SWU Harvest

Introducing the Draft Improvement Project

I’ve been trying to think of how to start this article for awhile now. I think this is the best way: “Y’all, I’m real bad at Draft.”

I’m not sure how or why this is happening. Draft is always my favorite way to play any CCG. Going back to my Rainbow Draft dominance in Dice Masters to my first-class card picking in Flesh and Blood, this limited format is where I have always made my bones in any competitive sense. Draft combines some of my favorite things: opening packs, thinking on your feet, and making your own luck.

That’s why when Star Wars: Unlimited was announced, I was ecstatic to learn that it was being geared toward the format. My favorite setting for games meets my favorite format in my favorite type of game? How could I lose? As it turns out, easily and often.

I would like to take a quick look at my last three Draft showings. I competed in three Draft events within the span of eight days. The first, using the deck to the left, were possibly the worst drafting rounds I have ever taken part in. I wasn’t able to focus on an Aspect, and suffered from ADHD (Anxiously Drafting Haphazard Detritus). I started with the best of intentions, but ended up not being able to put together a 30 card in-aspect deck.

Look at that mess. I was all over the place. I think I started leaning toward a Sabine Wren: Galvanized Revolutionary deck but, for some reason, made a right turn into Sheevlandia choosing Emperor Palpatine: Galactic Ruler instead. Somehow, I managed to go 2-2 on the day (although, one win was a late event bye, which never feels good).

The next draft was a few days later. I do not have a decklist for this one. In a turn of events that will presage the outcome of this evening, I tore that sucker apart when I got home. For that draft, I decided off the jump to go with Leia Organa: Alliance General. Choosing from the get-go made it very easy to collect a ton of Command and Rebel cards. I went wide… perhaps, too wide. In my first game, it only took one large unit with Sentinel to block me from dealing any damage in the Ground Arena. I could not keep up in the Space lane, and that sealed my fate. Once again, I lost my second round game in similar fashion. I was then treated, once more, to a bye round before getting a win over someone who was just learning SWU. Poor Leia.

Three days later, I attended the last of the hat trick of Draft ignominy. Back at Empire Comics (where I played a game called Dreamblade a few times twenty years ago), I was ready to redeem myself. I made up a new Draft acronym to replace BREAD and be more specific for Unlimited. I had visualized all of the great cards I would get. I even made a sacrifice to the Draft gods (not really, but I did think about it).

I was very pleased with how this Draft went. I mean, sure, did one person in my pod of 8 pull a Showcase Han Solo, and another pull a Legendary Boba Fett? Sure, that happened. But I was riding high on Imperial traits, and Grand Moff Tarkin: Oversector Governor was looking to hand out promotions!

It turned out not to matter. My first game was against a Palpatine deck that had a lot of removal. This kept me on my back foot until Palpatine was able to hit the field and win the game. My second match was against my old pal Bye Round. My third (and final) match of the night was against a new player using a Sabine deck. It only took 4 rounds for Sabine to ground my Moff into dust. I called it a night, bought some packs, and headed home.

Takeaways

I can learn something from each of these events. You do learn more in defeat than in victory. The way I see it:

1. Stay focused in your drafting – This seems obvious, but it is very easy to get out of a drafting rhythm and start chasing either a wistful deck, or an Aspect that just isn’t there.

2. Bring enough firepower to get it done – Speed alone is not enough to win a draft. It is important to have some heft behind the punches.

3. Units are great but… – Units are great, but are not the only thing. Sure, they are the most important thing. But having enough removal and control Events to handle some threats is also important.

The DIP

This leads me to the Draft Improvement Project, or the DIP. I am choosing to focus on Draft, and I will Improve. It is my project. Over the next weeks and months (if need be), I will break down the Draft game to see if I can improve. It’s not enough to just have fun anymore. My goal is to win some Draft events. I will be Successful In The Hobby, or SITH. That’s right… I’ll be a DIP SITH. Together, with my fellow DIP SITHs, we will learn to “git gud” (whatever that means), and become the terrors of our local metas. Or, you know, at least not be the absolute worst.

Who’s with me?!?

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One response to “Introducing the Draft Improvement Project”

  1. brettspiel Avatar
    brettspiel

    He me laughing, bread read thank you.

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