Draft is an entirely different beast from ranked and also other digital CCGs like Hearthstone's arena. Additionally it's pretty pretty high variance in my experience.
I mean I know I'm not an AAA player but I do chalk those two draft flame-outs to just bad luck. I got rocked by decks that were so tuned they looked like they came out of constructed 3x in a row and was then done.
I'm not in a hurry to craft a bunch of Legendaries so I'm very tempted to just start hoarding my Gold, and then go on a Draft spree when the game hits open beta on mobile or there's some other event that leads to an influx of new players. Seems like that might tips the odds a little
There are ways around it, it's a design problem. I haven't been keeping up with how other modern card games tackle it, it's just a surprise to see Direwolf leave it up to MTG style variance, which is very offputting for your typical HS player. The first time HS player #27364 concedes a game because they drew 7 sigils in a row is when they uninstall Eternal forever and stick with HS. If Direwolf is chasing after the MTG audience, fine, but I can't help but feel they're hamstringing themselves.
With respect, you're saying there are "ways" to deal with it, without listing any ways.
It's true that mana screw sucks, of course. But Eternal has alllll kinds of mana fixing in the base set, all at Common. Two types of duel power cards, lots of low-cost power-fetching Common creatures, etc.
I've seen lots of armchair designers on forums suggesting fixes to Eternal's resource system and all their suggestions lead to significantly decreased deck-building flexibility, ala Hearthstone.
Additionally, everyone recognizes the deck-building benefit when it comes to mixing and matching resource types, but another underrated aspect of Eternal's system is that you actually get to decide the weight resources have in your deck. An aggro deck can cut back while a control deck can stock up. I'm probably going to tweak my Warcry deck soon to strip out a couple Power and add in a few more 1-2 cost units.