There’s been some
questions about Drafting popping up lately, so I thought this would
be a good first topic for Entering the Arena. This is meant to just
be Draft primer, to get you started. There’s plenty of great
information available, and I highly recommend checking out the
Limited Resources podcast. It’s the single best place to get
information on drafting, including going deep on fundamentals, and
“level up” lessons. I’m going to include a list of “essential”
episodes at the end of this post.
To clarify the
language a bit, anytime you’re playing Draft or Sealed Deck, it’s
considered “Limited” instead of “Constructed” because,
obviously, your card pool is limited to what is opened at the event.
The Draft format on Arena is known as “Booster” draft, but
there’s other types of Drafts you can do IRL like Rochester and
Cube.
I was thinking about
how to approach this article, because Limited Magic play is a huge
topic. I decided that there’s two major components to the draft –
Card Selection and Deck Construction. I’m actually going to break
this up into two posts, because it’s a lot of information to do in
one.
Card evaluation and
selection is one of the most skill challenging aspects of Magic.
Cards are evaluated differently in Limited events than they are in
constructed, and the same card can have wildly varying power levels
from set to set.
1. Prioritize
impactful cards. You’ll hear the BREAD acronym tossed around
frequently when it comes to card evaluation for Drafting. It’s a
decent starting place, but it’s only a very loose guideline. Don’t
use it for more than that. I actually prefer the BREAST acronym,
which stands for B-Bombs, R-Removal, E-Evasion, AST- And Synergistic
Things. I’ve found this to be useful, because while your latter
pics in a draft will often be “filler” (cards which aren’t
particularly impactful, and largely interchangeable) it’s good to
keep an eye out for ones which synergize with the more powerful cards
in your deck.
Bombs are just that,
cards which impact the game or board state, or are undercosted for
what they do. They’re the kind of card which will help you recover
if you’re behind, or put you so far ahead when you resolve them,
that it’s almost assured you’ll win the game from that point.
Removal is pretty
straight forward. Most Limited games are won by creatures attacking.
Most Bombs are big, powerful creatures. Having enough removal is
essential. The cheaper the casting cost, and the fewer the
restrictions on that removal, the better it is. Depending on the
nature of the set, different forms of removal will rise or fall in
value. The classic example of this are the Instant spells Terror and Shatter.
Terror is 1B: Destroy target non-Black creature. Shatter is 1R: Destroy target Artifact. In almost any set, Terror is clearly the better card, and Shatter is a sideboard card. However, in the Mirrordin Block, where both were printed, Shatter was actually the better card, because of the heavy (to put it mildly) Artifact theme of the set. You not only could kill many of the creatures your opponent played, but you’d also have the opportunity to destroy a land sometimes.
Be mindful also,
that there’s a difference between hard removal and tempo. A card
which says “Return target creature to its owner’s hand”, is not
really removal. It’s only getting that creature out of the way for
1 turn, and it’s Card Disadvantage for you, because you’ve used a
card to remove their creature, but they still have that card in their
hand, and so can replay it.
Because most Limited
games come down to creatures attacking, having a way to push that
damage through is important. Flying is the clearest, and most common
form of evasion. Trample is another way to get damage through, along
with Menace. Occasionally there’s creatures which “Can’t be
blocked” or can’t be blocked by some specific subset, like “Can’t
be blocked by Walls.”
2. Have a plan. I
can’t stress this enough. You can’t always just take whatever the
best card in the pack is, because it may not be working toward the
goal of your deck. For example, a Tezzeret Planeswalker card will
typically work very well in an Artifact-heavy deck, but is not worth
much outside of that deck. So if you open one in pack 3, while it
might be a “Bomb” in a vacuum, if you haven’t built an artifact
deck in packs 1 and 2, then it’s not working with the plan of our
deck, so you should pass it.
3. Draft what’s
open. This seems obvious, but it’s so easy to fall into the trap of
trying to draft a deck you’re familiar with, or one that you’ve
come to believe is the “best” deck/color in the format, or,
conversely, avoiding a deck or color that you’ve read is the
“worst” in the format. This is especially true with sets like
Guilds of Ravnica, where the synergy of the color pairs is a major
theme to the draft.
4. Don’t fret
about sending “signals”. This isn’t super relevant at the time
of this writing in Arena, because we’re drafting against bots, but
it’s worth mentioning, especially since drafting against live
opponents will probably come to Arena at some point. “Signaling”
is being aware of what cards you’re passing to the next player, and
allowing that to shape your picks. Oddly enough the place where this
would be the most relevant, which is pack 1, is also the place where
it’s the least impactful. In IRL drafting, you’re passing pack 1
to the left, then pack 2 to the right, then pack 3 back to the left.
So you’re only getting one pack of cards being passed to you from
the player(s) to whom you’re “signaling”. It’s much more
important to pay attention to what’s being passed to you, so you
can get a sense of what might be open, then to try and put the player
to your left in or out of any given color.
5. Read set reviews,
but don’t take them as Gospel. It’s good to familiarize yourself
with the cards in a set before attempting a draft. Typically looking
at the Gold Uncommons will give you some idea of what the various
color pairs are trying to do (“Gold” is Magic slang for
Multicolored cards, because older sets printed them with gold colored
borders). Keep in mind though, that even the very best pros are only
making educated guesses about pick orders, and card power. These
absolutely will change as the set is drafted and they figure out what
works and doesn’t work. Be aware especially of what kind of combat
tricks and removal exists at Common. Along with the Limited Resources
set review, I highly recommend Luis Scott Vargas’ personal review,
which can be found on Channel Fireball.
Well, I think that’s
enough to start with. My next post will cover some basics of Deck
Construction. Feel free to comment, or hit me up on the Magic Arena
MTG Facebook group.
Limited Resources
starter episodes: http://lrcast.com/
Limited Resources 56
– Back to Basics: Card Evaluation
Limited Resources 64
– Breaking Bread
Limited Resources 65
– Bread Crumbs
Limited Resources 95
– Card Evaluation Revisited
Limited Resources
113 – Limited Deckbuilding Primer
Limited Resources
184 – Card Evaluation With Brian Wong
Limited Resources
189 – Mana Bases
Limited Resources
198 – Brian Wong Level-Ups
Limited Resources
214 – Common Mistakes
Limited Resources
226 – ROTTY And Application of Tools
Limited Resources
248 – Quadrant Theory Revisited
Limited Resources
273 – Have a Plan
Limited Resources
286 – Top 10 Traps for Limited (And How To Avoid Them)
Limited Resources
296 – A Fundamental Approach to Limited
Limited Resources
301 – UBER Theory and Exclusive BFZ Preview Cards
Limited Resources 482 – A Fresh Look BREAD (And Why You Shouldn’t Use It)
Limited Resources 482 – A Fresh Look BREAD (And Why You Shouldn’t Use It)
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