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.
(Splash or ): White Weenie Aggro. Splash for more reach or for more bulk.
(Splash or ): Defensive Control with flyers. Splash for more tempo and flyers or for more control and late-game potential.
(Splash or ): Tempo. Splash for a slower chipping strategy or for a deck that relies more on instant speed tricks.
(Splash or ): Artifact-based Control. Splash for more defensive options or for more artifact shenanigans.
(Splash or ): Reanimator/Sacrifice. Splash for more sacrifice shenanigans or for better reanimation targets.
(Splash or ): Disruptive Control. Splash for more removal options or for evasive creatures for saboteur effects.
(Splash or ): Aggro/Zoo. Splash for more go-wide effects or for more go-tall effects.
(Splash or ): Sacrifice Synergy. Splash for artifact combos and tutors or for creature combos.
(Splash or ): Elf Tribal. Splash for more aggressive, team-pump effects or splash for a more tempo/instant centric version.
(Splash or ): Big Ramp. Splash for more bursty ramp and extra reach or for more slower, more value-based creatures and spells.
"Supported" Tribes (one rare lord in each color):
Soldiers: Captain of the Watch
Zombies:
Goblins:
Elves: