If you're Rakdos it could make sense as a splash (though you don't really want to splash in Rakdos), but if it was a pure hatedraft, chances are you were dead wrong Need to see the pack first though.
Sorry I tend to forget all the cards in boosters from drafts i.e. PxPy's, but since it was the 3rd pack, my rakdos deck was essentially complete, less a few creatures/spells etc.
I was actually able to wheel all of these lol, perilous shadow proved to be great as well as the dynacharge, not so much the slum reaper though.
I guess what I'm trying to say is I took out one of the 3 main threat-cards in the whole pool, and the Mercurial was just the card that the only Izzet player needed.
EDIT: I was really thinking of splashing Mercurial for fun since I also had some islands in the sideboard during the land picking phase, as well as the steam vents, for matches I would have won, but I forgot to since I was watching the other players play their rounds and also trading with other players observing the rounds.
I hate drafted an enlargerecently. I was shocked to have it passed to me in the last drafting round because it went through 2 other players. I was playing blue/white control, and I knew at least one of them were playing green, and enlarge kills in limited.
I hope this is a good example... lol
A good example of what not to do? Yes. It's exactly analogous to the Skinrender example in the OP. You shouldn't care very much about someone else taking Enlarge, because you might not play the one who takes it, and if you do, they might not draw it, and if they do it still might not actually end up mattering. Third picks have a lot of potential value for your deck, and you spent that value making sure something wouldn't happen that probably wouldn't have happened anyway.
Not to mention that it isn't like they don't get a card out of that pack still. Maybe not as good as Enlarge, but probably still perfectly playable. You aren't replacing a great card in their deck with a useless card. You're replacing it with the 24th best card they might have drafted.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
It's a pretty simple calculation to make. The odds that you will play the person who gets the bomb, will draw it against you, and will beat you because of it vs. the odds that the card you take instead would win you any games had you drawn it and not the (presumably) suboptimal card you were forced to run in its stead.
Signalling is also a thing, and it was especially important in a set like Gatecrash where you couldn't afford to be fighting with your neighbors over cards.
At the end of the day, pack 3 I think it's usually right to hatedraft any time there is not a card that you will be affirmatively pleased to have in your deck but an "unbeatable" bomb in other colors. It's also worth noting what the draft is. This becomes more important if you're in a winner take all situation, like a PTQ top 8 draft, where it actually becomes reasonably likely you will face the guy with the Massacre Wurm, and you can't afford a loss to them.
An example: You are in a PTQ top 8 draft. You have a RG deck. P3P1 you open an Elspeth. Your deck is a R/G dinosaurs deck lacking in evasion, that wins based on the size and quality fo its creatures compared to your opponents. You imagine that any game in which your opponent resolves that Elspeth, they become 90% favorites to win the game. If the best card in the pack for me is Savage Surge, which would probably make my deck but could be reasonably replaced with a Titan's Strength (for the sake of argument, assume that the Surge is slightly stronger than the Strength), I'm taking the Elspeth. On the other hand, if there is Lightning Strike, I'm taking the lightning strike since its a high enough quality of card that it will noticeably increase my win percentage if I draw it over whatever replacement I had.
Been awhile since anyone has posted in this thread.
Triplicate spirits and Cone of flame being so much better than most other cards in M15 how early are you willing to hate draft them? At what point is taking them away from others is worth taking a card from yourself.
If you are in black you have the option of willingly passing spirits and remembering to pick up festerglooms but other colours are not so lucky.
Examples:
you didn't see much white first pack, so you think the person on your right is white but you have a mostly another colour (lets say red) deck atm. Do you second pick triplicate spirits partially in hope of switching colours but mostly to prevent the person on your right from having it.
In the third pack you are set in your colours you have been passing the person on your left good red cards all draft inferno fist, lightning strike and didn't see much red in the second pack..etc... you get passed a cone of flame second or third pick do you take it over a card for your deck which is pretty good atm really only looking for curve fillers rather than bombs.
Been awhile since anyone has posted in this thread.
Triplicate spirits and Cone of flame being so much better than most other cards in M15 how early are you willing to hate draft them? At what point is taking them away from others is worth taking a card from yourself.
The thing is, 'if you take them early you aren't hate drafting them. You're going into that colour yourself.
Examples:
you didn't see much white first pack, so you think the person on your right is white but you have a mostly another colour (lets say red) deck atm. Do you second pick triplicate spirits partially in hope of switching colours but mostly to prevent the person on your right from having it.
No. I'd take the Trip Spirits and be in WR. Sucks for the person on my right who cut white and now I'm going to reap the benefits of it, but that's their problem, not mine.
In the third pack you are set in your colours you have been passing the person on your left good red cards all draft inferno fist, lightning strike and didn't see much red in the second pack..etc... you get passed a cone of flame second or third pick do you take it over a card for your deck which is pretty good atm really only looking for curve fillers rather than bombs.
If there's no card that I'd really want for my deck, then hate away. But if there's a card that would make my deck better in the pack, then I would take that instead.
He summed it up pretty well. There haven't been many posts here because there's not much to discuss. You hatedraft when there aren't any cards that might make your maindeck and no useful sideboard cards exclusively. Any other hate-draft is incorrect and always will be, no matter how powerful the card in question is.
He summed it up pretty well. There haven't been many posts here because there's not much to discuss. You hatedraft when there aren't any cards that might make your maindeck and no useful sideboard cards exclusively. Any other hate-draft is incorrect and always will be, no matter how powerful the card in question is.
Thats just not true.
If you have allready a good deck/ enough playables (for that part of the draft) then the questions are the followings:
How much would improve this card I pick my overall deck, and how much is it needed?
If you pick a 2/2 and in the end you play this 2/2 in the deck instead of a 2/1, this is most likely only a marginal difference.
If your deck is really good, it should not make a big difference in winning probabilities. Lets say your overall winning Probability increases from 70% to 71%
On the other hand, if the card you hatepick is a card, you just cannot beat, the winning probabilities, against the opponent with this card go down by A LOT.
So lets say when your opponent draws this card your winning probabilities is 20% when he does not draw the card it is 70% and the chances, that he draws the card by turn 7 are 35% this means the winning probability against this opponent goes down from 70% to 50%
Normally Chances are 3/7 that you are playing against a certain player or 1/7 players have this card.
This means in average the winning percentage goes down from 70% to 1/7*5/10+6/7*7/10=47/700 0.67%
This is a bigger difference in winning percentage then the 1% the other card would improve
Also if an opponent has such a huge bomb, and you have a great deck, the chances, that you are playing against this opponent increases, since this card boosts his winning probabilities against other opponents as well.
I do not say that hatepicking is good, but that general statement is just not true.
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
A 2/2 over a 2/1 is going to win you more games than you'll lose to the card you would have hatedrafted. That's just undeniably and blatantly true. You and the other few people who don't get this seem to think you'll end up playing the guy who gets the card, that the guy who gets the card will actually play it, that he'll actually draw it in a game and that the card will impact the outcome. The odds of that are stupidly low.
A 2/2 over a 2/1 is going to win you more games than you'll lose to the card you would have hatedrafted. That's just undeniably and blatantly true. You and the other few people who don't get this seem to think you'll end up playing the guy who gets the card, that the guy who gets the card will actually play it, that he'll actually draw it in a game and that the card will impact the outcome. The odds of that are stupidly low.
Undeniable and blatant true, but no arguments why?
I don't think that a 2/1 over a 2/2 makes such a big difference, in a solid aggro deck. It may depend on the format, but it often does not matter at all.
I have even calculated the odds, that you play against that card, and they are not that low.
The chances that you play against this card if no one hatepicks it is at LEAST: 3/7*(1-(1-0.35)*(1-0.35))= 24.7%
This chance gets higher, if you play 3 games against that person, and they are higher when you have a good deck, since bombs usually increase the winning probability, and with that the chances that you play against him in game 2 or 3 get higher.
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
You have two 2/1s and they have a 1/4 wall - you can't attack. You have two 2/2s and they have a 1/4 wall - you can attack safely for 2 a turn. They Incinerate your 2/1 during combat - you can't save it with a +2/+2 trick. They Incinerate your 2/2 during combat - you can save it with a +2/+2 trick. They have a 1 power attacker - you can't reasonably block except maybe to trade with a 2/1. They have a 1 power attacker - you can block safely with a 2/2. They have a pinger, your 2/1 is utterly unplayable. They have a pinger, your 2/2 is a perfectly valid beater.
That may be the odds that you play against the card (using highly questionable math - not all formats have the same average game length, some big bombs aren't playable even when they're drawn, it's not a guaranteed main-deck card even if no one hatedrafts it), but that's not the odds that it makes a difference. Even the biggest bombs have no impact on the outcome of a game a huge percentage of the time. Unless your deck is horrendous minus it, you're winning half the games you draw it anyway (or, given that it's hatedrafting, they're winning half their games with or without it). Even the biggest bombs aren't completely unbeatable. Even the biggest bombs can't turn around a sure-fire loss.
You hatedraft all you want. You're going to end up with lower odds of winning because of it, though. Read the thread. It's blatantly and undeniably true.
How often do you draw the 2/1? How often does the opponent have a pinger or a 1/4 er card?
Also the 2/1 and 2/2 was just en example, what was meant is to have a marginal better card than another playable.
My math is not highly questionable. It was just the percentage to draw a card the first 7 turns of a game or in the first 14 cards.
This may be to late for some formats, but in some formates you have even more time.
There are of course bombs which are (in a decent deck) almost unbeatable. And of course there are some games, which are highly game changing, you can't deny that.
I had some limited tournaments, where I won every single game with a bomb (having 3 in the deck) and every single game was only won because I had one of this bombs.
Normally it is bad to hatedraft, but NOT always you end up with lower winning probability...
It is not undeniable nor blatant. The only thing platant is the ignorance/arrogance of some players.
Some players overvaluate hatedrafting, and some undervaluate it.
If your Deck is all just 2/2 or 2/1 creatures having another 2/2 creature rathern than a 2/1 creature makes almost no difference.
But if an opponent has pyroclasm makes a big difference.
My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Way to miss literally the entire point of my post. No one said hatedrafting could never win you a game. It's just an awful strategy that has a completely negligible impact on your odds of winning a round of an event. Far, far better players than either of us have said this time and time again.
There is a case to be aware of where I believe some small amount of hate drafting is appropriate. If you know the people you're drafting with, and you know who generally wins, it can be a good idea to cut very strong cards if you're passing straight to that player at the expense of slightly weakening your deck, because the odds you're going to have to face that person to win are significantly higher than they would be if you assume everyone has an equal chance of winning their games. For this to be a good idea, you need to be at a table where you know that you and the person you're passing to are significantly better than the other players at the table, you need to have a read on what their colors are, and you need to not be significantly weakening your deck (hate drafting a Soul of Theros over a borderland marauder that would displace a goblin roughrider is different than taking it over a cone of flame). If all those conditions are true, I'm ok on hatedrafting. That combination doesn't happen very often, but its something to keep in mind if you draft a shop where you have a good idea who you're going to need to go through to win.
Drafted last night and after the first pack was firmly in white, with a slight lean towards Jeskai colors. Pack 2 I was passed a pick 2 and pick 3 siege rhino and duneblast - my thinking was these are limited bombs in a popular wedge, and someone playing these colors will get both and just destroy the field. So despite not being in either black or green in the slightest I hate drafted these 2 early in pack two. Shortly after that I realize nobody is picking up the mana fixing - by the end of the draft I end up with 9 banners and 3 of the CITPT life lands. Pack three I get passed a windswept Heath but opt for dead drop instead, manage to grab a pair of mardu skull hunters, as well as some help in green.
Despite my initial plan to play Jeskai deck I ended up in 4 colors with the following list, which basically steamrolled the field:
Cards that didn't make the cut were specific hate cards like Windstorms, artifact/enchantment hate, Master of the Way which was an early pack 1 pickup, and some red/white
Combat trick type stuff.
In my opinion, at least for Khans limited, hate drafting the right stuff not only keeps it out of your opponents' decks, but opens up options for you. One thing missing from all my opponents' boards? Mana fixing-
I ended up with nearly an entire pack of mana fixing cards, and I feel it made a difference on the table. The banners are all-stars in the late game when the fixing they provide
Is irrelevant, letting you draw additional help while your opponent is top-decking. Ramping into a Duneblast is huge.
Hate drafting absolutely paid off for me in spades last night
Drafted last night and after the first pack was firmly in white, with a slight lean towards Jeskai colors. Pack 2 I was passed a pick 2 and pick 3 siege rhino and duneblast - my thinking was these are limited bombs in a popular wedge, and someone playing these colors will get both and just destroy the field. So despite not being in either black or green in the slightest I hate drafted these 2 early in pack two. Shortly after that I realize nobody is picking up the mana fixing - by the end of the draft I end up with 9 banners and 3 of the CITPT life lands. Pack three I get passed a windswept Heath but opt for dead drop instead, manage to grab a pair of mardu skull hunters, as well as some help in green.
Despite my initial plan to play Jeskai deck I ended up in 4 colors with the following list, which basically steamrolled the field:
Cards that didn't make the cut were specific hate cards like Windstorms, artifact/enchantment hate, Master of the Way which was an early pack 1 pickup, and some red/white
Combat trick type stuff.
In my opinion, at least for Khans limited, hate drafting the right stuff not only keeps it out of your opponents' decks, but opens up options for you. One thing missing from all my opponents' boards? Mana fixing-
I ended up with nearly an entire pack of mana fixing cards, and I feel it made a difference on the table. The banners are all-stars in the late game when the fixing they provide
Is irrelevant, letting you draw additional help while your opponent is top-decking. Ramping into a Duneblast is huge.
Hate drafting absolutely paid off for me in spades last night
If you actually play the card you "hate-drafted", that's not called hate-drafting, that's called seeing a clan is open and then moving into that clan.
Khans is sort of unique to most recent draft formats in terms of how much mana fixing is available and thus when "hate drafting" becomes actual hating and not simply recognizing that a wedge/archetype is available; a P2P2 Seige Rhino just means that your right hand neighbor isn't in Abzan or 5C, it doesn't necessarily mean Abzan is open or that you should abandon Jeskai if you have multiple Prowess enablers or opened an Ascendancy.
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Sorry I tend to forget all the cards in boosters from drafts i.e. PxPy's, but since it was the 3rd pack, my rakdos deck was essentially complete, less a few creatures/spells etc.
I remember not seeing anything that was particularly great i.e. rakdos guildgate, perilous shadow, slum reaper, a second dynacharge.
I was actually able to wheel all of these lol, perilous shadow proved to be great as well as the dynacharge, not so much the slum reaper though.
I guess what I'm trying to say is I took out one of the 3 main threat-cards in the whole pool, and the Mercurial was just the card that the only Izzet player needed.
EDIT: I was really thinking of splashing Mercurial for fun since I also had some islands in the sideboard during the land picking phase, as well as the steam vents, for matches I would have won, but I forgot to since I was watching the other players play their rounds and also trading with other players observing the rounds.
I hope this is a good example... lol
Thanks you very much DarkNightCavalier for the Sig.
Not to mention that it isn't like they don't get a card out of that pack still. Maybe not as good as Enlarge, but probably still perfectly playable. You aren't replacing a great card in their deck with a useless card. You're replacing it with the 24th best card they might have drafted.
Signalling is also a thing, and it was especially important in a set like Gatecrash where you couldn't afford to be fighting with your neighbors over cards.
At the end of the day, pack 3 I think it's usually right to hatedraft any time there is not a card that you will be affirmatively pleased to have in your deck but an "unbeatable" bomb in other colors. It's also worth noting what the draft is. This becomes more important if you're in a winner take all situation, like a PTQ top 8 draft, where it actually becomes reasonably likely you will face the guy with the Massacre Wurm, and you can't afford a loss to them.
An example: You are in a PTQ top 8 draft. You have a RG deck. P3P1 you open an Elspeth. Your deck is a R/G dinosaurs deck lacking in evasion, that wins based on the size and quality fo its creatures compared to your opponents. You imagine that any game in which your opponent resolves that Elspeth, they become 90% favorites to win the game. If the best card in the pack for me is Savage Surge, which would probably make my deck but could be reasonably replaced with a Titan's Strength (for the sake of argument, assume that the Surge is slightly stronger than the Strength), I'm taking the Elspeth. On the other hand, if there is Lightning Strike, I'm taking the lightning strike since its a high enough quality of card that it will noticeably increase my win percentage if I draw it over whatever replacement I had.
Triplicate spirits and Cone of flame being so much better than most other cards in M15 how early are you willing to hate draft them? At what point is taking them away from others is worth taking a card from yourself.
If you are in black you have the option of willingly passing spirits and remembering to pick up festerglooms but other colours are not so lucky.
Examples:
you didn't see much white first pack, so you think the person on your right is white but you have a mostly another colour (lets say red) deck atm. Do you second pick triplicate spirits partially in hope of switching colours but mostly to prevent the person on your right from having it.
In the third pack you are set in your colours you have been passing the person on your left good red cards all draft inferno fist, lightning strike and didn't see much red in the second pack..etc... you get passed a cone of flame second or third pick do you take it over a card for your deck which is pretty good atm really only looking for curve fillers rather than bombs.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
The thing is, 'if you take them early you aren't hate drafting them. You're going into that colour yourself.
No. I'd take the Trip Spirits and be in WR. Sucks for the person on my right who cut white and now I'm going to reap the benefits of it, but that's their problem, not mine.
If there's no card that I'd really want for my deck, then hate away. But if there's a card that would make my deck better in the pack, then I would take that instead.
Thats just not true.
If you have allready a good deck/ enough playables (for that part of the draft) then the questions are the followings:
How much would improve this card I pick my overall deck, and how much is it needed?
If you pick a 2/2 and in the end you play this 2/2 in the deck instead of a 2/1, this is most likely only a marginal difference.
If your deck is really good, it should not make a big difference in winning probabilities. Lets say your overall winning Probability increases from 70% to 71%
On the other hand, if the card you hatepick is a card, you just cannot beat, the winning probabilities, against the opponent with this card go down by A LOT.
So lets say when your opponent draws this card your winning probabilities is 20% when he does not draw the card it is 70% and the chances, that he draws the card by turn 7 are 35% this means the winning probability against this opponent goes down from 70% to 50%
Normally Chances are 3/7 that you are playing against a certain player or 1/7 players have this card.
This means in average the winning percentage goes down from 70% to 1/7*5/10+6/7*7/10=47/700 0.67%
This is a bigger difference in winning percentage then the 1% the other card would improve
Also if an opponent has such a huge bomb, and you have a great deck, the chances, that you are playing against this opponent increases, since this card boosts his winning probabilities against other opponents as well.
I do not say that hatepicking is good, but that general statement is just not true.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Undeniable and blatant true, but no arguments why?
I don't think that a 2/1 over a 2/2 makes such a big difference, in a solid aggro deck. It may depend on the format, but it often does not matter at all.
I have even calculated the odds, that you play against that card, and they are not that low.
The chances that you play against this card if no one hatepicks it is at LEAST: 3/7*(1-(1-0.35)*(1-0.35))= 24.7%
This chance gets higher, if you play 3 games against that person, and they are higher when you have a good deck, since bombs usually increase the winning probability, and with that the chances that you play against him in game 2 or 3 get higher.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
That may be the odds that you play against the card (using highly questionable math - not all formats have the same average game length, some big bombs aren't playable even when they're drawn, it's not a guaranteed main-deck card even if no one hatedrafts it), but that's not the odds that it makes a difference. Even the biggest bombs have no impact on the outcome of a game a huge percentage of the time. Unless your deck is horrendous minus it, you're winning half the games you draw it anyway (or, given that it's hatedrafting, they're winning half their games with or without it). Even the biggest bombs aren't completely unbeatable. Even the biggest bombs can't turn around a sure-fire loss.
You hatedraft all you want. You're going to end up with lower odds of winning because of it, though. Read the thread. It's blatantly and undeniably true.
Also the 2/1 and 2/2 was just en example, what was meant is to have a marginal better card than another playable.
My math is not highly questionable. It was just the percentage to draw a card the first 7 turns of a game or in the first 14 cards.
This may be to late for some formats, but in some formates you have even more time.
There are of course bombs which are (in a decent deck) almost unbeatable. And of course there are some games, which are highly game changing, you can't deny that.
I had some limited tournaments, where I won every single game with a bomb (having 3 in the deck) and every single game was only won because I had one of this bombs.
Normally it is bad to hatedraft, but NOT always you end up with lower winning probability...
It is not undeniable nor blatant. The only thing platant is the ignorance/arrogance of some players.
Some players overvaluate hatedrafting, and some undervaluate it.
If your Deck is all just 2/2 or 2/1 creatures having another 2/2 creature rathern than a 2/1 creature makes almost no difference.
But if an opponent has pyroclasm makes a big difference.
Just as an easy example.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Despite my initial plan to play Jeskai deck I ended up in 4 colors with the following list, which basically steamrolled the field:
1 Mardu Hateblade
1 Master of Pearls
2 Mardu Skullhunter
1 Mardu Hordechief
1 Tuskguard Captain
1 Siege Rhino
1 Alabaster Kirin
2 Timely Hordemate
1 Wingmate Roc (Never Drew it!)
1 Abzan Guide
1 Ride Down
1 Scout the Borders
1 Dragon Grip
1 Goblinslide
2 Kill Shot
1 Duneblast
1 Dead Drop
1 Abzan Banner
4 Mardu Banner
1 Jungle Hollow
1 Wind-scarred Crag
1 Rugged Highlands
Cards that didn't make the cut were specific hate cards like Windstorms, artifact/enchantment hate, Master of the Way which was an early pack 1 pickup, and some red/white
Combat trick type stuff.
In my opinion, at least for Khans limited, hate drafting the right stuff not only keeps it out of your opponents' decks, but opens up options for you. One thing missing from all my opponents' boards? Mana fixing-
I ended up with nearly an entire pack of mana fixing cards, and I feel it made a difference on the table. The banners are all-stars in the late game when the fixing they provide
Is irrelevant, letting you draw additional help while your opponent is top-decking. Ramping into a Duneblast is huge.
Hate drafting absolutely paid off for me in spades last night
If you actually play the card you "hate-drafted", that's not called hate-drafting, that's called seeing a clan is open and then moving into that clan.
Sure, but I would guess your result would have been a lot worse if you didn't end up playing them.