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Drafting: During the beginning of the draft I had a hard choice.
P1P1: I think it is between the axebane and the weird. Overall, not a strong pack. I went with the axebane because I feel like he has more possibilities (helps you splash, can lead to both good G/W and G/B decks) and because I think that G/W is generally stronger than U/R (where the weird really shines). The weird is probably a stronger card in its given archtype, but it is at its best in U/R and just isn't as good in U/B.
P1P2: So here I think it is between the herald, street spasm, and knightly valor. I picked up the herald because they are hard to come by and I think probably better than knightly valor. Being able to make 3/3 tokens is really the core of G/W. Street spasm is probably a strong card, but if I take it here I am basically committing to a splash on pick 2 and I don't like doing that. Furthermore, it is weaker as a splash card since getting RR to wipe their board is hard.
P1P3: Another weak pack so I take the best G/W card. Should I still just try and stay open? I feel like there is nothing else worth taking here either way.
P1P4: A weak pack. I could take inspiration and hope to splash it, but I took the soul for a dork.
P1P5: Weak pack, it is looking like G/W might not be open. I take Keening since G/W can get wrecked by stab wound.
P1P6-15: Not much to be said. At this point I felt a little trapped. I had basically committed to G/W, but it didn't seem to be open. I decided I would likely stay the course for the rest of the draft. If you can tell me where I went wrong please do so.
P2 and P3: I just picked G/W cards as they came. Deck ended up ok, but not great.
Round 1: I won game 1 by stalling and getting my populate enchantment down. He scooped soon after. Game 2 I mulled to 6 because opening hand had no land and kept a 2 lander with an axebane. I was too slow and he just out tempo'd me with dorks. Game 3 I had to mull to 6 on the play and kept another 2 lander. I missed a few land drops and lost the game.
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