Thanks Carrots for the review. I agree with everything except Decimator of the Provinces is going to be a beast in draft. Saccing a 3 drop, even a non-enabler gives your team +2/+2 and trample for 6 mana in a heavy green deck AND a 7/7 haste trampler. It is really simple to build around take big butts, enablers and go wide.
First off, thanks for making this, it is quite good.
The thing for origins draft that is missing is synergy. Cards should have a synergy rating (of how dependent they are on synergy), and then the bots and the suggested pick needs to look at the synergy of the cards already drafted. This is also a problem with the autobuild feature.
Also, having some of the bots being different in some way would feel better (perhaps some of them over/under value synergy, some of them prefer certain colors, etc.)
Here is my example of the missing synergy I drafted a RU artifacts deck, that looks like a lot of fun. The autobuild was quite different from my deck.
Fixing is important, the capsule just isn't. Leaving the panarama for someone else to take just encourages them to splash cards that they would have otherwise passed us.
Like I first said, we don't want to play any of these cards. However, we may as well take the best card for us at this point anyway. We have nothing but creatures (and an enchantment that makes creatures) at this point. Shore snapper isn't a good creature by a long shot. Even when we know our opponent is playing blue it isn't all that hot, it is frustrating that you have to pay it mana for it to do its thing.
I can easily be persuaded to change my vote from spell snip to snapper. I like the idea of cycling the spell snip in game 1, and then siding it out and watching my opponent play around the card in games 2 and 3. I am sneaky that way.
We hope that we don't play any of these cards, but I think the most interesting is spell snip. Since it cycles it is never a dead card. The other option (as I see it) is the the shore snapper. I don't like the goblet, it doesn't help at all if you are losing, and it is a 3 drop in a set full of three drops.
Veto Sangrite Surge for Coma Veil. If we end up with 21 playables, I could see adding coma veil as a 22nd card (though if it were a 23rd card I would consider playing an extra land instead of it)
I see this as between manaplasm, kathari screecher, and necrogenesis.
The manaplasm is amazing if we can drop it turn 3 or 4 and are on the offensive. I am leaning towards this choice, and thinking of heading towards RGb.
On the other hand, the kathari screecher is somewhat safer, and heads us towards RBu.
Necrogenesis fits the token deck, and doesn't need to hit the table early, but doesn't excite me like manaplasm does. I guess this lets us decide between RGb and RBg too.
The Dragger is better simply because it is a 4 drop, playable 4 drops are hard to find in this set. And the cycling can be really useful, either when you are light on land, or as a hasted finisher.
The thing for origins draft that is missing is synergy. Cards should have a synergy rating (of how dependent they are on synergy), and then the bots and the suggested pick needs to look at the synergy of the cards already drafted. This is also a problem with the autobuild feature.
Also, having some of the bots being different in some way would feel better (perhaps some of them over/under value synergy, some of them prefer certain colors, etc.)
Here is my example of the missing synergy I drafted a RU artifacts deck, that looks like a lot of fun. The autobuild was quite different from my deck.
Autobuild:
2 Mage-Ring Bully
1 Subterranean Scout
1 Akroan Sergeant
1 Boggart Brute
1 Chief of the Foundry
1 Scrapskin Drake
1 Thopter Engineer
3 Aspiring Aeronaut
1 Enthralling Victor
1 Guardian Automaton
1 Reclusive Artificer
1 Whirler Rogue
1 Prickleboar
1 Fiery Impulse
1 Molten Vortex
2 Titan's Strength
1 Dragon Fodder
1 Turn to Frog
1 Act of Treason
9 Mountain
8 Island
My Build:
1 Mage-Ring Bully
1 Subterranean Scout
1 Akroan Sergeant
1 Boggart Brute
1 Chief of the Foundry
1 Thopter Engineer
3 Aspiring Aeronaut
1 Guardian Automaton
4 Reclusive Artificer
1 Whirler Rogue
1 Fiery Impulse
1 Molten Vortex
1 Titan's Strength
1 Alchemist's Vial
1 Dragon Fodder
2 War Horn
1 Meteorite
9 Mountain
8 Island
I think among the bad cards, it might be ooze garden that can be ok with unearth.
The manaplasm is amazing if we can drop it turn 3 or 4 and are on the offensive. I am leaning towards this choice, and thinking of heading towards RGb.
On the other hand, the kathari screecher is somewhat safer, and heads us towards RBu.
Necrogenesis fits the token deck, and doesn't need to hit the table early, but doesn't excite me like manaplasm does. I guess this lets us decide between RGb and RBg too.
I am waiting for others to chime in.
I am like either Ambusher, or Alara