Here is how sealed has always worked. Take the colors withe the most creatures and most removal and make a baby. Sealed is about about three things, fat butts, killing stuff and CA. This was a very easy puzzle to solve Day 1, Day 2 was a tougher nut to crack.
And below is the Day 2 pool. Your challenge! Create a 5-1 deck from this pile that tries its very best to pull you in every direction. Remember, greed is good!
Honestly a ton of routes this pool can go, and maybe more that one possible winning build to be found. I opted for this nonsense due the 4 color fixers. Scarab God(and well, the other two)is nigh unstoppable. It HAD to be played no matter what. Instant speed reanimate is broken. Unfortunately the rest of this black is jank with the exception of Final Reward which I opt not to play due to it's cost and I don't want to splash two black cards. As for blue, Aerial Guide is bananas and two mana Dehydration is very good with or without deserts. The real greed here is jamming Last Word. My Red/Green creature suite was where the power lay and luckily Samut got cracked to come along for the ride. I used up all of the deckbuild time and went through 4 different builds of this thing until I settled on the above. The white seems good, but I was not overly sold on it's power level. So essentially this was case of jamming the best the pool had to offer together and running 4Color GoodStuff. This is probably a fringe result, and again if it has not been for 4 fixers, I never would've chanced it and probably opted for the safer Naya Route.
It's really difficult to build something out of this. As you said, the pool is pulling you in many directions, but any single one is hard pressed to get enough playables. I really want to run the God, but with black being so shallow, this means making blue a main color and black the splash. So starting with blue, the best choice as second color in my opinion is red. And with that, due to the two Survivors' Encampments, splashing another color, namely green for Samut, seems feasable.
So this would be my deck, though I doubt, I would have been able to build it under pressure of time in the prerelease. In the end, I opted against a second splash and left out the green stuff, as much as it hurts to leave Samut on the sidelines. I'm sure, the deck can still be improved, but I'm also certain, that it would perform quite well.
edit:
I guess, you could still splash green for Samut and maybe Ambuscade of of the Encampments alone or with the addition of the Hashep Oasis instead of a second Swamp (another Desert will help with the Desert interactions in the deck).
1 Bitterblade Warrior
1 Ruin Rat
1 Banewhip Punisher
1 Cursed Minotaur
1 Dreamstealer
1 Harrier Naga
1 Marauding Boneslasher
1 Watchful Naga
1 Carrion Screecher
1 Crocodile of the Crossing
1 Oasis Ritualist
1 Bitterbow Sharpshooters
1 Decimator Beetle
1 Scrouger of Souls
1 The Scorpion God
1 Rampaging Hippo
1 Magma Spray
1 Driven // Despair
1 Cartouche of Ambition
1 Mirage Mirror
1 Mouth // Feed
1 Struggle // Survive
1 Torment of Venom
LANDS
3 Mountain
7 Forest
7 Swamp
And below is the Day 2 pool. Your challenge! Create a 5-1 deck from this pile that tries its very best to pull you in every direction. Remember, greed is good!
WHITE
1 Binding Mummy
1 Dauntless Aven
1 Desert's Hold
1 Djeru's Renunciation
2 Dutiful Servants
1 Fan Bearer
2 Oketra's Avenger
1 Mummy Paramount
1 Sandblast
1 Steadfast Sentinel
1 Trial of Solidarity
BLUE
1 Aerial Guide
1 Aven Reedstalker
1 Cancel
1 Cartouche of Knowledge
1 Cunning Survivor
1 Eternal of Harsh Truths
1 Hieroglyphic Illumination
1 Kefnet's Last Word
1 Riddleform
1 Strategic Planning
1 Striped Riverwinder
2 Unquenchable Thirst
1 Winds of Rebuke
1 Final Reward
1 Grisly Survivor
1 Horror of the Broken Lands
1 Khenra Eternal
1 Marauding Boneslasher
1 Ruin Rat
1 Unburden
1 Wander in Death
1 Wretched Camel
RED
1 Blur of Blades
1 Cartouche of Zeal
1 Chaos Maw
2 Crash Through
1 Firebrand Archer
1 Fling
1 Harsh Mentor
1 Hyena Pack
1 Khenra Scrapper
1 Nimble-Blade Khenra
1 Thorned Moloch
1 Trueheart Twins
1 Warfire Javelineer
GREEN
1 Ambuscade
1 Bitterbow Sharpshooters
1 Dissenter's Deliverance
1 Dune Diviner
1 Gift of Strength
1 Harrier Naga
1 Hooded Brawler
2 Nissa's Defeat
1 Quarry Hauler
1 Rampaging Hippo
1 Sidewinder Naga
1 Sixth Sense
1 Bloodwater Entity
1 Claim // Fame
1 Consign // Oblivion
1 Enigma Drake
1 Failure // Comply
1 Resolute Survivors
1 Samut, the Tested
1 The Scarab God
ARTIFACT
1 Luxa River Shrine
1 Sunset Pyramid
2 Traveler's Amulet
1 Wall of Forgotten Pharaohs
LAND
1 Desert of the Mindful
1 Desert of the True
1 Hashep Oasis
1 Scavenger Grounds
2 Survivors' Encampment
1 Firebrand Archer
1 Harsh Mentor
1 Aerial Guide
1 Eternal of Harsh Truths
1 Harrier Naga
1 Hooded Brawler
1 Khenra Scrapper
1 Sidewinder Naga
1 Aven Reedstalker
1 Quarry Hauler
1 Bitterbow Sharpshooters
1 The Scarab God
1 Trueheart Twins
1 Rampaging Hippo
1 Chaos Maw
1 Ambuscade
1 Cartouche of Knowledge
1 Kefnet's Last Word
1 Samut, the Tested
2 Traveler's Amulet
2 Unquenchable Thirst
LAND
5 Forest
4 Island
5 Mountain
1 Swamp
2 Survivors' Encampment
Honestly a ton of routes this pool can go, and maybe more that one possible winning build to be found. I opted for this nonsense due the 4 color fixers. Scarab God(and well, the other two)is nigh unstoppable. It HAD to be played no matter what. Instant speed reanimate is broken. Unfortunately the rest of this black is jank with the exception of Final Reward which I opt not to play due to it's cost and I don't want to splash two black cards. As for blue, Aerial Guide is bananas and two mana Dehydration is very good with or without deserts. The real greed here is jamming Last Word. My Red/Green creature suite was where the power lay and luckily Samut got cracked to come along for the ride. I used up all of the deckbuild time and went through 4 different builds of this thing until I settled on the above. The white seems good, but I was not overly sold on it's power level. So essentially this was case of jamming the best the pool had to offer together and running 4Color GoodStuff. This is probably a fringe result, and again if it has not been for 4 fixers, I never would've chanced it and probably opted for the safer Naya Route.
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7 Mountain
5 Island
2 Swamp
2 Survivors' Encampment
1 Desert of the Mindful
Creatures (15)
1 Wall of Forgotten Pharaohs
1 Nimble-Blade Khenra
1 Firebrand Archer
1 Harsh Mentor
1 Enigma Drake
1 Bloodwater Entity
1 Aerial Guide
1 Eternal of Harsh Truths
1 Khenra Scrapper
1 Aven Reedstalker
1 Hyena Pack
1 Trueheart Twins
1 The Scarab God
1 Striped Riverwinder
1 Chaos Maw
1 Fling
1 Cartouche of Knowledge
2 Unquenchable Thirst
1 Strategic Planning
1 Hieroglyphic Illumination
1 Kefnet's Last Word
1 Final Reward
So this would be my deck, though I doubt, I would have been able to build it under pressure of time in the prerelease. In the end, I opted against a second splash and left out the green stuff, as much as it hurts to leave Samut on the sidelines. I'm sure, the deck can still be improved, but I'm also certain, that it would perform quite well.
edit:
I guess, you could still splash green for Samut and maybe Ambuscade of of the Encampments alone or with the addition of the Hashep Oasis instead of a second Swamp (another Desert will help with the Desert interactions in the deck).
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