Result: 7-2
Draft
If I have to take a common as pack one pick one, at least it's Cryogen Relic. And if I'm going to start the draft with one Cryogen Relic, I might as well start the game with two. My deck feels amazing already. The third pick is a little tricky to me. Cryoshatter is a good removal spell but Banishing Light is enough better than I want to take it here. I'm rewarded with a pick four All-Fates Stalker. I pick up Knight Luminary next. For a deck of four commons and one uncommon, I feel like I'm crushing so far. I take a seventh-pick Pinnacle Kill-Ship over Nanoform Sentinel for its power. It feels nice to have exactly one in the deck. I wheel Desculpting Blast and Illvoi Infiltrator which is nice but not great.
All-Fates Stalker #2 joins the team as the first pick of pack two over Focus Fire. Second pick a second Desculpting Blast feels pretty bad but I think it's better than Wedgelight Rammer and Illvoi Light Jammer. Disappointment continues with third-pick Starport Security over Divert Disaster and Starbreach Whale. And then I'm faced with pick four Weftwalking. I don't know if the card is good, but it's either sweet or unplayable. It has a 58% winrate so I pick it up over Selfcraft Mechan which might be nice with those Cryogen Relics. (I get it 12th anyway.) This pack is pretty bad for me overall. Two good cards, one weird haymaker, and a bunch of filler.
I pick Lightstall Inquisitor out of the third pack. I'm not sure if that's right. It's a pretty good 1-drop but I'm not looking too aggressive. The right pick might have been third Cryogen Relic? I get two Sunstar Expansionists and Secluded Starforge so this pack is already much better than the previous. I get Secluded Starforge third, which seems probably wrong for the first two players who saw it? This card is very strong. There's a Gigastorm Titan in the pack which would have been good but the land is much better. I get a couple more Knight Luminaries. The Cryogen Relic in the first pack returns to me and I snap it up. I get a Light Jammer after all.
Deckbuilding
My deck has two Sunstar Expansionist, two All-Fates Stalker, three Cryogen Relic, and three Knight Luminary. Weftwalking. Secluded Starforge. The removal is okay, there's some top-end and some go-wide. I would have loved a Station Monitor but I didn't see one at all.
After initial review, I take out the Light Jammer for Desculpting Blast. I want something more interactive that gains tempo, but it might have been the wrong decision with two All-Fates Stalker in the deck who are both juicy targets for removal and would be so much better as a 3/5 instead of a 2/3.
Gameplay
I didn't get a single Lander token from my Sunstar Expansionists but that card beats down pretty hard. It's basically a 3/3 for two mana in the early turns of the game.
Illvoi Infiltrator was pretty good! I was able to play two spells on many turns thanks to the warp creatures and Cryogen Relics to punch in for one unblockable damage and a card.
Auxiliary Boosters was very good as well. It won me {2} game by re-equipping to a non-token creature for lethal.
Lightstall Inquisitor was only okay. A 2/1 vigilance gets blocked very easily and the tax doesn't seem to matter much, especially since the opponent gets to choose the taxed card.
I will never get tired of playing turn two Cryogen Relic into turn three Exosuit Savior.
My game two opponent was playing a little squirrely in turn 7. They played Codecracker Hound and left up five lands. I fully stationed my Pinnacle Kill-Ship in play and attacked with it and a 1/1. My opponent doesn't block the 1/1, going to 3. I must have sussed out my opponent's hand because I play Auxiliary Boosters after combat, which puts into play the token and crucially the equipment. I have two mana up and don't play Sunstar Expansionist in hand, nor do I play Weftwalking or Mechanozoa. I keep up Desculpting Blast. As suspected, my opponent plays Singularity Rupture and wipes out the board. In response, I pick up the Kill-Ship with Desculpting Blast. My thought process here is that I can replay the Kill-Ship to kill whatever they might have as a follow-up, then station it for the death blow. I end up using All-Fates Stalker and the Expanionist to put two bodies on the board. My opponent plays a Fell Gravship to pick up a Beamsaw Prospector, but I have Pinnacle Kill-Ship face-up in hand, and my opponent scoops. Fun game.
My first loss felt like a close game, so I think I might have been able to win if I had played better. I was facing down a 4/4 and a 5/4 with only a 2/2 and 3/4 on my side, so I was getting beat down pretty badly. I lock down the 5/4 with Mechanozoa and attack for 6, opponent takes it all instead of blocking with their 4/1 defender. I think I could have kept my 1/1 back. The one point probably doesn't matter much here and it leaves me vulnerable to being attacked back if they kill my Mechanozoa, which they do. At 8 life with three small creatures to their larger creatures, seven lands and only Weftwalking in hand, I have no choice but to play Weftwalking. It's not enough. My opponent's Mouth of the Storm was going to be trouble for me even if it wasn't free, but it also lets them Depressurize a blocker and attack with Creeping Tar Pit (good card!), meaning I have to double-chump. It doesn't matter that my first spell is gree when my opponent has five attackers and I have zero blockers at the start of my turn. I think I was in a lot of trouble, anyway. My opponent had much more powerful cards than I did.
Secluded Starforge wins me a game with +2/+0 on Illvoi Infiltrator equipped with Auxiliary Boosters.