I sat down to draft with four other people last night and casually tossed out the idea of a Star draft. Two of the players knew how to play Star, so they were in. The other two good-naturedly joined in and we unexpectedly were doing something extra wacky. Oddly, I could not convince the group to do cutthroat. This was the first time I played non-cutthroat Star in a long while.
We opened our first packs, and then one of the players reminded me that we needed to take the picture! So, here it is; with the first pack each disguised to not look opened.
In multiplayer formats, my draft priorities shift quite a bit. Instead of BREAD, I like, um, BVERD: Bombs, Vigilance, Evasion, Removal, and Aggro. Let me try to defend these:
- B: Bombs aren't the same, because not everything that's a bomb in a duel is still a bomb in multiplayer, but you still want to pick cards that will win you games.
- V: Vigilance is very important because having a blocker up will let you ward off attacks from multiple other players. You want to get damage in and being able to make that decision without worrying about not having blockers is really great. Flying vigilant creatures are amazing.
- E: Evasion is still very useful. The board is going to gum up and you're going to need to get damage in, so you want creatures that can get past defenses.
- R: Removal is much less useful because it only affects one opponent. Getting other players to spot removal things is better than doing it yourself, so sometimes you'd rather these are in other peoples' hands than your own!
- A: Aggressive creatures can be good for early damage. This is more useful in Cutthroat rules because getting ahead can keep you ahead. Still, I think this is less important in multiplayer situations. I didn't even list Duds because they're kinda close to this.
(You may want to take all of this lightly until you see how I actually fared!)
Here were my picks:
I really was not certain on which cards to put in my deck. Since there were a lot of Spider-Man cards, I wanted to try a bit of Web-Slinging, so I ran Spider-Man, Web-Slinger and Spider-Girl, Legacy Hero (and should have included Gallant Citizen) over things like Broadside Barrage. Here was the deck I built:
We sat down and the player (opponent) to my right won the roll to go first. They were playing Orzhov Humans. To my left (opponent) was a Dimir player who flooded early. Next was a Golgari teammate with some fast stuff. Finally, my other teammate was running Grixis. Note: everyone was running black!
My first two turns were excellent, playing Radioactive Spider followed by Dollmaker's Shop and getting my first Toy token. My right-hand opponent started to put together a strong board of white weenies and my left-hand opponent played Blood Hustler that lived up to its name and hustled a lot of my blood over the course of the game.
I couldn't safely attack on turns three, four, or five as I needed to keep my spider back as a rattlesnake blocker. (Both of my opponents cited the spider as the reason they had to go easy on me early on.) Thankfully my two teammates played some good creatures, including Swarm (Golgari teammate) and Kaine (Grixis teammate).
On turn five I played Spider-Girl. On the sixth I played Night Market for my first blue mana source and started getting in with Spider-Girl, building up Toy tokens. Unfortunately, due to activations of the Blood Hustler and growing swarm of humans by the Orzhov opponent, I was down to 13.
On turn seven I drew into an island. Spider Girl attacked again and I played my Sabotage Strategist. I ended the turn at 11 life. I think it was around this turn that my Orzhov opponent played Alacrian Armory, which was an amazing card, granting their whole team vigilance!
On turn eight I attacked with the Strategist, but my Dimir opponent killed it with Consuming Ashes. I was often losing two life per turn: one via an attack from a flying 1/2 on my right, and one from activation of the Blood Hustler on my left. That creature was now 6/6, the biggest thing on the battlefield.
On turn nine I played the Oscorp Research Team, which prevented the growing ground threats from attacking. With my new draw potential (though I only had six land at this point) both of my opponents were nervous about me drawing a second white source and opening the Porcelain Gallery side of my room. My Dimir opponent played Rattleback Apothecary on their turn, which worked real well with their ability to commit crimes. On turn ten I played my seventh land; the Research Team was ready to go. I attacked and passed, keeping all my mana open.
Right before my eleventh turn, two things happened. First, the Orzhov player Trapped my rooms In the Screen. That was bad, but I still activated the research team, hoping to draw into ways to stay alive. One of those cards was Hell to Pay, which I used to fry the Rattleback Apothecary. I didn't generate any treasures because I wanted to save my mana to cast Glimmerburst. I think this is the point where my Grixis teammate succumbed to the pressure from the Orzhov player.
On my twelfth turn I played my first swamp and played Peter Parker and Venomized Cat. That cat put my Spinewoods Armadillow in my graveyard and I had Back for More in hand! I ended the turn at 6 life. In the ensuing round I blocked with my Radioactive Spider to kill a biggish Orzhov creature.
On turn thirteen I tried to cast the Back for More. (I didn't realize it was an Instant, derp!) Unfortunately, the Dimir opponent cast School Daze to counter it. Oof. I remained at six life, but my remaining teammate died that round to the Blood Hustler finally attacking in. On my fourtheenth turn I just did not have enough gas in my hand. The Dimir player finished me off with a big Morlun.
The two remaining players ended the game tied for first place.
This was wicked fun! There were two powerhouses (my opponents) that continued through most of the game, but it wasn't like it was decided out of the gate. There was some good back and forth and maybe I would have done better if I'd've had some removal to handle the Blood Hustler.
On thing I realized today (the day after the event) is that the lack of the Cutthroat rule had an unexpected change. I thought that it would make the game take longer (that's debateable) but I didn't realize that it made me less interested in what my teammates were doing.
In Cutthroat, your opponents have to be more careful about attacking because each attacking creature can be blocked by both you and one of your teammates. Because of that, in some ways you care more about what is on your teammates' boards. You want them to have good blockers and you are more invested in what they choose to attack with.
I'm sure I was doing this wrong anyways, but I was a bit less invested in my teammates' battlefields. I didn't always pay good attention to what they had out and I think that made the game a bit less interactive. I think that next time I would lobby even harder for including the Cutthroat rule.
I'm curious what you think! Mostly I just hope you get a chance to do a star draft!
Happy Magicking!