Core Set M: Draft Archetypes

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Mechanics | Draft Archetypes | Skeleton

Rather than the normal two-color pairs, there will be two "main" archetypes for each color, with option for splashing certain colors to complement their strategies. in the end, it works out to have 10 main two-color pair archetypes, but with more focus given to a single color most of the time. "Splash" cards will be easy to splash for, while more dedicated payoff cards will require more color commitment.

­{w} (Splash {r} or {g}): White Weenie Aggro. Splash {r} for more reach or {g} for more bulk.

­{w} (Splash {u} or {b}): Defensive Control with flyers. Splash {u} for more tempo and flyers or {b} for more control and late-game potential.

­{u} (Splash {w} or {g}): Tempo. Splash {w} for a slower chipping strategy or {g} for a deck that relies more on instant speed tricks.

­{u} (Splash {b} or {r}): Artifact-based Control. Splash {b} for more defensive options or {r} for more artifact shenanigans.

­{b} (Splash {r} or {g}): Reanimator/Sacrifice. Splash {r} for more sacrifice shenanigans or {g} for better reanimation targets.

­{b} (Splash {w} or {u}): Disruptive Control. Splash {w} for more removal options or {u} for evasive creatures for saboteur effects.

­{r} (Splash {w} or {g}): Aggro/Zoo. Splash {w} for more go-wide effects or {g} for more go-tall effects.

­{r} (Splash {u} or {b}): Sacrifice Synergy. Splash {u} for artifact combos and tutors or {b} for creature combos.

­{g} (Splash {w} or {u}): Elf Tribal. Splash {w} for more aggressive, team-pump effects or splash {u} for a more tempo/instant centric version.

­{g} (Splash {b} or {r}): Big Ramp. Splash {r} for more bursty ramp and extra reach or {b} for more slower, more value-based creatures and spells.

"Supported" Tribes (one rare lord in each color):

­{w} Soldiers: Captain of the Watch

­{u}

­{b} Zombies:

­{r} Goblins:

­{g} Elves:

Updated on 08 Feb 2018 by Mal