
Kyle Boggemes
About Kyle Boggemes
Kyle is a tournament
Magic player who enjoys writing about the game and drafting is his favorite format. He has a number of high-profile finishes under his belt:
- Second place finish at Pro Tour San Diego
- 4th place GP:
Washington DC
- Two Limited GP top 16s
Drafting with Kyle - RTR/RTR/RTR #5
Pack 1 pick 1:
My Pick: Azorius Justiciar
I can take Growing Ranks and commit myself
to green white populate, but I’m sending a bad signal with Centaur Healer. Towering Indrik is one of the only other good
cards in the pack which means green may appear open even after the next two
people pick selesnya. I would rather
avoid that mess by taking the solid white card that can put me in Azorius.
Pack 1 pick 2:
My Pick: Skymark Roc
This is one of the top uncommons and it
goes well with my first pick.
Pack 1 pick 3:
My Pick: Sunspire Griffin
I don’t have any three mana flyers yet
which are important for this archetype.
Another consideration is the Selesnya Guildgate to splash for any strong
green cards that come my way in the early picks of pack 2 and 3.
Pack 1 pick 4:
My Pick: Lyev Skyknight
I can’t ask for a better fourth pick. I’m certainly in the right guild.
Pack 1 pick 5:
My Pick: Centaur's Herald
At this point I’m getting late green cards
and I haven’t seen any solid blue cards.
I consider the possibility of drafting Selesnya splashing my bomby
Azorius uncommons. At the same time, I’m
certainly aware Selesnya is being drafted next to me in all likelihood.
Pack 1 pick 6:
My Pick: Selesnya Charm
I can be safe with Knightly Valor, but it’s
just far too weak compared to the charm.
This is a safe pick overall because I will splash this in Azorius
because it performs a key function in the strategy. Since blue white decks get a decent amount of
defensive creatures, the charm can take out the big guys that attack through
the walls.
Pack 1 pick 7:
My Pick: Seller of Songbirds
This card appears weak at first, but it’s
pretty solid. I pass up on Swift Justice
because it’s weak in Selesnya due to having so many options for pump
effects. The pump effects are also
weaker in decks that splash heavily because they tend to be less aggressive,
too.
Pack 1 pick 8:
My Pick: Azorius Guildgate
I pass on Sunspire Griffin because I know
Bant is almost a sure thing at this point.
The double white can be a challenge, but it’s worth noting that the dual
lands all produce white.
Pack 1 pick 9:
My Pick: Selesnya Guildgate
I would like to have three gates for this
manabase and I’m lucky this tabled. To
be fair, there were plenty of GW cards in this pack.
Pack 1 pick 10:
Swift Justice Drainpipe Vermin Survey the Wreckage Chemister's Trick Chronic Flooding My Pick: Swift Justice
At this point, it feels as if neither Bant
guild is open, but only white.
Pack 1 pick 11:
Armory Guard Skull Rend Runewing Horncaller's Chant My Pick: Armory Guard
This creature goes well with all of my
guildgates.
Pack 1 pick 12:
Mizzium Skin Dynacharge Urban Burgeoning My Pick: Mizzium Skin
This can do an okay Dispel impersonation,
but I would rather have the real thing.
Pack 1 pick 13:
Search Warrant Psychic Spiral My Pick: Psychic Spiral
Pack 1 pick 14:
Survey the Wreckage My Pick: Survey the Wreckage
Pack 2 pick 1:
My Pick: Arrest
I’m not 100% on which guild is my main
strategy, but Arrest is very good in both.
Azorius will likely be open in this pack which is certainly considered.
Pack 2 pick 2:
My Pick: Soulsworn Spirit
This card has been very impressive for me
so far and it costs enough to be splashable in Selesnya. It’s worth noting the detain creatures push
me into Azorius for aggressive flyers.
Pack 2 pick 3:
My Pick: Hussar Patrol
The only real card for my deck in this
pack.
Pack 2 pick 4:
My Pick: Archon of the Triumvirate
Azorius is certainly flowing.
Pack 2 pick 5:
My Pick: Trostani's Judgment
I decide to stick with the white card over Common Bond since I have a decent amount of blue at this point. I would rather not splash another card if I
can help it.
Pack 2 pick 6:
My Pick: Keening Apparition
I really like this card as you may
know. This deck has the tools to go late
so I need something to stem the early bleeding and kill Deviant Glee to protect
my walls.
Pack 2 pick 7:
My Pick: Azorius Guildgate
Pack 2 pick 8:
My Pick: Doorkeeper
I don’t have too many early drops and this
can stop an early Rakdos assault.
Pack 2 pick 9:
My Pick: Vassal Soul
I need cheap cards so I take the aggressive
three drop over Isperia's Skywatch.
Pack 2 pick 10:
Crosstown Courier Chemister's Trick Vandalblast Stealer of Secrets Druid's Deliverance My Pick: Stealer of Secrets
There’s enough detain to possibly make this
creature strong.
Pack 2 pick 11:
Tablet of the Guilds Dispel Perilous Shadow Horncaller's Chant My Pick: Dispel
I’m happy to maindeck this since it’s
preferred over Mizzium Skin.
Pack 2 pick 12:
Electrickery Paralyzing Grasp Hover Barrier My Pick: Hover Barrier
Pack 2 pick 13:
Dispel Racecourse Fury My Pick: Dispel
Pack 2 pick 14:
Skull Rend My Pick: Skull Rend
Pack 3 pick 1:
My Pick: Selesnya Charm
If I’m splashing one, I might as well
splash two, right? This is a combat
trick I’m happy splashing since it’s so versatile.
Pack 3 pick 2:
My Pick: Voidwielder
Pack 3 pick 3:
My Pick: Arrest
Pack 3 pick 4:
My Pick: Paralyzing Grasp
I don’t want a second Seller of Songbirds
because I already have enough three drop creatures. The grasp will be a decent sideboard card
versus a big green deck.
Pack 3 pick 5:
My Pick: Skyline Predator
I like this creature more than a second Trostani's Judgment since I have plenty of removal.
Pack 3 pick 6:
My Pick: Knightly Valor
When I play white control, a Knightly Valor
helps me close a game. I think it’s very
crucial to this archetype.
Pack 3 pick 7:
My Pick: Eyes in the Skies
Instant-speed threats are very good because
a critical mass enables me to trick my opponent.
Pack 3 pick 8:
My Pick: Selesnya Sentry
Pack 3 pick 9:
My Pick: Hussar Patrol
Pack 3 pick 10:
Selesnya Sentry Skull Rend Azorius Keyrune Coursers' Accord Bazaar Krovod My Pick: Azorius Keyrune
I don’t have many expensive spells, but
rather my curve averages around the middle.
It can be tricky to have a deck that wants keyrunes.
Pack 3 pick 11:
Aquus Steed Trained Caracal Skull Rend Chronic Flooding My Pick: Trained Caracal
Pack 3 pick 12:
Cremate Codex Shredder Ethereal Armor My Pick: Ethereal Armor
Pack 3 pick 13:
Dynacharge Heroes' Reunion My Pick: Dynacharge
Pack 3 pick 14:
Destroy the Evidence My Pick: Destroy the Evidence
I was very pleased with my deck, but it was
evident I was lacking early action.
Although most decks typically start going in the mid game, it’s
important to have some early plays while being on the draw. You don’t want your first play of the game to
be a three mana 2/2 flyer.

Notable Exclusions:
Armory Guard- I prefer Hussar Patrol
because of flash. There are enough
guildgates to make it a very close call.
Azorius Keyrune- Although I have some
expensive spells, my three drops are cluttered and it would likely be my first
play of the game.
This deck is a few two drops away from
being completely insane, but I will need some luck to escape the early game.
Match 1 Game 1
I lose the die roll and mulligan to six
while he keeps seven.
My hand is pretty defensive and bird tokens
peck me to death. This game demonstrated
the flexibility of Eyes in the Skies in an aggressive strategy. In most cases, a Selesnya deck would be
halted by 2/4s, but the flying proved to be too much for me.

I sideboard in a second Dispel because he
showed me double Eyes in the Skies. It
also entered my mind that Common Bonds were going around late. The Doorkeeper goes out because the flyers
were the main problem.
Match 1 Game 2
I’m on the play and he mulligans to six.
The tables are turned as I’m the one who
draws all flyers. He had a good chance
of racing with the powerful Martial Law, but my deck had enough removal to
stave off the offense. The Dispel rotted
in my hand this game, but it would be difficult to win without a way to stop it
if he drew one.

Match 1 Game 3
I mulligan to six on the draw and he keeps
seven.
This game was frustrating as I only made it
to five lands on the last turn of the game.
Meanwhile, my opponent missed his third land drop and then drew four in
a row. Had we both made our land drops, this
would have been a close game. My lack of
early plays certainly bit me this game.

Reflection
I knew going in that my deck’s curve was too high, but
I didn’t see many early spells in the draft in my colors. In retrospect, I should have played 18 lands
because the later spells were too good.
On top of that, I needed to draw at least 5 lands to have a shot at
winning the game.
The reason I bothered posting a deck where I get land
screwed in game three of round one is because there’s always something you can
do differently. Drafting requires so
many decisions and there’s always room for improvement (even if you win).
Thanks for reading,
Kyle
I wish there was a spoiler box or something for each of your picks - I kind of like to try to make my own decision first, and then see where you go, but my eye automatically flicks to the text. I am crushed. (Not really.) Great article as usual!
Why didn't you even consider the Hover Barrier? I like this over Seller, I think it's just the better defensive card.
Also I don't understand why you're playing that many Islands, I would've switched at least one, maybe even two, for an additional Forest.
Yeah you really haven't gotten a hold of this format yet. Azorious is usually so open because its easily the worst guild.
You are worrying far too much about the signals you send. Draft around the signals you receive. Making picks based on the signals you do or do not want to send is almost always less effective than simply taking the best card pack 1 pick 1. This is an MTGO 8-4, not a top 8 draft of a competitive event - you have no idea about the skill level of the opponent you are passing to, whether they can read signals, or their drafting habits.
You complained about your lack of early drops, but you play 1/1s for 4 and 1/2s for 3 mana in seller of songbirds and eyes in the skys. They don' help your gameplan of gaining control of the game and are smaller than the creatures your opponent plays. Armory Guard and Hover Barrier are very good blockers and Selesnya Sentry at least kills Centaurs.
I thought the justiciar was probably the 4th best card in that opening pack. Also, two green sources is not enough to splash two charms. I would have cut an island for a second forest.
P1P1 is just wrong. Justiciar is good but growing ranks is bananas. It requires token makers, of course, but you've got the remaining 44 picks to find those.