Drafting Innistrad

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kabrazell

31 October 2011

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I’ve been drafting Innistrad on MTGO almost every afternoon and I’m starting to get the hang of this wacky format, and it really is wacky. There are a lot of exciting and complicated interactions in this format, as well as many tricks you’ll need to play around. Take note of what your opponent is playing, get used to certain ‘niche’ board states. (e.g.: Your opponent passes with 3UU untapped; he has Lost in the Mist). Flashback spells are awesome; as they give you reach and keep the game state fresh. I’ve had the most trouble getting a reasonable number of creatures, especially creatures that are standalone threats. There are so many sweet spells and things to do, but ultimately you need dudes that turn sideways, and you should prioritize bodies when drafting. Due to the ‘werewolves’ mechanic, having things to do in early turns is more important than usual. It also makes ‘flashback’ cards better.

Here are some guidelines that will help any drafter succeed in this new format.

Rule 1: Pick a theme.

Innistrad has a ton of ‘niche’ cards, which makes it a great set to draft since the cards you want aren’t necessarily very good for other drafters. A card like Elder Cathar is just a grey ogre with an unexciting ability to most decks, but in an aggressive humans deck, the card is amazing. Somewhere along pack 1, or early pack 2, you should have some idea of what you want your final product to look like. Once you have a ‘snapshot’ of the final product, you can start taking cards that have synergy with your deck. If you pick a direction, you’ll end up with a better final product. I’ve listed some of the better archetypes below, but it certainly isn’t an exhaustive list. I’ve played a Green ramp list with 2x Moldgraf Monstrosity, I’ve played a red/black vampires list with 2x Vampire's Rage, and I’ve played Blue/Red Burning Vengeance. The lists goes on and on, but try to find synergy within your deck and use it to guide your picks.

Rule 2: Stick with your theme, even if it means playing awkward cards.

The best example I can give of this rule is a W/G aggro deck I played with one Devine Reckoning, I main boarded it because it was technically a powerful card, but it didn’t have any synergy with my list and I ended up cutting it for every game two. The Moment of Heroism I brought in was far better in every match.

I never dreamt I would want a Mulch, a Desperate Ravings, or a Furor of the Bitten in my deck, but I’ve played them all to great effect already. If it has synergy with your deck, give it a try. Random ‘better in a vacuum’ cards that do nothing with your deck will be unimpressive.

Rule 3: Be aggressive.

Innistrad isn’t an inherently ‘fast’ format, but there are explosive openers in almost every color. If you aren’t the blue drafter, chances are you will have less ‘reach’ than some of your opponents. Having strong, aggressive openings can put your opponent on the back foot and give them less time to set up. Try to prioritize 2-CMC creatures and efficient removal.

Below are some of the most powerful archetypes that you should be looking for while drafting.

Archetype #1: Blue Self mill.

Blue is probably the strongest stand-alone color in Innistrad. The Blue ‘skaab’ creatures are very powerful and are strong whether the blue drafter are trying to be aggressive or playing control. . Deranged Assistant, Forbidden Alchemy and other self-mill engines can help to ensure they can play these creatures consistently. Silent Departure helps the blue drafter buy time and have an effective late game. Self-mill also gives them the opportunity to mill flashback cards such as Think Twice, which puts them way up in the tempo race.

Blue is extremely strong because almost every blue common is playable- if not very good. If the blue drafter can pick up plenty of ‘engine cards’ to fuel their graveyard, then they are hard to beat.

Archetype # 2: W/G Aggro/Humans

Yayyy! Green is good again! ...Though in this deck it is usually just a support for white. This color combination gives you access to numerous strong 2-drops such as Unruly Mob, Darkthicket Wolf, Avacynian Priest, Ambush Viper, and others. While any creature will do, Humans are preferred since they make cards like Elder Kathar a blowout. The main reason I like pairing White with green is for Travel Preparations, and green ‘morbid’ creatures like Festerhide Boar are also very awesome in this deck. If I can’t get any Travel Preparations, I play Feeling of Dread or Spare from Evil. This deck wants 2-4 tricks that help save its creatures and get in for damage.

Archetype #3: Black/Red Sac-A-Go-Go

This deck is made possible by one card: Traitorous Blood- This card needs to be much higher on a Red drafter’s priority list and if I am Black/Red, I would pick it over almost anything. With Skirsdag Cultist, Disciple of Griselbrand , Altar's Reap, and Demonmail Hauberk, you have almost infinite ways to make this card into a blowout. It can be easy to wheel Traitorous bloods and if you end up with at least 2 of them, this deck is powerful.

That’s about all the advice for now! You’ve really got to try this format, it’s one of the best I’ve drafted too date. Best of luck and have fun!

PerfectDark64 says... #1

The other really powerful interaction I've found is B/U with equipment. If you can get the flying 2 mana vampires, the rats, invisible stalker or any other evasion creatures and get a dagger, pitchfork, and/or a flail, it makes for a very aggressive deck that still has tempo cards.

October 31, 2011 1:13 p.m.

mozerdozer says... #2

Blue mill is actually quite good. If they get 2 Curse of the Bloody Tome and 2 or 3 card:Ghoulcaller's Bell as well as a few Dream Twist , they can win on turn 6 off of mill, which is really good for limited.

October 31, 2011 1:20 p.m.

JesusChrist says... #3

Other archetypes I see quite often:W/U Spirits- A deck mainly consisting of fliers hosting removal like Smite the Monstrous , Bonds of Faith , Rebuke and Claustrophobia . I find that if you see cards like the Chapel Geist coming and you already are in white take it early. Something to note as an addition to this, while the 3-drops, Voiceless Spirit and the aforementioned geist get picked very early, while the blue ones Lantern Spirit and Battleground Geist I've seen go around as late as 12th pick. The lords are Battleground Geist and Gallows Warden . Rares that I love to see are Angel of Flight Alabaster and Dearly Departed . Other picks to note are the ones that share the color white because most are fantastic Fiend Hunter Slayer of the Wicked Doomed Traveler Midnight Haunting and not to mention the blue draw spells or just other random stuff. This archetype is extremely easy to work and very hard to try to beat as the 2-3 flyers in their deck will be overwhelmed and yours are some of the best blockers in innistrad.

While I have other archetypes I like to draft I would like to here other peoples opinions on the other ones I just thought I would share my favorite with you.

November 1, 2011 9:08 p.m.

mossflower says... #4

Yeah, I was really expecting him to mention the UW Spirits archetype, as I've seen it be incredibly effective.

November 2, 2011 12:25 a.m.

omgyoav says... #5

Deranged assistant is not really consistent enough to be considered a solid enabler imo, it can take a very long time for it to finally enable something like a skaab goliath. Rage extractor seems nutty in the b/r archetype

November 2, 2011 3:49 p.m.

kabrazell says... #6

November 2, 2011 5:30 p.m.

tulse says... #7

omgyoav probably means Rage Thrower .

November 2, 2011 6:27 p.m.

omgyoav says... #8

November 2, 2011 7:41 p.m.

kabrazell says... #9

Yes Rage Thrower is very good. Deranged Assistant is probably the best self miller behind Armored Skaab and Forbidden Alchemy think of it as a myr (already awesome) that also does other good things for your deck. It mills once per turn regardless, you just tap it at your opponents EOT.

November 3, 2011 11:55 p.m.

popeyroach says... #10

it seems crazy that you didn't mention G/R wolf/warewofl and U/W spirits/flyers. some amazing enablers for both decks.I hadn't actually thought of B/R sac-go, thanks for the idea :)

November 9, 2011 noon

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