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: