Cardsplain
  • Drifting into Patchwork Midrange because your first picks were one white and one green card. White is far stronger with blue (Draw Two: 56.4% over 58,594 games) or red (Dwarves & Equipment: 56.5% over 52,797 games), and green with black (Ferocious Wolves: 56.9% over 57,277 games). Keep taking the strongest white or green card during pack 1 and move into the deck whose second color is flowing.
  • Taking synergy cards for decks you're not in. Dwarven Mattock only attaches for free to a Dwarf and otherwise costs to equip (it wants the pile of Dwarves in Dwarves & Equipment), Woodland Weavemaster wants Elves, and Lake-town Toymaker wants extra card draw. In this deck, take cards that work alone: , and creatures that are big without help.
  • Ignoring the mana. There is no white and green dual land and Wood Elves only fetches a Forest, so take Hobbit Hole and Long-Bodied Grey Dog when the pick is close, and watch double-colored costs like Troll Negotiations () and An Unexpected Party (). Large Bear and Thranduil also need two green sources here, and Eagle's Rescue two white.
  • Running short on removal. Green's removal is mostly Quarrel and Troll Negotiations, which both need a creature of yours on the battlefield. Take removal over a medium creature.
  • a third color to rescue a weak Patchwork Midrange deck. It makes mana that is already shaky worse. Move into a better deck during the draft instead.