- Érico (WUG Control) 5-0, 10-0
- Naka (UR Aggro) 4-2, 9-4
- Vitinho (UB Aggro-Milling) 3-2, 6-4
- Sam (G Midrange) 2-2, 4-5
- Kam (BR Aggro-Control) 1-3, 2-6
- Jão (WU Aggro) 1-3, 2-6
- Caio (WU Midrange) 0-4, 1-8
The lone control deck dominated an otherwise balanced draft with several atypical builds. My UR Aggro was supposed to be an aggro-control, only I could not pick bounce, counterspells or any sort of tempo cards. Blue was spread very thin over 5 out of 7 people, while green, black and red were run by only 2.
Simic Growth Chamber
Wall of Blossoms
Defense of the Heart
Wrath of God
Meloku the Clouded Mirror
Akroma, Angel of Wrath
What's cool about this deck is that its average card quality is probably the lowest between all decks, but the worse cards work to make sure that the big guns have maximum impact when they are brought out. At the start of the game, the deck just stalls with its defensive creatures (including 3 walls) and develops its mana base. This forces aggro opponents (that is, all the other 6 decks) to stretch and cast a lot of threats, which plays right into the deck's mass removal. Meloku the Clouded Mirror, Steel Hellkite and Akroma, Angel of Wrath come out next, as the amazing win conditions they are.
While too slow to punish opponents that had mana troubles at the beginning, the card drawing and deck thinning cause the draws to improve turn after turn, creating a pretty cohesive, consistent and predictable control deck.
Creeping Tar Pit
Duskmantle, House of Shadow
Oona, Queen of the Fae
Curse of the Bloody Tome
Sword of Light and Shadow
Inquisition of Kozilek
While the previous deck was extremely focused, this one attacks in two completely different angles. Rathering than defending during the first turns like a "normal" milling deck would do, the portion of the deck that would be dedicated to defense is actually a very aggressive curve of black critters. This is atypical, but not meaninless, since: 1 - an opponent with a slow start will outright lose; 2 - the opponent will have to spend resources to control this first attack wave, putting himself in a defensive position.
If the opponent controls this first angle of attack, the deck will switch to attacking by milling. In limited, after 10 turns of play each player has at most 23 cards in his deck, and usually around 20 due to their own draw/searching effects. This makes the 5 milling cards in the deck very scary by themselves and a fine win condition if more than one sticks.
The deck's strength is that it is very versatile, running a handful of aggressive cards, another of classic control cards, but mostly wildcards that can be used either way. It has enough card advantage and individual quality to attack well in two dimensions in the same game, turning out quite chaotic and unpredictable both to play with and against.