Good old triple-Core draft. Notoriously a slow format that plays out with almost a sealed deck-like feel to it. As with most Limited articles, this one will determine colour strength based on the colour's commons, but also briefly mention the very strong uncommons in each colour. I'll give my pick orders since I have always found these to be more useful than an analysis of each card. Note that I will also mention the cards I expect to be over- and under-drafted. However, I fully expect that in the future I will be kicking myself over some of my choices.
Soul Warden *Over-drafted*
Sigh. This card is not good enough to even make the pick order. I'll be already thinking about the next round when my opponent's opening play is this card. One must simply expect more out of a card then 1/1 for 1 mana. Just because he might gain you five or more life doesn't change the fact that you are playing a lesser-quality creature. You might be able to justify playing this guy against an aggressive red/black build, but even then I would not be happy playing this card. The fact is that he is very average even if you play him first turn, but becomes downright horrible if you have to cast him 3rd turn or later.
When playing White you are really hope to getting your combat tricks from another colour. If you find that you haven't drafted any useful combat tricks by the third pack then it wouldn't hurt to draft a Mending Hands. Infantry Veteran rates highly because he will always fit so well in your deck, but do not forgot that while his ability is very useful he is still a one mana 1/1 creature. In other words, if you already have two then he moves down in the pick order significantly in favour of evasive creatures like Aven Cloudchaser and Skyhunter Prowler. This same methodology can be applied to Aven Flock as well since you don't want a huge amount of 5 casting cost creatures in your deck.
Despite what I have read about Blue being terrible, I must disagree. Strong fliers, cheap countermagic, large defensive creatures, and even a psuedo-removal spell in Dehydration make Blue pretty good. Your game plan with Blue should be to pick up as many quality fliers as possible and try to stall the ground with high-toughness creatures.
The noticeable difference from 8th to 9th Edition for Black is that it has much more removal. Take note that cards such as Festering Goblin, Ravenous Rats, Coercion, Mind Rot, and Raise Dead are playable, but you shouldn't be happy having to run them. You should definitely be aware that if it looks as though you will be mono-Black that Consume Spirit becomes a huge bomb and Looming Shade can be drafted over anything other than Consume Spirit as long as you are confident you have enough removal.
Volcanic Hammer Shock Flowstone Crusher Sandstone Warrior Anaba Shaman *Under-drafted*
Another 4 mana 2/2 with an excellent ability. I fully expect this guy to be making rounds and finding your pile 7th or 8th pick. In fact, I acknowledge that I am likely picking this guy too low as well. He doesn't feel like he should be great, but experience tells me that pingers are always solid in draft. Hill Giant Lightning Elemental Balduvian Barbarians *Over-drafted*
Three mana for 3 power while appealing comes in a nasty double-red casting cost. It is by no means bad, but since Red seems unlikely to have the weight to be a main colour it will likely end up being even slower to cast than Hill Giant. If you find yourself heavy into Red then it is acceptable to draft this guy before Hill Giant. Lava Axe Goblin Piker Goblin Chariot Flowstone Shambler Anarchist
Two great removal spells, but a complete lack of evasion. Anarchist should be drafted much higher if you have anything worth getting back (ie. Volcanic Hammer, Blaze), but is completely unplayable if you don't have at least 2 or 3 Sorceries. Sandstone Warrior completely owns the ground and likely should rate much higher, but I am uncertain at this point how much one can commit to Red as their main colour.
King Cheetah *Under-drafted*
This guy is amazing. He is the closest thing Green has to non-flying removal. The only way this guy can be bad for you is if you hold him back too long and are too picky choosing the opportune time to play him. Rootwalla Order of the Sacred Bell Craw Wurm Giant Growth Giant Spider Llanowar Elves Trained Armodon *Over-drafted*
Similar story to Balduvian Barbarian. Once again a 3-mana, 3-power creature, but with so many other better creatures you could be playing in green I would stay away from this. If you have the misfortune of being mono-green then this guy becomes great, but having to play mono-green to make this guy valuable is not cool. Kavu Climber Elvish Warrior Zodiac Monkey Grizzly Bears Rootbreaker Wurm
Green has many very high quality creatures, but none of them have any form of evasion. You should make sure if you are playing Green that you have at least one of both Giant Growth and Giant Spider. Llanowar Elves should be drafted over everything but King Cheetah in the pick order if you manage to acquire a solid base of 3- and 4-drops in the first two packs. Rootbreaker Wurm is a monster, but I would never run more than one and I would only play it if I had missed my opportunity to draft a Craw Wurm or two.
Uncommons to Watch for:
Green offers a couple of Hill Giant variants with sometimes game breaking abilities (Anaconda, River Bear) as well as some other really solid uncommons, but honestly offers nothing I would consider bomb-like in the uncommon slot.
Final Thoughts
Black and White are really strong with the nod going to White since its creatures are much better. Blue has excellent creatures, but seriously lacks removal. Red has excellent removal, but it is important to be aware that its solid creatures all cost 4 or more mana. Green is loaded with powerful ground creatures that any of the other colours would love to have, but unfortunately it completely lacks removal and really only has Giant Spider to combat flyers. That being said the order of colour power would go something like this
Commons
White
Black
Red
Blue
Green
Uncommons
Red
Blue
White
Black
Green
The basic rule of thumb is: Pick removal over everything. Green is the only really weak colour in 9th draft, but it can easily make for a solid base colour with enough removal in the secondary colour. That considered Green/Blue is probably the only colour combination you should really avoid.
By gamermk on July 19th, 2005 · Filed in Limited · 23 Comments