Just went 3-0 in a DGM release event. No big deal on that, not my 1st time by a long shot but it is my 1st without drafting a single rare card. All commons/uncommons. I've always had at least one rare I wound up playing, but this time all the rares I opened were trash and nothing of value. Pretty excited about beating some of the bombs I faced, Far/Away was amazing and I wound up with two. Played U/W/B with a very nice removal suite.
DGM isn't designed to be triple drafted it is literally full of support cards but without the other sets there's nothing to support. Unless triple is offered online it will not be a tournament format. The key to drafting the block is 4 power on the ground and good fliers. Any removal capable of removing high toughness blockers are key in agro strategies now because of the abundance of 4 toughness ground pounders.
Don't be afraid to draft 3 colors because it is will allow access to stronger spells and those stronger spells will allow you to overpower your opponents. If you do draft 3 color make sure to grab gates rather early so you don't have to spend picks in your guild's pack on lands.
This is also one of my favorite draft formats ever mainly because my favorite guild (Orzhov) just gets better with the slower format.
Last Edit: May 14, 2013 13:14:26 GMT -5 by zugdude47
Yeah, it's just a release event thing is all. Very slow but fun until I got bored.
Color fixing is very easy in the format so three colors is rarely a problem. There are some fairly fast decks but you can usually clog up the ground. I see a lot of people drafting gate lands even if it only provides one of their colors, as enablers for cipt creatures.