sadly only from draft simulator
but this draft gave me a very interesting three picks mid-late draft:
I had for the deck so far (not in drafted order, plus some random crap not listed):
3 auger spree
2 syncopate
1 inspiration
1 murcurial chemister
1 chemester's trick
2 doorkeeper
2 ogre jailbreaker
1 frostburn weird
1 guttersnipe
1 gore-house chainwalker
1 batterhorn
1 golgari longlegs
1 rakdos ringleader
1 izzet guildgate
1 golgari guildgate
pack three pick one:
hypersonic dragon vs. voidweilder;
do I take hypersonic dragon because he's a bomb, or voidweilder because I already have some paths to victory and he's an awesome way to stall the game? not the lack of sorceries, if that's relevant, and the lack of voidweilders so far. also note, as dumb as the 5/4s for 5 are, I do have plenty of big beaters, and in this format big beaters are easy to pick up. stalling, this deck will want as much as possible.
pack three pick two:
steam vents vs. annihilating fire;
steam vents 'cause it's money and mana fixing, or annihilating fire 'cause it's more removal? this kind of deck loves having removal, if it can play all removal, including whatever creatures it plays, that's ideal. because I have one relevant gate and one barely relavant gate, I will be tempted to pick up gates early over removal etc. this pack, do I pass the money because I want to make sure my draft goes smoothly?
pack three pick three:
cancel, lobber crew, or frostburn weird?
lobber crew would love this deck, especially with the multi-color augur spree, weirds, chemister and his trick, and possible longlegs/ringleader. weird, because he clutters the board, but is actually able to kill/trade with cards, or cancel, because hey three auger sprees two syncopates and inspiration, all of a sudden passing with cancel is very relevant. and unlike other times I've been drafting the removal deck, I have four relevant 2-mana creatures, so I actually have the option of letting them resolve something unimportant.
and then the less tough but still interesting pick of:
jailbreaker, voidweilder, izzet guildgate. this would be a hard pick if the earlier weilder was passed and the steam vents was picked, because now the conundrum is:
jailbreaker is a defender with actual power at a better curve for your deck, voidweilder is the best synergy with your deck but unless the rest of the pack goes well could end up weird on your mana curve, and taking the steam vents meant you assumed you wouldn't pick up gates, should you stick to that assumption or go back on your decicion? removal isn't exactly in this pack, but the need for the gate isn't as high (the game will go long, so two gates can be drawn into, a third even if on-color isn't needed per se). if steam vents wasn't picked, it would be snap guildgate. if voidweilder was picked, it would be snap jailbreaker for mana and threat reasons. but I had chosen steam vents and dragon, so according to my thinking the pick was, with slight hesitation, voidweilder. maybe I shoulda taken the gate, but hey it wheeled!