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Power Drafting: Scars U/R

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Power Drafting is a specific type of Booster Drafting. Ideally, you would be awesome at drafting every possible archetype and color combination. This is especially true if you are an expert at reading and sending signals for all of them. Unfortunately, this isn't realistically the best option for most players, including pros. Power Drafting is designed to make you an expert at a small number of high-powered draft possibilities that are the most likely to work on a consistent basis.

While it's definitely possible to draft a good metalcraft deck using Green or Black as one of your colors, it's easier and usually better to use some combination of Red, White and Blue. When power drafting Scars of Mirrodin, I ignore Black and Green and I draft the best combination of Red, White and Blue. I've discussed my approach to drafting White/Red and White/Blue in the past couple weeks and now it's time to talk about Blue/Red.

I prefer to draft White, because it has the best creature base for metalcraft, the best spellbomb, good flying and good removal. I also have an almost irrational love for Glint Hawk Idol. White is usually pretty easy to get for the serious metalcrafter, because cards like Auriok Sunchaser and Ghalma's Warden usually go pretty late and frankly, White is just really deep. However, I've learned that even in Scars it's good to have a backup plan.

I recently watched the first pack Rada drafted at an FNM tournament. The player in front of her was cutting every good playable White card. Rada, a power drafting lover of White in Scars, dutifully took good artifacts and Red cards early in the pack. When she got a Vedalken Certarch with two cards left in the pack, she accepted that White just wasn't going to come and she went Blue/Red. I was playing Standard so I didn't get to see the rest of her draft, but she ended up with an awesome deck and 3-0ed her table.

White uses metalcraft for awesome creatures like Sunchaser and Warden. Blue and Red use it best for control, such as: Galvanic Blast, Vedalken Certarch and Lumengrid Drake. Like White metalcraft creatures, Certarch and the Drake go pretty late. Unfortunately, Blast is so good even without metalcraft, that it gets first picked by Red players that aren't dedicated to metalcraft.

While I still believe U/R should be drafted as an aggressive deck, it does need to be more controlling since it lacks White's creatures. It also means good artifact creatures like Snapsail Glider and Chrome Steed are even more important. My favorite commons when drafting Blue/Red are:

  1. Galvanic Blast
  2. Shatter
  3. Snapsail Glider
  4. Chrome Steed
  5. Tumble Magnet
  6. Trinket Mage
  7. Lumengrid Drake
  8. Vedalken Certarch
  9. Sylvok Lifestaff
  10. Neurok Replica
  11. Sky-Eel School
  12. Perilous Myr
  13. Flight Spellbomb
  14. Vulshok Replica
  15. Glint Hawk Idol

Rada and I did a draft online to demonstrate how strong power drafting U/R could be:

Pack 1 - Pick 1

Perilous Myr

Halt Order

Vulshok Heartstoker

Corpse Cur

Alpha Tyrranax

Trigon of Thought

Salvage Scout

Tunnel Ignus

Darksteel Myr

Withstand Death

Screeching Silcaw

Razorfield Thresher

--> Tumble Magnet

Golden Urn

Island

This was a pretty weak opening pack. Perilous Myr was the only other card in the pack that we were interested in.

Pack 1 - Pick 2

Plated Seastrider

Memnite

Ghalma's Warden

Kuldotha Rebirth

Copperhorn Scout

Blackcleave Goblin

Ferrovore

--> Gold Myr

Necrogen Scudder

Throne of Geth

Panic Spellbomb

Disperse

Mountain

Fulgent Distraction

Another weak pack. If we were drafting White, we would take the Warden. I like Panic Spellbomb and Memnite, especially when I'm drafting Blue and might get a Trinket Mage. However every deck needs at least a couple mana myr, so we start working on that.

Pack 1 - Pick 3

--> Lumengrid Drake

Leaden Myr

Moriok Reaver

Ferrovore

Silver Myr

Cystbearer

Salvage Scout

Auriok Edgewright

Withstand Death

Grafted Exoskeleton

Razorfield Thresher

Golden Urn

Mountain

A solid third pick. I'm a little concerned that we haven't seen anything particularly exciting yet and that we haven't seen any Red cards worth playing. We have seen Warden and now Edgewright, so it does seem like White's available. Hopefully the fact that we've passed Corpse Cur, Blackcleave Goblin and now Cystbearer, means the player to our left will be Black/Green Infect.

Pack 1 - Pick 4

Contagious Nim

Bloodshot Trainee

Vault Skyward

Blackcleave Goblin

Golem Foundry

Tel-Jilad Defiance

Tangle Angler

Blunt the Assault

Loxodon Wayfarer

--> Snapsail Glider

Moriok Replica

Mountain

Bloodshot Trainee is a little tempting. When it's good, it's really good. As usual though, when there is really solid artifact like Snapsail Glider, we're taking it.

Pack 1 - Pick 5

Plated Seastrider

Melt Terrain

Necrogen Censer

Copperhorn Scout

Blackcleave Goblin

Tel-Jilad Fallen

Genesis Wave

--> Auriok Sunchaser

Disperse

Liquimetal Coating

Swamp

After five packs without an exciting Red card and a third good White metalcraft creature, it seems like we might just be sabotaging ourselves if we keep planning on drafting Red instead of White. There isn't an exciting artifact, Red or Blue card, so we're at least not hurting ourselves with this pick. In fact, we're helping ourselves. This way, the exciting "signal" card the player to our left sees is an Infect card, Blackcleave Goblin, not a powerful metalcraft card that will encourage them to take artifacts from us.

Pack 1 -Pick 6

Plated Seastrider

Seize the Initiative

Ichorclaw Myr

Wall of Tanglecord

Tangle Angler

Whitesun's Passage

--> Vulshok Replica

Withstand Death

Clone Shell

Plains

If we're definitely switching to White, Clone Shell is probably the pick, but one pick doesn't necessarily lock us into anything. In Red/Blue, the Replica is very solid.

Pack 1 - Pick 7

Untamed Might

Vigil for the Lost

Bladed Pinions

Carapace Forger

--> Vedalken Certarch

Neurok Replica

Tainted Strike

Screeching Silcaw

Forest

This pack is loaded with goodies. Certarch is the pick, but Pinions and Replica are cool too. If it was third pack and I was a little low on artifacts, I would probably take the Replica. Some nice pump spells for our Infect friends. The fact that Forger and Might are still here suggests we could have had a decent Green/White metalcraft deck in this seat.

Pack 1 - Pick 8

--> Vector Asp

Kuldotha Rebirth

Copperhorn Scout

Dross Hopper

Golem's Heart

Glimmerpost

Exsanguinate

Swamp

Golem's Heart might make a decent sideboard card, but Vector Asp might make it into the main deck.

Pack 1 - Pick 9

--> Halt Order

Vulshok Heartstoker

Alpha Tyrranax

Withstand Death

Screeching Silcaw

Razorfield Thresher

Island

A card Rada's been dying to play with more, it might make it into a more controlling R/U deck, but probably not in an aggressive tempo U/W deck.

Pack 1 - Pick 10

Plated Seastrider

Copperhorn Scout

Blackcleave Goblin

--> Throne of Geth

Mountain

Fulgent Distraction

At least we can send the player to our left another reason to stay faithful to Infect, too bad the rest of Pack one was dead for us.

Pack 2 - Pick 1

Perilous Myr

Embersmith

Vulshok Heartstoker

--> Razor Hippogriff

Blistergrub

Psychic Miasma

Whitesun's Passage

Barbed Battlegear

Vedalken Certarch

Arrest

Razorfield Thresher

Tumble Magnet

Scoria Elemental

Plains

Myr Propagator

This pick was the turning point of the draft. It's pretty clear we can expect better White than Red in pack three. Both Arrest and the Hipppogriff are as exciting as the Embersmith. The Sunchaser we already have serves as the tiebreaker. I lean toward Arrest because U/W needs removal so badly, but Hippogriff can be a gamebreaker and Rada feels pretty strongly about this pick. Too bad we didn't see any packs like this in the first set of packs.

Pack 2 - Pick 2

--> Glint Hawk Idol

Darkslick Drake

Turn Aside

Instill Infection

Gold Myr

Cystbearer

Infiltration Lens

Whitesun's Passage

Flameborn Hellion

Withstand Death

Sylvok Replica

Scoria Elemental

Forest

Myr Galvanizer

Our new commitment to White is immediately rewarded with an exciting second pick. I like Darkslick Drake in Red/Blue, but given our dearth of artifacts I might have taken the Galvanizer.

Pack 2 - Pick 3

Vector Asp

Kemba's Skyguard

Wing Puncture

Assault Strobe

Blade-Tribe Berserkers

Iron Myr

Goblin Gaveleer

Furnace Celebration

Bonds of Quicksilver

Darksteel Sentinel

--> Snapsail Glider

Horizon Spellbomb

Swamp

I like to have as many flyers as possible in U/W and if they're artifacts, so much the better!

Pack 2 - Pick 4

Contagious Nim

Iron Myr

Leaden Myr

Trigon of Infestation

Tel-Jilad Fallen

Glint Hawk

Auriok Sunchaser

Carapace Forger

Auriok Edgewright

--> Myrsmith

Swamp

Fume Spitter

Wow, so glad we switched to White. Where were awesome packs like this in pack one? Tough choice, but not only is Myrsmith a potential bomb in our deck, but it can help us get metalcraft.

Pack 2 - Pick 5

Copper Myr

Neurok Invisimancer

--> Revoke Existence

Blight Mamba

Ichor Rats

Vulshok Heartstoker

Twisted Image

Plague Stinger

Vulshok Replica

Auriok Replica

Island

Exciting to get good removal at pick five.

Pack 2 - Pick 6

Trigon of Infestation

Kuldotha Rebirth

Blunt the Assault

Lifesmith

Blackcleave Cliffs

Relic Putrescence

--> Stoic Rebuttal

Mountain

Fulgent Distraction

Scrapdiver Serpent

Upsetting to miss on a sixth pick. With the Trigon here, perhaps the player to our left isn't in Infect.

Pack 2 - Pick 7

Wing Puncture

--> Lumengrid Drake

Shape Anew

Necrogen Censer

Ferrovore

Steady Progress

Corrupted Harvester

Glimmerpost

Swamp

We're much happier to get this card as a seventh pick than as a third pick.

Pack 2 - Pick 8

Contagious Nim

Blade-Tribe Berserkers

Riddlesmith

Strider Harness

--> Glint Hawk

Neurok Replica

Copperline Gorge

Island

Another tough/exciting pick. We really like flyers and it's nice to have a way to reset our Magnet. Sad that we don't have much in the way of zero or one mana artifacts yet.

Pack 2 - Pick 9

Blistergrub

Psychic Miasma

Whitesun's Passage

--> Vedalken Certarch

Razorfield Thresher

Scoria Elemental

Plains

A solid pick amongst a bunch of cards we don't care about. I'm always surprised how late we can get this card.

Pack 2 - Pick 10

Turn Aside

--> Infiltration Lens

Whitesun's Passage

Withstand Death

Scoria Elemental

Forest

Not a super exciting card in a U/W deck, but we need cheap artifacts so it might make the cut.

Pack 2 - Pick 11

Wing Puncture

Assault Strobe

Blade-Tribe Berserkers

--> Bonds of Quicksilver

Swamp

If we really need removal, it might get sideboarded in.

Pack 2 - Pick 12

Contagious Nim

--> Auriok Sunchaser

Swamp

Fume Spitter

Our last good pick in pack two is a really good one! Also further evidence that the player to our left isn't in Infect.

Pack 3 - Pick 1

Vector Asp

Ezuri's Archers

Wing Puncture

Assault Strobe

Thrummingbird

Instill Infection

Furnace Celebration

--> Gold Myr

Bonds of Quicksilver

Cystbearer

Darksteel Sentinel

Seachrome Coast

Relic Putrescence

Horizon Spellbomb

Mountain

Another pack off to a disappointing start. A much better pack for Infect players.

Pack 3 - Pick 2

Ghalma's Warden

Leaden Myr

Viridian Revel

Copperhorn Scout

Dross Hopper

Moriok Reaver

Barrage Ogre

Cystbearer

Nihil Spellbomb

--> Origin Spellbomb

Disperse

Mountain

Platinum Emperion

Fulgent Distraction

While we both really like the Warden, we really need cheap artifacts and this is a really good one. In pack three, your pick order really needs to be adjusted based on your deck's needs.

Pack 3 - Pick 3

--> Glint Hawk Idol

Untamed Might

Viridian Revel

Moriok Reaver

Tower of Calamities

Flameborn Hellion

Tainted Strike

Sylvok Replica

Screeching Silcaw

Scoria Elemental

Saberclaw Golem

Plains

Ogre Geargrabber

Great third pick, we're definitely in a good White seat. I'm in Glint Hawk heaven!

Pack 3 - Pick 4

--> Rusted Relic

Neurok Invisimancer

Oxidda Daredevil

Psychic Miasma

Bladed Pinions

Bleak Coven Vampires

Moriok Replica

Screeching Silcaw

Acid Web Spider

Razorfield Thresher

Tumble Magnet

Island

The Magnet is a little tempting given how little removal we have, but it's a 5/5 for four!

Pack 3 - Pick 5

Ezuri's Archers

Assault Strobe

Steady Progress

Abuna Acolyte

Corrupted Harvester

Flameborn Hellion

Echo Circlet

Grafted Exoskeleton

--> Origin Spellbomb

Soul Parry

Swamp

With the addition of another terrific one mana artifact, our deck is really starting to come together.

Pack 3 - Pick 6

Vector Asp

--> Memnite

Kuldotha Rebirth

Vault Skyward

Tel-Jilad Defiance

Twisted Image

Glimmerpost

Soul Parry

Forest

Scrapdiver Serpent

Glint Hawk and Myrsmith are happy with this pick, not to mention our Sunchasers.

Pack 3 - Pick 7

Seize the Initiative

Carrion Call

Instill Infection

Soliton

Auriok Sunchaser

--> Accorder's Shield

Tainted Strike

Auriok Replica

Forest

While it would be great to have a third Sunchaser, a quick look at our total number of playable artifacts determines this pick.

Pack 3 - Pick 8

--> Blight Mamba

Blade-Tribe Berserkers

Instill Infection

Bleak Coven Vampires

Bellowing Tanglewurm

Molten Psyche

Plains

Island (FOIL)

Counter-drafting is fine in pack three.

Pack 3 - Pick 9

--> Vector Asp

Ezuri's Archers

Wing Puncture

Assault Strobe

Thrummingbird

Relic Putrescence

Mountain

We probably won't play two of them, but it's not out the question. If we had two Magnets, the Thrummingbird might be tempting. Pack three held nothing else of interest for us.

This is the deck we built:

[cardlist]

1 Tumble Magnet

2 Gold Myr

2 Lumengrid Drake

2 Auriok Sunchaser

1 Vulshok Replica

2 Vedalken Certarch

1 Vector Asp

1 Razor Hippogriff

2 Glint Hawk Idol

2 Snapsail Glider

1 Myrsmith

1 Revoke Existence

1 Glint Hawk

2 Origin Spellbomb

1 Rusted Relic

1 Memnite

1 Accorder's Shield

8 Island

8 Plains

[/cardlist]

Rada would have run her beloved Halt Order over the Asp, but I'm pretty firm on having 14 artifacts for a deck with this much dependence on artifacts. While I was really happy with the way the deck turned out, Rada unfortunately lost a really close three game match in round one to a pretty solid Red/Black metalcraft deck.

This draft is a good example of three important things. First, even in Scars draft it's possible to have a color cut off. Second, the beauty of power drafting with three colors as options is you always have a backup plan. In this case, we were able to substitute White for Red and get a much better deck. Finally, in pack three it's important to adjust your pick preference to account for what your deck needs.

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