How do you draft?
That can be a very personal question. Everybody thinks they have the answer, and some actually do. Am I one of them? That is for you to judge. Players draft for many reasons: to have fun, to win prizes, to improve skills. But no matter, the main goal, as is true of any competitive endeavor, is to win.
But, you may ask, how do I win at draft? That's an easy one, take all the good cards and make all the right top decks! Hmm, it's easy in theory, but not so easy in practice. Ok, let me help you increase your chances of that timely top deck.
When drafting, evaluate cards on a B-R-E-A-K theory. That is Bombs, Removal, Evasion, Aggressiveness, and Krap.
These cards are, generally, obvious (but not always). In recent blocks, bombs have been cards such as umezawa's jitte, Kokusho, the Evening Star, Glare of Subdual, Selesnya Guildmage, or Moldervine Cloak. That's right, I listed a pair of uncommons as bombs. Bomb does not equal rare. Bomb means, "This card has an immediate and definitive impact on the game state. You must deal with it now or it will kill you."
Ahh, so I'm looking for permanents? Not necessarily. Some examples of non-permanent bombs would be: Hex or Flame Fusillade. While the 'bombiness' of Hex may not be readily apparent to some new players, think of what it does to the game. For one, the player casting it knows it is coming. He can easily hold back some creatures to recovery quickly if he has to take out any of his own. For another, it drastically changes the game state. It can take a disadvantageous board or an equal board and make it quite lopsided. If I'm on the receiving end of a Hex, I must recover that turn or next or the game is pretty much over.