Well, this was an amusing draft. Took a bunch of Time cards with a couple of light splashes, which ended up working out. For the best, really - I'm a greedy person by nature, and there's pretty much no chance of me sticking to a mono-faction deck.
P1P1 was Desert Alchemist
over a bad rare (Delay
). P1P2 Steam Sprite
opened up an alternative path, but P1P3-P1P5 were all more Time cards (Dunediver
, Time Etchings
, and Sage of Sands
). Time was super open, so I pretty much just grabbed every card I saw.
P2P1, got greedy and grabbed an off-color legendary (Venomspine Hydra
). Followed that up with P2P2 Sorcerer's Wand
, which is an absurd card and arguably on-color. Admittedly difficult to splash for, but... I was also passed a Champion of Mystery
and a little bit of fixing, so I decided to try to make it work. Time continued to be pretty open.
P3P1 I believe was Creation Chant
to help out with the fixing situation. Time definitely felt less open in the draft packs, but I was still able to fill out the bottom end of my curve.
P4P1, got another legend (Worldpyre
), which was nice, but not really playable. Continued just grabbing every Time card I saw.
Overall, deck turned out pretty well - mono-faction except for some easy splashes which were covered by the fixing I was able to pick up meant the power base was really consistent. Meanwhile, I was able to pick up a decent amount of interaction in the form of a few Disappear
s and some killer effects. This is probably also the first time I've ever got Champion of Mystery
half-online - definitely worth splashing for it, and Sorcerer's Wand
also carried its weight really well. I'm pretty sure I used it exclusively for the stun mode though - several opponents had big fliers that I didn't otherwise have a good answer to.
...I do wish I had a few cards available to throw in my market, but I ended up running every Time card in my pool other than a second Dunediver
. Still, Time Etchings
was fine as a bad Seek Power
- I wanted to hit 8+ power for Omenscar Wurm
, so drawing power was still fine.
MVP: Sand Warrior
. Came out super consistently on turn 3 and allowed for very solid tempo plays to stabilize against early aggression and start beating down - there aren't a lot of 2 drops that can tangle with a 3/3.