This deck is the first draft deck I've built that has actually worked well and I'm kinda proud of it! It has a lot of good things going on.
p1p1 was the Valiant Knight which gives other knights +1/+1 and you can pay WW3 to give them double strike. So I was able to draft some other knights. One of them was the Novice Knight, which has defender unless it's enchanted or equipped, so I grabbed some Rogue's Gloves and a Marauder's Axe when they came around. I got a couple of good green cards early but p2p1 was Chromium and that settled my colors. Then I was passed a Patient Rebuilding and a Psychic Corrosion so I decided to try for the mill combo, and even got a Millstone at the very end to go with them. Since now I wanted to draw cards, I kept the Rogue's Gloves over the Marauder's Axe when it came to cuts. I also ended up with some lifegain from an Ajani's Welcome, Vampire Neonate, and Fountain of Renewal that both helped my curve and intended to stall me for time while I got the mill stuff out and working.
In practice what ended up happening was I killed people with creatures every time. I never did draw the mill cards (except for Millstone, which helped me win one game as I happened to mill 2 lands my opponent really needed to draw). The lifegain was still incredibly useful.
I had a Gallant Cavalry and in one game used Mirror Image to duplicate it and Isareth the Awakener to bring it back after it was killed and so got a bunch of knights. Even though my Valiant Knight was essence scattered, they were still quite useful.
I had enough artifacts to make Aerial Engineer fly every time I cast it. It won me one game and contributed heftily to another win.
Most of my other draft decks have had maybe one thing they were trying to do, but this one somehow ended up with many cards that worked extremely well together. It was a lot of fun to play, too.