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The_Wine_Gnat
09-09-2013, 01:40 PM
This is a quick reference guide to top card choices when drafting. Submit the cards you would prefer to draft if you saw them pop up. Optional to submit your reasoning of why, though it would benefit those referencing this post. If you different opinion, please post why. I'll update this post as feedback comes in.

Sweet links for drafting beginners

Guides
Super Drafting 101 (http://www.hex-datamine.com/guides/Super-Drafting-101/29)
Beyond the Basics (http://www.hex-datamine.com/guides/Beyond-the-Basics-2-1-Drafting-Fundamentals/5)

Drafting Practice
Hex Draft Simulator (http://www.hexdraft.com/)
Hex Data Mine (http://www.hex-datamine.com/draftsim.php)

BREAD priority drafting
B - Bombs
R - Removal
E - Evasion
A - Anything
D - Denial

REV balanced drafting (ty Aradon!)
R- Removal
E - Evasion
V - Value

Drafting: Top Common/Uncommon Cards to Consider Picking (arranged alphabetically, top community choices in bold)

Updated 9/24 -Feel free to submit your choices.



Ambershire Instigator (http://www.hex-datamine.com/cards/Ambershire-Instigator/181)


Blood Aura (http://www.hex-datamine.com/card.php?c=198)
Bombsmith (http://www.hex-datamine.com/cards/Bombsmith/296)
Buccaneer (http://www.hex-datamine.com/card.php?c=281)
Burn (http://www.hex-datamine.com/cards/Burn/62)
Burn to the Ground (http://www.hex-datamine.com/cards/Burn-to-the-Ground/140)

Cerulean Mirror Knight (http://www.hex-datamine.com/cards/Cerulean-Mirror-Knight/32)

Cloud Titan (http://www.hex-datamine.com/cards/Cloud-Titan/277)

Flock of Seagulls (http://www.hex-datamine.com/cards/Flock-of-Seagulls/276)



Giant Corpse Fly (http://www.hex-datamine.com/card.php?c=115)
Glimmerglen Witch (http://www.hex-datamine.com/cards/Glimmerglen-Witch/130)



Inner Conflict (http://www.hex-datamine.com/card.php?c=119)




Murder (http://www.hex-datamine.com/card.php?c=112)


Protectorate Clergyman (http://www.hex-datamine.com/cards/Protectorate-Clergyman/123)
Repel (http://www.hex-datamine.com/cards/Repel/221)


Ruby Pyromancer (http://www.hex-datamine.com/cards/Ruby-Pyromancer/29)

Sapper's Charge (http://www.hex-datamine.com/card.php?c=161)
Thunderbird (http://www.hex-datamine.com/card.php?c=33)



Veteran Gladiator (http://www.hex-datamine.com/cards/Veteran-Gladiator/197)

Wild Growth (http://www.hex-datamine.com/card.php?c=66)





Solid "Filler" picks to flesh out your drafting deck



Charge Bot (http://www.hex-datamine.com/card.php?c=131)

Kraken Guard Mariner (http://www.hex-datamine.com/cards/Kraken-Guard-Mariner/23)
Ruby Aura (http://www.hex-datamine.com/cards/Ruby-Aura/283)
Sensei of the Milky Eye (http://www.hex-datamine.com/card.php?c=233)
Sapphire Aura (http://www.hex-datamine.com/cards/Sapphire-Aura/273)



Disclaimer: I've been religiously playing http://www.hexdraft.com/ to practice drafting, but being new to TCG's, I'm not sure if I'm making wise decisions. Hence this thread. As Alpha approaches I'd like to see drafters share the top cards they would choose and ideally a reason why.

The_Wine_Gnat
09-09-2013, 01:40 PM
Reserved.

Aradon
09-09-2013, 03:50 PM
Good thread! When I draft MtG, I typically consider fewer things than the BREAD acronym. For me, there's removal, and there's value. You need removal (OR support for whatever your game plan is) and you need a solid stable of cards that will generate value over your opponent's cards. Bombs and evasion fall under this category, but both are really just tools to the same end. When I'm drafting, I'm trying to piece together a game plan, and examining cards that pull me towards one strategy/color over another, as well as trying to figure out what colors are open. I just looked over the commons & uncommons from http://hex.tcgbrowser.com/ , and here's what my list looks like.

Evasion:
- Blood Aura
- Corrupt Harvester
- Sapphire Aura
- Cloud Titan
- Thunderbird

Value:
- Giant Corpse Fly
- Captain of the Dragon Guard
- Protectorate Clergyman
- Ruby Aura
- Veteran Gladiator
- Sniper of Gawaine
- Ruby Pyromancer
- Reality Ripple
- Flock of Seagulls
- Buccaneer
- Cerulean Mirror Knight
- Feral Ogre
- Ambershire Instigator
- Glimmerglen Witch

Removal:
- Murder
- Terrible Transfer (situational: heavy black)
- Repel
- Inner Conflict
- Burn to the Ground
- Burn
- Ruby Lance (situational: heavy red)
- Polymorph: Dingler


Sapphire has a pretty heavy advantage when it comes to fliers, and I intend to aim for blue where possible. Aether Adept+ and Cancel+ are pretty appealing to me. The Value cards are going to be where a lot of the back and forth of the games go, though, and I tried to include any cards that really pulled me into a particular color. Add to that list anything with a gem, of course. Their versatility and strength will make them good in almost every draft. I left out the rares because most of them are very solid, and people won't need too much help figuring out if they want them for their decks or not. Also, there aren't very many that you see in a draft compared to commons and uncommons.

As for your list of picks, I wouldn't value Sensei of the Milky Eye too highly. It doesn't cost you a card, you are absolutely correct, but losing the two resources to play it is a bit of a tempo hit for what is otherwise an unremarkable body. If you have cards to synergize with it, it's a good pick, but otherwise I don't like it. That makes it a good option later in the draft, once you know how effectively you can use it. I'm holding my opinion on Sapper's Charge, for now. It's colorless shock, so it's probably not bad, but I want to see how commonly an X/2 creature gives me trouble before I start picking it very early.

The_Wine_Gnat
09-09-2013, 04:15 PM
Good points! I'm working my way through your list right now, but should have a larger update soon. I'm a big fan of your simpler REV system compared to BREAD. Easier for me to remember, plus I enjoy the train of thought regarding Value. On that same note, great points about focusing on commons & uncommons as we'll see many more of those. So happy you like Giant Corpse Fly too! One of my favs.

Cards that have great flexibility or complete multiple actions draw me to them. Below are a couple of cards and why I like them so much.
- Giant Corpse Fly - Removes another card while providing you with flight. Can be recycled to lower the cards in your opponents hand.
- Burn - This is going to be a go-to draft card. One of the rare removals for an extremely low cost. Big giggles for using this too.
- Murder - Same as above.
- Flock of Seagulls - Creates an obstacle your opponent must respond to if they want to damage you.
- Charge Bot - Bear with me here, but this card gives you a throw away blocker who also speeds up your champions ability. Certain champion abilities are game changing. This makes them happen faster while also providing a blocker. Not my first choice, but definitely is up there.
- Sensei of the Milky Eye - While he can slow down your aggression, he most certainly speeds up your play while also being a useful blocker. A solid secondary or tertiary choice for me.
- Buccaneer - I love this guy. Saved for when an opponent drops something you'd rather not see, play him and their toon is gone for one turn.

The_Wine_Gnat
09-09-2013, 11:08 PM
I'm holding my opinion on Sapper's Charge, for now. It's colorless shock, so it's probably not bad, but I want to see how commonly an X/2 creature gives me trouble before I start picking it very early.

We'll have to see how it plays out in actual draft, but it does provide an "pay it now, use it later" option for when you need it. Also adds a bit of pressure to the opponent as they know you can remove any x/2, including flying.

The_Wine_Gnat
09-18-2013, 09:51 AM
In anticipation of Alpha, I've been playing more draft simulations and have noticed that I will almost always pick the following cards over anything else.

Drafting: Top Common/Uncommon Cards to Consider Picking (arranged alphabetically, top choices in bold)





Buccaneer (http://www.hex-datamine.com/card.php?c=281)
Burn (http://www.hex-datamine.com/cards/Burn/62)
Burn to the Ground (http://www.hex-datamine.com/cards/Burn-to-the-Ground/140)

Charge Bot (http://www.hex-datamine.com/card.php?c=131)

Flock of Seagulls (http://www.hex-datamine.com/cards/Flock-of-Seagulls/276)






Inner Conflict (http://www.hex-datamine.com/card.php?c=119)

Kraken Guard Mariner (http://www.hex-datamine.com/cards/Kraken-Guard-Mariner/23)


Murder (http://www.hex-datamine.com/card.php?c=112)

Repel (http://www.hex-datamine.com/cards/Repel/221)
Thunderbird (http://www.hex-datamine.com/card.php?c=33)









In regards to Charge Bot, I personally think picking those really depends on what you want your draft deck to achieve with your champion. If you need to acquire charges quicker or just more charges, it's a solid cheap choice.

SuperPueppi
09-22-2013, 03:00 AM
After all the B.R.E.A.D. rule works out quite well so far to guide you.

I mostly agree to your list, only would add to Thunderbird/Flock of Seagulls that they effectively commit you to blue as primary colour to get the most value out of them, as with any other 2 mana/2threshold cards - so after picking them you should start looking out for other blue cards that work well and prioritize on them. That way you end up with a deck that's working in any case, and even more so if you draw the card (which is still not that likely if you only get one copy of it). Otherwise these cards might turn out to be just sitting in your hand and come into play when their impact is less strong.
Flock of Seagulls adds most value (also mid-lategame) in a blue deck that's trying to get it's damage via flyiers anyway. Putting it into a aggressive red or green deck is just wasting space and disrupting your strategy.

What I would add to the list (just from the top of my head):

- Giant Growth (still don't get why they made it even more powerful than in MtG)
- Sapper's Charge, at least in the earlier stages of a draft (versatile dmg/creature removal, that's not yet committing you to a colour, can be used for leftover mana both in casting and using - and will work wonder's to mess with people's gameplans due to the active threat on the board)
- Runts of the Litter (this is one of the flexible cards you're looking out for in drafting - while the card is good by itself just by creating some roadblocks, it's flexibility is truly making it a good draw, you have so many cards in the game (especially in green) that work well with it; and those other cards are not depending on runts to be worthwile either.)


Most of the combat tricks that give +1/+1 permanently (plus s.th. else) are good picks as well, since they give you the opportunity for early board advantage (by removing a blocking troop without trading your own) and move most of the 2-3 mana creatures out of direct dmg spells by romping their defense up to 3, making them only a target for either larger troops or non-dmg related removal (e.g. murder).
Currently I guess they are underrated, simply since they pop up so often (looks like we got a higher % of rare/legendary spoiled than common/uncommon) and everyone thinks he can easily pick those up in the last 3-4 draws of a pack.

The_Wine_Gnat
09-22-2013, 04:05 PM
I'm a big fan of Giant Growth. Not sure how well it'll work in practice, but the idea that I can cause my opponent to waste a troop attacking me and mine lives with Giant Growth, greatly appeals to me. You can also use it to counter their counter buff if timed right.

SuperPueppi
09-23-2013, 02:20 AM
I'm a big fan of Giant Growth. Not sure how well it'll work in practice, but the idea that I can cause my opponent to waste a troop attacking me and mine lives with Giant Growth, greatly appeals to me. You can also use it to counter their counter buff if timed right.

In constructed it won't be so strong, but in Limited it will always be due to the strong creature battle aspect. As said I would actually expect it to get toned down.

No matter from which strategic perspective you look at it, it's incredibly powerful. Aside from the obvious use to gain card advantage early own by block-killing one of your opponents troops with your own easily surviving, it can be a game ending move later on (just getting a 1/1 creature through means 5 dmg). In addition it's almost always a win from a (total)mana perspective, you just spend one mana for 4 additional damage, removing a 4-5 mana creature of your opponent etc.

It remains to be seen how often the average common card can be picked up in the true drafts - which might make it less attractive for going green after all - or to actually build decks around these power-commons. At the moment you can easily draft incredibly strong decks for green/white or green/red with just focussing on giant growth+Kraken guard mariner or giant growth+ruby charm+red speed/rage orcs. While these deck types will be powerful if CZE sticks to playing set one out more basic (i.e. not to many complicated/tricky cards), I expect more valid drafting options for black and blue to appear in the full set.

jaxsonbatemanhex
09-24-2013, 08:39 AM
While some of the cards in that list I'll agree with - like Murder, Inner Conflict, Buccaneer and so forth - I can't say I agree with Charge Bot or Kraken Guard Mariner.

Both of these offer a near-useless 1/1 body (from what we've seen so far, being on curve won't be uncommon in Hex, so you'll be lucky to trade your 1/1 with anything that isn't a 1 drop - it's also an issue that is seen in many Magic sets), so you're looking at their ability to justify them.

Charge Bot speeds up your champions charge ability by 1 drop. While some champs have nice abilities, I don't think any of them are actually worth an otherwise sub-par card. Having played with the card a bit in constructed, my feelings seem to be accurate on this - there are very few situations where you want an extra charge at the cost of an underwhelming troop.

With Kraken Guard Mariner, more of the same. While he's one of the more playable one drops, his own body is pretty much irrelevant. So essentially, what you're asking is "is it worth me giving up a card to give all my subsequent troops +0/+1". Now, if it were attack it'd be amazing. But it's defense. I'd almost always rather a later troop that's strong and on-curve, than an early troop that is redundant as early as turn 2, and doesn't even help the attack stat.

Ultimately, a 1/1 for 1 is going to want an amazing upside to be an early pick in a draft (like Ancestor's Chosen). While I might run either of these cards as mid to late picks for my deck, I'm going to be a sad panda if they're the best choice when it comes to an earlier pick.

vulture27
09-24-2013, 09:18 AM
Completely agree with Jax.

Going to add Blood Aura and Sapphire Aura as two more that shouldn't be on that list. These suffer from the "aura problem" as it is usually called in MTG. It is too easy for your opponent to two for one you when you try to play these. Blood Aura cant be used as a combat trick due to it being a basic action, and Sapphire Aura costs too much (and gives a sad +1/+1) to be an effective combat trick. I think Ruby Aura is significantly better then those two, but also would not be happy to take it higher then about 6th pick.

Giant Corpse Fly is also likely being overrated. The best discard effects tend to be random (Hymn to Tourach <3) or they let the person casting the spell choose what is discarded (Blackmail, Despise, etc). Letting your opponent make the choice only removes the most useless thing they have in their hand. Add on to that everything said above about worthless 1/1 bodies, and a highly irrelevant evasion ability due to the 1 attack power. I might take this somewhere between 7 and 15 pick, but not high.

Aradon
09-24-2013, 09:46 AM
People play auras if they're good enough. +1/+1 and evasion of some sort is good enough, on a cheap aura. Considering they can let you swing in for lethal in ideal circumstances, and deal damage and draw out removal in worse circumstances, I think both of them are viable. Case in point, a lot of people at my LGS are talking about how strong Aqueous Form is in Theros limited, and it doesn't even boost power. Auras are playable if they're good, and those two are pretty good.

Corpse Fly doesn't compare well to Liliana's Specter, but I wouldn't dismiss it entirely.

The_Wine_Gnat
09-24-2013, 09:48 AM
While some of the cards in that list I'll agree with - like Murder, Inner Conflict, Buccaneer and so forth - I can't say I agree with Charge Bot or Kraken Guard Mariner.


Charge Bot (http://www.hex-datamine.com/cards/Charge-Bot/131) speeds up your champions charge ability by 1 drop. While some champs have nice abilities, I don't think any of them are actually worth an otherwise sub-par card. Having played with the card a bit in constructed, my feelings seem to be accurate on this - there are very few situations where you want an extra charge at the cost of an underwhelming troop.

With Kraken Guard Mariner, more of the same. While he's one of the more playable one drops, his own body is pretty much irrelevant. So essentially, what you're asking is "is it worth me giving up a card to give all my subsequent troops +0/+1". Now, if it were attack it'd be amazing. But it's defense. I'd almost always rather a later troop that's strong and on-curve, than an early troop that is redundant as early as turn 2, and doesn't even help the attack stat.


Valid points. Not having tried a PvP draft yet with other players, I cannot say how they will truly fair but I can see where you are coming from. They are not my first picks, but I still like the as "filler" for two solid reasons.

Kraken Guard Mariner bumps all your X/2 troops up by one, stopping the effects of a quick burn. It also not only acts as a meat shield, but makes your troops just a little harder to kill, forcing your opponent to make some choices. Who knows, maybe they will target that instead of another troop. I am basically going to treat them as a easy 1/1 blocker with group benefits. edit: - moved this to "filler".


Charge Bot (http://www.hex-datamine.com/cards/Charge-Bot/131)is very selective and really only works if you have a clear plan of what you want to achieve in that draft. I'll say it again, it's very selective. (edit: Well I guess your point is right about not having it on a first pick list then... moved to "filler") I have to know what champion I'll be picking during the draft before I invest into these guys. One of my new favorite thoughts I keep entertaining is if I draft Chlorophyllia (http://www.hex-datamine.com/cards/Chlorophyllia/71) or two, that's 2-4 extra charges. Add a couple of Charge Bots and all of a sudden I'm rushing a Mammoth Squirrel Titan (http://www.hex-datamine.com/cards/Mammoth-Squirrel-Titan/260).

LargoLaGrande
09-24-2013, 10:56 AM
People play auras if they're good enough. +1/+1 and evasion of some sort is good enough, on a cheap aura. Considering they can let you swing in for lethal in ideal circumstances, and deal damage and draw out removal in worse circumstances, I think both of them are viable. Case in point, a lot of people at my LGS are talking about how strong Aqueous Form is in Theros limited, and it doesn't even boost power. Auras are playable if they're good, and those two are pretty good.

Corpse Fly doesn't compare well to Liliana's Specter, but I wouldn't dismiss it entirely.

Aqueous Form is fine only because the removal in Theros is atrocious, and there is a prevalence of 5+ power guys at common and uncommon that want evasion. If Theros has Murder and Burn to the Ground instead of Sip of Hemlock and Boulderfall Aqueous Form would be pretty unplayable. Auras certainly can be playable, but Sapphire/Blood aura are much weaker than Madcap Skills and that card wasn't a high pick even in triple Gatecrash.

vulture27
09-24-2013, 01:25 PM
Aqueous Form is fine only because the removal in Theros is atrocious, and there is a prevalence of 5+ power guys at common and uncommon that want evasion. If Theros has Murder and Burn to the Ground instead of Sip of Hemlock and Boulderfall Aqueous Form would be pretty unplayable. Auras certainly can be playable, but Sapphire/Blood aura are much weaker than Madcap Skills and that card wasn't a high pick even in triple Gatecrash.

This ^

Not to mention Aqueous Form costs 2 less then Sapphire Aura, makes a creature completely unblockable vs just have flying, and scry 1 each time it attacks is /far/ more useful then +1/+1. The only advantage Sapphire Aura has is the ability to be played at instant speed.

Cazychel
09-25-2013, 02:07 PM
Aqueous Form is fine only because the removal in Theros is atrocious, and there is a prevalence of 5+ power guys at common and uncommon that want evasion. If Theros has Murder and Burn to the Ground instead of Sip of Hemlock and Boulderfall Aqueous Form would be pretty unplayable. Auras certainly can be playable, but Sapphire/Blood aura are much weaker than Madcap Skills and that card wasn't a high pick even in triple Gatecrash.

That's only true for black. Red as some of the best removal with Lighting Strike and Magma Jet.

Madcap Skills was pretty amazing in GTC-Prerelease and -Draft, in my eyes. The 2/1 firststrike Goblin just crushed any deck with that.

In Hex Auras work a little different so I woundn't say yet how strong they really are.

LargoLaGrande
09-25-2013, 02:44 PM
That's only true for black. Red as some of the best removal with Lighting Strike and Magma Jet.

Madcap Skills was pretty amazing in GTC-Prerelease and -Draft, in my eyes. The 2/1 firststrike Goblin just crushed any deck with that.

In Hex Auras work a little different so I woundn't say yet how strong they really are.

Lightning Strike and Magma Jet are great, but they don't kill anything that you would Aqueous Form so they don't really effect Aqueous Form's playability.

Madcap skills was a great card, but it was also a fairly narrow one. You wouldn't want it unless you drafted the very aggressive deck (also, the same deck that wanted Riot Piker to begin with) so they would go around later than you would expect. My point on that was that using Blood/Sapphire Auras on a small guy is much worse than Madcap Skills and using them on a large guy is much worse than Aqueous Form in this meta so you should be able to wheel them if you want either of them in your deck.