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- U or UG base strategy
- The better your high end the better it is to be in blue. Blue is good at drawing and filtering your draw steps with scry, it is also good at at limiting opponents bombs with cards like deny & drain. Blue is bad at closing the game unless you have a great high end. If you have bombs that win the game on their own you want to be in blue. Thankfully most of these cards are already blue. If I open one of these cards I actively try to cut blue: Archon of Sun's Grace, Kiora Beast the Sea God, Nadir Kraken, Trawler, Ashiok, Polukranos (if I do not get the relentless pursuits I draft UGb), Klothys (even though it is a RG card I like drafting U/G/x/x), Calix, Destiny's Hand (another UG card imo), Uro
- W or Wr Hero strategy
- This is all about early drops and combat tricks. You need to prioritize things like Pious Wayfarer, Hero of the Pride & Hero of Nyxborn. Going wide with Hoplite as the top end also works really well. The premier combat trick for this arch is phalanx tactics but blessing, sentinels eyes or even indomitable will help trigger heros and prevent board stalls. This arch also makes good use of a wrap in flames or two if you get enough creatures / heros.
- UB
- This arch is all about stalling the board and burying the opponent in card advantage. Cards like turtle, thirst and omen are great in this arch. This arch also wants premium removal like mires grasp & final death along with deny the devine. This deck is good at neutralizing the board but can struggle with escape, I don’t mind a copy of cling to dust in this deck if I do not have a tymaret. It also tends to struggle to close out games without a bomb or a spawn. I do not mind a copy of sweet oblivion in this arch if I am light on finishers.
- UR
- This is a tempo arch. It makes good use of playing spells on opps turns and can do a lot of incidental damage with cards with its key enablers (chimera / maticore / hippocamp). This is the best arch for cards like fateful end, omen of the forge, stern dismissal and is really the only arch that is ok running a few trickster mages or lionfish and actively wants at least one copy of sleep of the dead.
- BR Sac
- This is a grindy deck that wins by removing opponents threats and attacking often times with non evasive creatures. Key cards for this deck include: lampad, boar, anax, careless celebrant, omen of the dead. The absolute best card for this arch is nightmare shepherd. I will actively try to get into this arch if I open it.
- This is also the only deck that actively wants treacherous blessing, final flare, portent of betrayal, blood aspirant or dreamshaper shaman. I am even not embarrassed to play a satyr’s cunning in this arch if you are short on escape with plenty of sac outlets.
- UW fliers.
- Pretty simple strat. Draft turtles on the ground and fliers in the air. Use the white / blue enchantments and turtles to hold the ground. This is the perfect home for Ichthyomorphosis, birth of meletis, witness, and of course staggering insight.
- GB Escape
- This is a solid arch that wins through attrition. This deck makes the best use of relentless pursuit and typhon / chimera. This is also the best home for nessian hornbeetle (because R/G is trash). This deck has problems with fliers I really like the spider and do not mind a nexus warden in this arch..
- GW
- Don’t bother.
- GR
- Stay Away!!
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