Ever come away from a draft with a deck that is so bad you just want to
throw it in the bin? Well this article is for you. By understanding the
archetypes of Onslaught drafting and the key cards that make each one work,
chances are it will be someone else aiming for that bin after the draft.
Sure there are a lot of other factors that need to be taken into
consideration, such as working out what your neighbours are drafting,
whether or not to take that bomb rare from the first pack and when/how to
counter-draft but a lot of this comes from experience.
After drafting this format a lot I have come to the conclusion there are
several strong archetypes, a few underrated archetypes and a couple that are
very hard to win with. Generally speaking, it is good practice to draft a
red or black removal spell first to make your claim in one of these colours
as it is quite hard to go 3-0 without any black or red in your deck. If you
open up a power rare outside of these colours your neighbour may well be
getting a mixed signal so be careful not to pass too many quality red/black
spells to your left - unless you are thinking of drafting U/W!
Before discussing the main deck types I would like to say something about
the tribal mechanic. There are many creatures that rely on tribal effects,
such as Sparksmith
and Wellwisher, and
their power will fluctuate depending upon the creatures in play, making them
a little unreliable at times. When drafting these cards you have to make
sure your deck is consistent, and will often have to take tribal cards over
better cards in the same colour. For example if you have already drafted a
Sparksmith you may
want to take a Goblin Sledder over another more efficient creature for your
deck.
While decks based around tribal cards are very strong it is still
possible to do well with good old-fashioned beatdown. Beatdown decks will
often have tribal elements in them but most of the time you will want the
most efficient creatures at a particular casting cost. Green and white in
particular have very solid creature bases with an impressive curve that will
suit any colour combination.
So lets take a look at the main deck types, how they work and the key
cards used. You don't need to draft all of the key cards but you probably
will need at least half of them for the deck to work properly. I have only
listed the commons as there are so many broken rares (and uncommons) in
Onslaught which are pretty obvious first picks. I may well go into some of
the tougher rares/uncommons in a future article as I hope my analysis gives
you an idea of how the different decks function.
Red/White
This archetype is popular amongst the "pro" players and for a very good
reason - it wins. Goblins and soldiers form a strong creature base backed up
with a full compliment of red removal and white's combat tricks. A solid
deck with an impressive curve, R/W relies on a few key tribal cards and
efficient creatures.
Key cards - Crown of Fury, Daru Lancer, Goblin Sledder, Gustcloak
Harrier, Pacifism,
Piety Charm, Pointpoint
Avalanche, Shock, Skirk Commando, Solar Blast and Sparksmith.
Red/Blue
If you already have some quality red picks and white has been cut off, then
you may want to look at this archetype. R/U can be powerful if you draft
the right cards because if you don't, this deck is fairly average. The deck
relies on Lavamancer's Skill and Mistform Wall to
dominate the board backed up with evasive creatures and burn. Riptide
Biologist is great for holding off the ground and Disruptive
Pitmage/Imagecrafter are
excellent disruptive creatures. Finally, Sage Aven is good in
this build as it helps search for the combo parts and counts as a wizard
itself.
Key cards - Ascending Aven, Goblin Sledder, Lavamancer's
Skill, Mistform
Wall, Pinpoint Avalanche, Sage Aven, Shock, Skirk Commando, Solar Blast and Sparksmith.
Red/Green
The most powerful of the allied colour combinations, R/G has a lot of tribal
synergy and an impressive array of morph creatures. It's strategy is simple,
play out big creatures quickly and turn them sideways. Mana acceleration
works wonders in this deck and Wirewood Savage is downright ridiculous.
R/G can also be played as an Elf/Goblin deck that swarms your opponent
quickly using burn spells and game breakers like Wave of
Indifference as a finisher. I'm not sure which version is better but I
personally prefer the beast variant, as the creatures are more solid.
Naturally you can play a hybrid of these variations but you will lose the
power of tribal effects.
Key cards - Crown of Fury, Elvish Warrior, Krosan Tusker, Pinpoint Avalanche, Shock, Skirk Commando, Snarling Undorak,
Solar Blast, Sparksmith, Spitting Gourna,
Wave of
Indifferenceand Wirewood Savage.
Black/Green
Red has a tendency to be overdrafted in Onslaught as it has a lot of depth
and works well with every other colour. So chances are if you can't get any
red cards you will be playing black. B/G can be a very aggressive archetype
that is great for beating the tar out of your opponent and can often be
quicker than R/G thanks to cards like Wretched Anurid
and Nantuko Husk.
Screeching
Buzzard and Severed Legion give this archetype some evasive options and
Dirge of Dread
is a good finisher. Overall a solid deck.
Key cards - Elvish Warrior, Crown of Suspicion, Cruel Revival, Dirge of Dread, Nantuko Husk, Krosan Tusker, Screeching
Buzzard, Snarling Undorak, Spitting Gourna,
Swat, Wirewood Savage
and Wretched
Anurid.
Red/Black
This is the second strongest allied colour combination in my opinion and can
be difficult to draft, as everyone wants a piece of the removal pie.
Efficient, aggressive creatures work well in this archetype making Festering Goblin,
Wretched
Anurid, Haunted
Cadaver and Charging Slateback all good candidates. Removal should
always be drafted over creatures here so don't expect many Skirk Commandos and
Nantuko Husks, as
they will not go around the table. Also be sure to counterdraft the odd Crown of Awe here and
there as R/B cannot deal with it.
Key cards - Crown of Fury, Crown of Suspicion, Cruel Revival, Festering Goblin,
Haunted
Cadaver, Pinpoint Avalanche, Shock, Solar Blast, Sparksmith, Swat and Wretched
Anurid.
Black/White
The interesting thing about this archetype is that it can be built in two
completely different ways. The soldier/zombie variant is a clunkier version
of R/W and has a very similar strategy. The cleric/zombie deck is much more
powerful as B/W has access to a wide variety of clerics (including the
deadly Cabal
Archon). Battlefield Medic and Shepard of Rot are
solid 2 drops in this build and Daunting
Defender really shuts out any red removal. Profane Prayers is
a card that will often come around late in the draft and is invaluable as it
can generate massive life total swings. The only drawback with this deck is
that if there are 2 players on the table with this strategy there may not be
enough decent clerics to support both decks.
Key cards - Battlefield Medic, Crown of Suspicion, Cruel Revival, Daunting
Defender, Misery
Charm, Profane
Prayers, Shepard
of Rot, and Swat.
Black/Blue
This build tends to be underdrafted as it can be quite fragile if it does
not have the right cards. The key to drafting this archetype is balancing
the evasive creatures (Ascending Aven, Mistform Dreamer, Screeching
Buzzard and Severed Legion) with removal and defensive creatures (Riptide
Biologist, Mistform Wall etc). B/U has a hard time dealing with fast decks
that churn out big creatures so this is definitely one of the weaker
archetypes at the moment. Another point worth mentioning is the mistform
creatures and tribes. If you get enough Mistforms/Imagecrafters you can
disrupt your opponent's tribal spells (Cruel Revival, Sparksmith, Profane Prayers)
and enhance your own. This can be risky as straight beatdown decks will give
you fits so I would advise some practice with this archetype before drafting
it in a big tournament.
Key cards - Ascending Aven, Choking Tethers, Crown of Suspicion, Cruel Revival, Imagecrafter, Mistform Dreamer,
Mistform Wall, Riptide
Biologist, Screeching Buzzard and Swat.
Blue/White
OK, if you somehow happen to draft U/W try to draft lots of fliers and as
many Piety Charms
as possible. This deck can work when your immediate neighbours are not
drafting these colours (usually there will be 1 player next to you dipping
into white) and it is possible to get many a first pick as the packs go
around the table.
This archetype can sometimes be an uphill battle as Sparksmith and Wellwisher will give
you major headaches. However it is not impossible to win with U/W but you
do need to know what cards work in this deck. I have personally found Choking Tethers to
be really good and would try to draft at least 2 of these in addition to a
battalion of Ascending Avens and Gustcloak
Harriers with Daru
Lancers and Biologists to lock up the ground and Piety Charms for
utility. This will be an underdrafted build and may be worth considering if
there are not many white drafters on the table. Also you may want to dip
into red or black for some removal so you have some way of dealing with
annoying Sparksmiths
and Wellwishers. Crown of
Suspicion is the best splash but Solar Blast and Shock are both good
candidates.
Key cards - Ascending Aven, Choking Tethers, Daru Lancer, Dive Bomber, Gravel Slinger, Gustcloak
Harrier, Pacifism,
Piety Charm and Riptide
Biologist.
Blue/Green
Unfortunately this build is one of the worst and actually requires some good
bombs for it to be successful. The main plan of attack is to draft as many
beasts and flyers as possible, tap creatures with Choking Tethers
and/or enchant your bigger creatures with Crown of
Ascension. It is not as fast as U/W so your opponent will be able to
scramble a defence quite quickly and Riptide
Biologists can be a real nightmare (not to mention Wellwishers and Sparksmiths). The
alternate route is to draft lots of elves, multiple Wirewood Prides and
some evasion but I have not seen this variant do too well.
Key cards - Ascending Aven, Choking Tethers, Crown of Ascension, Elvish Warrior, Krosan Tusker, Snarling Undorak,
Spitting
Gourna, Taunting
Elf and Wirewood Savage.
White/Green
I haven't actually drafted this build so I am unsure if it is better than
U/G but you may have to trust me on this one. G/W has access to a lot of
good quality creatures so things can't be that bad, or can they? Lack of
removal is a big problem again and there are not many evasive creatures in
these colours either making G/W a dud. The only way I can think of getting
through is with bombs (such as Centaur Glade and Kamahl) or Taunting Elf.
How hard is it to kill a 0/1 creature though? Chances are this guy won't
even see an untap phase. By all means try this one out but you won't be
going 3-0 with this.
Key cards - Elvish Warrior, Daru Lancer, Gravel Slinger, Gustcloak
Harrier, Krosan
Tusker, Pacifism,
Piety Charm, Snarling Undorak,
Spitting
Gourna, Taunting
Elf, Wirewood
Pride, Wirewood
Savage.
So there you have it, 10 different decks, 3 of which have no removal
(U/W, U/G, G/W), 2 heavy tribal/combo decks (R/U, B/W), 2 that can be hard
to draft (B/U, R/B) and 3 aggressive beatdown decks (R/W, B/G, R/G). It is
worth experimenting with all of these archetypes, as you will find different
versions within the ones I have mentioned and possibly some new cards that
haven't been exploited to their fullest potential. Limited formats take a
long time to crack, so keep an open mind and try not to fall into the same
pattern when you are drafting. As I stated earlier I will be looking at some
of the trickier rares and uncommons in my next article and the decks they
are best suited to.
See you next time.
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