Or: "
Backbreaker is still a good card".
P1P1
Rust Machine, which I followed up with P1P2
Backbreaker. Felt like an armory mood, so I leaned into Argenport, picking up stuff like
Siphoner Paladin and
Smogwing Tinker.
Packs 2 and 3 brought along a bit more removal in the form of
Cut Ties and
Gun Down, which I partially grabbed to enable the Rust Machine. Also picked up a few Evangels for fixing, which helped out a lot. Beyond that, I grabbed some of my favorite synergy cards -
Stand Strong + Siphoner Paladin is one of my favorite draft combos, with
Combust adding a bit more redundancy and removal.
Illicit Armament is often unplayable.... but it really shined in this deck - it's really strong when you have 4+ relic weapons to buff.
All my games went pretty smoothly - most draft decks simply aren't built with giant relic weapons in mind, and with 3x
Caravan Guard, I was able to protect mine easily and tear apart my opponent's board. Having a bunch of weapon buffs made it pretty much impossible for my opponents to stonewall my weapons, and a bit of removal for problematic removal cleared the way of pesky high-attack units. The one game I struggled with was an opponent who had multiple
Corrosive Daggers - decay is pretty annoying for relic weapons.
MVP: possibly Backbreaker, but I'm actually going to give the nod to Siphoner Paladin - just getting the 3/3 weapon out early let me snowball a lot of early advantages, while buffing a
Talon of Nostrix or other weapon was outright, well, backbreaking.
Highlight: biggest weapons I got out were a 6/10 Talon of Nostrix and a 9/8 Backbreaker. CRUNCH. Also: no rares!