The draft-sealed misconception.
Before I wanted to do my limited set review for Dragons of Tarkir, I wanted to talk about something I call: "The draft-sealed" misconception. This phenomenon typically occurs in newer players, but can happen to young and old when one is unfamiliar with limited formats in general. What the misconception actually is, it is treating the format of a draft the same as sealed and visa versa. For those who are not familiar with the terms sealed, draft, and limited I will quickly explain. Sealed and draft are both limited formats (You make your deck with the cards you are given) like standard, modern, legacy, vintage, etc are constructed formats (pre built decks). In sealed you simple create a deck out of 6 packs, and in draft you draft your deck through 3 packs (draft you can chose what colors and strategies you can play, and is widely considered a more skill intensive format).There are several main points that define the main differences of these two formats that I will be talking about in this article.
Game Speed
This is the biggest thing that people tend to be to aloof to when playing limited. Draft is a much faster format. In draft people tend to build more streamlined decks because of little reason to build slower decks unless one opens cards like duneblast and a lot of removal to support a much slower strategy. But the main reason why this occurs is what I call:
Power vs Synergies
In ktk-fate draft when drafting mardu/jeskai/temur I have commonly picked up 1-2 {collateral damage) with {act of treason} or {instigator} alongside {hordling outburst} to make {collateral damage} even better. In draft you can easily draft great synergies like these, but in sealed it is hard to come by these, and for them to even be considered viable. In sealed on the other hand you tend to have "power" from the bombs you open. Power simply means you tend to have a higher level of overall card power in 6 packs with 6 rates, 18, uncommons etc unlike a only guaranteed first packable 3 rates, 9 uncommons. In sealed you open more land fixing, and a more widespread card color pool. This forces you to splash multiple colors to have a powerful deck that only play strong cards.
Archetypes are not forced
This is defiantly other misconception that people think after people tell them what I just told you. Sometimes in sealed you get lucky and have 3-4+ points powerful on color rates as well as good fixing, commons and uncommons to support them and build a fast deck. One time in ktk-fate sealed I opened 2 {brutal hoed chief}s and a {sorin, solemn visitor}, as well as strong commons/uncommons. In draft I've had first pick {duneblasts} into heavy removal with some card advantage and fixing and built a slower Abzan deck. As you can tell you will be rewarded for:
Being flexible
Is the very most important thing after you have learned all of this information about limited. Never force colors. Always act based on the signals in a draft, and analyze your sealed pool because making a quick decision. Hopefully these tips will help you at your next limited event.
Nice article. Though, as stated. Flexibility is good. Got that in my double M15 prerelease. The second I pulled two Garruk and a load of good green and black value. Became a dredge deck. While in the first, running from the red pack, I had a fast, no nonsense aggro deck RG.
Both did really nicely, even though it were two completely different archetypes.