The Eight Wonders: A Scars of Mirrodin Draft Strategy Guide

As every draft format matures, we learn which cards work best together.  Scars of Mirrodin draft is still young and it evolves as Tel-Jilad Defiance and Untamed Might become more or less popular.  What cards should you hatedraft?  Which card stitches your deck together?  These are the questions that, when answered, lift you to the next level of draft.  This article will gloss over basic theory of Scars drafting and then more importantly detail the specifics that make this format so enticing.

Most players have grasped onto the idea of a themed Scars draft deck.  Your forty cards will be better if they feature the words Infect or Metalcraft across most of them.  If you are halfway into either it will not turn out well.  Oftentimes during a draft your card evaluations change as the needs of your deck change.  Do you take Silver Myr or Lumengrid Drake in pack one?  What about in pack three?

Metalcraft decks typically want at least fourteen artifacts, but if you have tempo cards that benefit from having three artifacts then it’s important to keep those artifacts  low-costed so you can get them on the board ASAP.  Is a Carapace Forager really that good if it can’t even race a Plague Stinger? And Lumengrid Drake is an overcosted 2/2 if you aren’t generating tempo.  Meanwhile cards like Rusted Relic want even more than fourteen friends…

Simply, if you have more good artifacts to trigger your Metalcraft than your opponent, you will win more often.

Artifacts! If you you snatch up second-pick Myr in pack one, you’ll have a headstart going into the later packs.  If you miss a Grasp of Darkness for it, so be it.  Metalcraft makes ALL of your cards better and when you’re the only one who has them going into the final pack, you’ll be rewarded.  A general rule is that if you’re ever torn about what card to take, lean towards the artifact.  Don’t be afraid to play a Golem Foundry to keep the artifact count high.  Sometimes even a Liquimetal Coating needs to make your deck in order to power up the other thirty-nine cards.

Every good artifact in your deck is one less for everyone else.

Givens. The biggest leap in my triple SOM drafts came when I realized how much better Vulshok Replica is than Moriok Reaver in NON-Red decks!  Who cares about one toughness when it increases the power of all your other cards?  Not just that, but the Replica is certainly better in everyone else’s deck.  This is also true about Gold Myr versus Snapsail Glider and Trigon of Corruption versus colored removal.  While that Ghalmas Warden looks sexy at 4/6, I’d rather have a Chrome Steed almost always.

You don’t need to have the best draft deck ever to be the best draft deck at the table.

Remember that you are playing those seven opponents you are passing cards to, and gimping their decks while improving your own is like double-dipping.  And we all love getting second servings of awesome.

Meta-draft. If a pick choice is 50/50 for your deck, take away the cards that make other decks better.  Are you still struggling with Slice in Twain versus Contagion Clasp?  Maybe your green deck likes Slice, but it also loves Proliferating for the win.  More importantly, the Clasp definitely makes your opponent’s deck better.  Another similar relationship is Darksteel Axe versus any Infect creature.  While you may want to cut off black and green cards, taking away the Axe from everyone else makes your deck great relative to theirs. In general, you had better have a great reason to pass Darksteel Axe.  Cards that make all of your creatures distinctively better are one-of-a-kind.

Meta-game. Keep in mind the cards you are passing around (this is different from signalling.)  If you passed a Trigon of Corruption then maybe grab a Snapsail Glider over a Vulshok Replica.  Say that Grafted Exoskeleton got by you, then a Tel-Jilad Defiance becomes a good later pick.  When you pass a card that can give you problems, grab the utility latepicks that deal with it.  When you can consistenly answer a Tel-Jilad Fallen with an Instill Infection you’ll win way more.

Hate-draft. Don’t taze me bro!  Have you figured out which cards Infect needs yet?  A simple hatedraft of an Untamed Might makes that deck way less scary, agreed?  Grabbing away a Neurok Replica means you don’t need to worry about blue’s tempo plays.  Hatedrafts don’t need to be for bombs- just figure out which cards actually scare you.
My scariest commons by color (the midpick card that consistently makes their deck good):
White- Sunspear Shikari
Blue- Neurok Replica
Black- Plague Stinger
Red- Iron Myr, et al.
Green- Untamed Might

Curve. As you make it through your draft, keep the curve of your deck in mind.  Curving means having cards to play at each turn.  Tempo is the goal, and the curve of your deck is the best mechanic to generate it. Start low.  In this set we have the wonderful mana Myr to help our curve, but everyone wants them.  Grab them early or you might never see them again.  The trick is to start low on the curve.  You can always grab four and five-cost cards later, but you don’t want to be caught in pack three needing a handful of two-drops.  Galvanic Blast should always be your pick over Turn to Slag until you have a specific metagame reason to need the Slag.

As you draft, put your picks in curve-order so that during review you have some extra time to analyze where your gaps are.  Even guessing at where the card goes in your curve will give you a cue for what you still need.

Jump. Everybody Jump! Jump!  Don’t be afraid to draft reactively and jump colors.  Maybe that hatedraft Volition Reins is actually a better play than your three other white cards.  During your review chances keep in mind that decks in this format often only have six to eight colored cards.  If you already have five red cards going into pack three then there’s no need to chase average commons when a single new-color removal spell might be better.

Three-color? This sure isn’t Alara when it comes to playing multiple colors.  It barely has any mana fixing.  Horizon Spellbomb is very lonely when it comes to finding land, and it’s not even particularly good.  It costs four mana for full effect.  But that doesn’t mean you can’t play multiple colors!  Since your deck has so few colored cards, don’t be afraid to play something like two Carapace Foragers, two Lumengrid Drakes, and a handful of white cards.  Your mana-base for that deck can easily survive with 7-5-5.  Somewhere over the rainbow there’s a Mana Myr to help if you need it. And many decks can afford some splash lands to pay for off-color Replicas and Spellbombs.

The secret’s out.  Drafting is hard.  Even pros don’t have a consensus strategy.  If you watched Top8 coverage of GP Toronto (featuring two players from the draftmagic.com van – Dave Howard and Steve Zhang,) you’ll know that Brad Nelson toiled over a firstpick Necropede versus Oxidda Scrapmelter.  Personally I think he’s crazy for it but it shows the diversity of opinions when that Necropede spun to him 9th-pick.  Every draft will play out differently, but keeping your opponents on your mind will help you build the best deck at the table and win more drafts.

-Roberto Castro-Mahoney

Coming Soon!  Why the hardest set to Team-draft is the easiest to win.

About Roberto Castro-Mahoney (pRoberto)

Tired of beating through multiple Top 8's without a PTQ win, Berto has finally dropped his Heroes of Newerth habit to start grinding and testing. Sadly, he has a man-crush on Pili-Pala so probably won't win one this season...