columbus for one
last chance at the format. Why does
Williams need so badly to qualify for
Pro Tour San Diego? Beyond the obvious
desire to pick up at fat check at a
domestic booster draft pro tour,
Williams’ rating needs just a little
boost in order to qualify him for the
U.S. Nationals this year as well as the
World Championships.
After
going undefeated in seven rounds of
sealed deck play in Houston, David
entered the top eight draft as the first
seed and hands-down favorite to win the
tournament. The power of the decks that
come out of an eight man booster draft
depends greatly on the skill of the
players involved. The more good players
in a draft, the better the decks are
that result from the draft. This is true
because better players make better use
of the information that each pack gives
them. Saturday’s top eight draft in
Houston featured only a couple of pro
tour veterans and several players
appearing in their first ever PTQ top
eight. The result was a draft that
produced only a couple of strong decks.
I talked to David this
week about last Saturday’s performance.
I also asked him for his views regarding
Mirrodin/Mirrodin/Darksteel drafting.
After reviewing his top eight draft and
taking a look at the deck that he
constructed from it, Dave shares some of
his draft ideas with us.
Dave
Williams’ top eight draft deck from last
week’s 80 person PTQ in Houston, Texas.
PACK ONE
CARD
SELECTED CARDS LEFT
IN PACK
Consume
Spirit
Mask of
Memory 2 Myr, 2
artifact land
Leonin
Scimitar
Woebearer, Fangren Hunter
Thoughtcast
Cobalt Golem
Moriok
Scavenger Serum
Tank
Moriok
Scavenger Needlebug
Sun
Droplet
Chromatic Sphere, Grand Furnace
Silver Myr
Steel
Wall Nim
Lasher
Seat of the
Synod Tooth of
Chiss-Goria, Ancient Den
Slagwurm Armor
Regress
Wanderguard Sentry
Dream’s Grip
Dross Prowler
PACK TWO
CARD
SELECTED CARDS LEFT
IN PACK
Barter in
Blood Myr
Enforcer, Irradiate, Chrome Mox
Skeleton
Shard Arrest,
Shatter, Goblin Dirigible
Vedalken Archmage
Aether Spellbomb
Nim
Lasher
Skyhunter Cub, Isochron Scepter
Alpha Myr
Slith Predator
Talisman of Indulgence (RB)
Moriok Scavenger
Ogre Leadfoot
Skyhunter Patrol
Slith Bloodletter
Duskworker
Nim Lasher
Neurok Hoversail
Malachite Golem
Lumengrid Warden
Groffskithur
Sphere of Purity
PACK THREE
CARD
SELECTED CARDS LEFT
IN PACK
Spire
Golem
Essence Drain, Grimclaw Bats, Vedalken
Engineer
Juggernaut
Vulshok Morningstar
Essence
Drain
Quicksilver Behemoth
Quicksilver
Behemoth Arcbound Slith
Dross
Golem
Essence Drain
Drill
Skimmer
Darksteel Citadel
Grimclaw
Bats Leonin
Bola
Essence Drain
Grimclaw
Bats
Scavenging Scarab
Whispersilk Cloak
Genesis Chamber
Metal Fatigue
Magnetic Flux
Burden of Greed
Hunger of the Nim
Here’s the deck David
Williams assembled in this top eight
draft:
David Williams
Swamp x15
Seat of the Synod
Barter in Blood
Consume Spirit
Moriok Scavenger x2
Nim Lasher x2
Slith Bloodletter
Alpha Myr
Duskworker
Leonin Scimitar
Malachite Golem
Mask of Memory
Silver Myr
Skeleton Shard
Slagwurm Armor
Talisman of Indulgence
Essence Drain
Grimclaw Bats
Drill-Skimmer
Dross Golem
Juggernaut
Whispersilk Cloak
I talked to Dave
immediately after this draft. He
recognized right away that a player to
his left had cut off blue. Indeed, it
was the player to his immediate left.
Dave also correctly figured out that the
player to his immediate right was
drafting white. Dave was greatly
concerned about the second Mirrodin
pack, feeling it was that pack where the
draft got away from him. While it may
not have been David’s best booster draft
by a long shot, it was still possibly
the second best deck in the top eight.
David Williams remains one of the best
drafters on the pro tour, however, and I
talked to him a few days later about his
views on Mirrodin/Mirrodin/Darksteel
booster draft. Here is what Mr. Williams
had to say.
I first asked him what
color or colors he likes to draft right
now. Dave said that he has been drafting
a lot of blue/black lately. He likes
this combination because it can take
advantage of the best blue cards even
without dedicating the entire deck to
artifact Affinity. Dave feels that black
has been a bit of an underdrafted color
that is remarkably strong and deep in
the Darksteel pack. In the recent past,
drafts using only Mirrodin typically
produced only one or possibly two decks
including black cards. Both blue and
black are reasonably deep in all three
packs in the draft.
While green/white has
become a perfectly playable color
combination in Mirrodin draft, Dave says
he dislikes it because of the relatively
small number of good green commons in
Darksteel as well as the high popularity
of white among drafters.
Dave’s top five non-rares
that he hopes to see in his first pack
includes, in no particular order,
Crystal Shard, Grab the Reins, Mask of
Memory, Skeleton Shard and Betrayal of
Flesh. Dave didn’t forget Loxodon
Warhammer, but says the popular
equipment has dropped a lot in value to
him. He rated it very close to or
possibly better than the Skeleton Shard,
but no better than any of the other four
cards he mentioned.
A card combination that
Dave would rather NOT see in his first
pack is Myr Enforcer and Somber
Hoverguard. Even though these two
quality commons are not the same color,
the combination of the two in the
opening pack makes it difficult, in
Dave’s opinion, to draft correctly.
David says the correct pick should be
Myr Enforcer, but leaving Somber
Hoverguard in the pack greatly
influences the player to the left to
take the Hoverguard and move strongly
into an Affinity strategy, which can cut
off the cards in the second pack that
are particularly good with the Enforcer.
It is considered good
advice to take artifacts early in
Mirrodin drafts, attempting to stay away
from dedicating yourself to a color or
colors for as long as possible. David
disagrees somewhat. He says that he has
no problem selecting two powerful cards
in different colors with his first two
picks. While not locking into colors
early may give you flexibility later,
David says that the other players around
you ARE locking into colors, and they
may start cutting those colors from him
if he is afraid to draft colored cards
early.
On the matter of cutting
colors off, David feels it is important
to do this early in the draft in any
color that you draft. The goal is to
make sure, to the extent possible, that
the player to your left will not draft
the same color or colors that you are
drafting. According to Dave, once you
make a strong decision about a color,
you need to take every playable card in
that color in the early part of the
draft. The key here is to take PLAYABLE
cards. Even when he is attempting to cut
of blue cards, for example, Dave will
not grab a Regress, even if it’s the
only blue card in the pack. Dave says
Regress is only marginally playable, and
its appearance in a pack to the player
to his left should not signal him that
more good blue cards are coming.
Beginning even before Pro
Tour Amsterdam, there has been a strong
movement in Mirrodin draft to play as
few lands as possible. The first
accepted strategy for doing this was to
play a large number of mana producing
Myr and Talisman cards. A more
risky/interesting strategy emerged that
included playing an ever-shrinking
number of lands in your draft deck but
including a greater number of Spellbombs.
Williams says he will play as few as
fifteen land if he has a combination of
four or five Myr/Talisman (or Vedalken
Engineer from Darksteel, in blue decks
only of course). David is not a fan of
adding random Spellbombs in order to
play fifteen or fewer lands. He believes
that the overall card quality of a draft
deck suffers with the Spellbomb
strategy. A new question that has arisen
with Darksteel is whether or not the
Darksteel Ingot, with its three casting
cost, can be included in the mix with
the Myrs and Talisman cards from
Mirrodin. David says the Darksteel Ingot
is completely playable, falling just
below the quality of a Talisman card
(particularly one in the color or colors
you are playing).
On the subject of
equipment, Dave has a clear opinion. He
avoids them. Outside of a small number
of very powerful equipment, most of
which are uncommons, David doesn’t draft
or play much equipment these days. Among
the commons, Bonesplitter has become a
lower pick for him, while Viridian
Longbow’s stock has gone up a good deal.
In general, David usually chooses not to
have a deck filled with equipment,
preferring the direct threat of a
creature card.
David feels that artifact
removal remains very important in
booster draft. Creature removal cards
and artifact removal cards remain very
high picks for David Williams.
When I asked David what
the biggest mistake that he feels
players make in booster draft today, he
did not hesitate to say that too many
players fail to pay attention to the
signals sent to them by the player to
their right. Dave feels that players
routinely fail to see when a color has
“dried up”, locking themselves into a
bad deck in order to stick with the
strategy of their first few picks.
As always, I’d love to
hear what YOU think!
Jeff Zandi
Texas
Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
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