Well luck is a part of it, but I don't see that draft as a bad draft, except maybe in terms of curve (because it dips in the middle rather than peak, which is how I prefer to draft). The thing is, it's not immediately obvious what your deck's gameplan is after you finish a draft, and drafts you consider "not good" because they break preconceived rules about drafting can actually work well in unexpected ways.
In hindsight, I would say you drafted some kind of Control Rogue, with Deadly Poison, Assassins, and tempo cards suppressing the early game to lead into the big draws like Blade, Commanders, and Molten Giant. With the two Assassinates, you covered almost all reasonable board control scenarios except for something like Sylvanas, or board flooding. You also had a lot of reach, in the form of Poisons, Blade, Bluegill, even Shiv + Azure Drake. Basically, you had all bases more or less covered, which is more than you can say for most arena decks.
One of the, I think, fundamental flaws of the way drafting works in Hearthstone is that you're rolling dice all the way through from Pick 1 to Pick 30. It's difficult to see any kind of structure forming when you have so little control over what cards you can get in your draft. Contrast this to drafting in MTG, where you can reasonably draft one particular archetype over another depending on card availability and reading your neighbor. Once you familiarize yourself with the format, it's rare that a "bad draft" will surprise you and become a "good draft".
Anyway this is a phenomenon I see in this thread all the time. People going on a huge streak with a "bad draft", and doing poorly with a "good draft". Sometimes it's just a case of not respecting the curve, but I think what determines a "good draft" is more nebulous than people think.