If you have no idea what this is about, check out my first article on the archetype.
I didn’t realise how complex the Draft strategy behind the deck was to convey to an inexperienced “Drake” drafter, so hopefully this will allow you guys to catch up with us. In this article, I’ll give you a strategy guide; more details and explanations about how to draft the deck; tips on how to play it; and I’ll try to figure what awaits the Drake drafters in Guildpact.
The first article gave you a little review about the deck. Now that you want to know more about it, here comes the second lesson.
Before giving you the pick orders, I have a few words about it:
The list below is not a Bible. Every time you’ll draft “Drake,” your Draft will take a different path. You must ensure you end up with something playable. By that, I’m saying that the deck needs specific cards to work. Most importantly, the deck is all about synergy. If you feel that a card rated below another one belongs in your deck than a card rated above, take it. It’s all very well taking a ton of first-pick cards from the list: if you haven’t the important lower-pick cards too, you’ll lose for sure.
Another important thing about the pick orders: The cards are ranked in different categories. These are:
Top Cards
Excellent Cards
Must-Haves
Mana Fixers
Good Cards
Fillers.
I only sorted the commons, as sorting the whole set would be a huge task — p almost every card in the set has a use in the deck. As we’re mostly relying on commons, I’ll just stick to them… though I’ll throw in some of the more interesting uncommons/rares later.
You will need as many cards from the first three categories as possible. About the different categories:
Top Cards: the cards that will make your deck insane.
Excellent Cards: cards you’ll take over the cards you “must have”. The only reason for it is because you’ll never see them late in the Draft.
Must-Haves: Pick as many of these cards you can. They’re the ones that make your deck tick.
Mana Fixers: unless you’re badly behind on mana fixers (e.g., you’re already in pack three and don’t have any), don’t pick them over cards rated in higher categories. Pick them when there are no good cards left in the pack. Keep in mind that your deck won’t work if your mana base is shaky. Don’t pick them too high, but don’t forget to pick a lot of them. Also, your deck doesn’t need to be five colors. If you don’t have Galvanic Arcs, forget about the Boros mana providers. Pick the fixers wisely, depending on what you have already drafted. Concerning Karoo lands over Signets, or Signets over Karoo lands: You’ll often end up playing all your Karoo lands — no more than four, though — and you’ll never play more than three Signets, as you need room for better cards in your deck.
Good Cards: the cards that will actually fill your deck. Most of them are powerful, but if you have the mana and the drake engine, these cards are just there to fuel your deck. They give it versatility, being different threats and answers. They are what make Drake decks vary from one to the next. There’s no specific order in this category, as it all depends on which color you play and on your needs in any particular Draft.
Fillers: You usually won’t need any of those cards. They are playable, but you won’t be too happy to play them. Again, there’s no specific order in this category.
Ok, here come the pick orders:
Top Cards
Galvanic Arc
Drake Familiar
Bramble Elemental (“Bramby”)
Fists of Ironwood
Excellent Cards
Faith’s Fetters
Last Gasp
Civic Wayfinder
Disembowel
Must-Haves
Flight of Fancy
Strands of Undeath
Farseek
Brainspoil
Vedalken Dismisser
Compulsive Research
Peel from Reality
Mana Fixers
Dimir Aqueduct
Dimir Signet
Golgari Rot Farm
Golgari Signet
Selesnya Signet
Selesnya Sanctuary
Boros Garrison
Boros Signet
Good Cards
Selesnya Evangel
Golgari Rotwurm
Dimir House Guard
Drift of Phantasms
Snapping Drake
Elves of Deep Shadow
Consult the Necrosages
Shambling Shell
Stinkweed Imp
Clinging Darkness
Siege Wurm
Terraformer
Thundersong Trumpeter
Tidewater Minion
Transluminant
Sparkmage Apprentice
Conclave Equenaut
Elvish Skysweeper
Scatter the Seeds
Greater Mossdog
Skyknight Legionnaire
Terrarion
Tattered Drake
Guardian of Vitu-Ghazi
Fillers
Centaur Safeguard
Convolute
Dimir Infiltrator
Golgari Brownscale
Lurking Informant
Mortipede
Perplex
Rain of Embers
Roofstalker Wight
Stone-Seeder Hierophant
Vedalken Entrancer
Surveilling Sprite
Thoughtpicker Witch
Veteran Armorer
A few notes about pick orders:
How high do you pick the drakes?
As you will be unsure of how many you will get during the Draft, I consider picking them very highly. Of course, you may want to pick a Black removal spell over it, giving you a backup plan in case you change your mind and want to draft Dimir instead. Or you hope the Drake wheels and comes back to you — in that case, cross your fingers.
Strands of Undeath or Flight of Fancy?
You’ll have to choose between these two quite often, as they are together on one of the common runs. Try to have at least one (or two) of each in your deck. I tend to like the Strands better, as you’ll find other ways to draw cards — Compulsive Research and Consult the Necrosages (that you’ll rarely use for discard).
Some cards have more raw power than other cards rated above them. They are rated that way because of the odds that you can expect to draft them later than their inherent value would suggest.
Some interesting uncommons and rares:
Mark of Eviction
Mark of Eviction is one of those underrated cards. I would rank it right after Galvanic Arc. It buys you so much time to set up your mana and your engine, and when you’re done with that, it provides you a ridiculous amount of card advantage in the late game. The combo with Strands of Undeath is ridiculous. Play both on your opponent’s creatures, bounce it during your upkeep… play the Strands on another of his guys, and he’ll most likely discard his first bounced creature. Replay the mark on that one, and repeat…
Three Dreams
I would put this card in the Must-Haves category. I wouldn’t pick it over “excellent” ones, as it will wheel more often than never. I don’t think I really have to explain what it does in this deck… five mana is an issue, though.
Auratouched Mage
I rate this the same as Three Dreams: in the Must-Haves category.
Cloudstone Curio
I’ve been asked a lot about this card. I’m not a huge fan. It’s usually overkill. It’s still a fine addition to the deck, but as with Three Dreams, it will be likely to wheel. Don’t pick it too highly.
Dowsing Shaman
This guy looks so bad on paper, but in this deck, he’s awesome. Same as Curio, it’s good in your deck and not in any other deck at the table. Consider it an excellent addition to your deck.
Extra Stuff
Play or draw?
The option of drawing is not to be buried. Playing or drawing depends on many factors: the number of lands you’re running, the number of Karoo lands you have, the number of Signets you have, how reliable your mana is, and how aggressive your opponent’s deck is.
Keep all this in mind, and choose wisely. As far as I’m concerned, I usually choose to draw first. The turn you’ll lose won’t matter too much. The extra card you’ll draw will also be very decisive when it comes to decide whether or not you’ll mulligan.
What’s the impact of Guildpact?
I haven’t drafted Guildpact enough yet to be completely sure, but I’ll try to be as accurate as possible.
The most important thing will be that you now can’t afford to pass cards and hope they’ll come back — slam all the good Auras and Drake Familiars.
The card advantage provided by the Drake engine can be supported, or maybe replaced, by the power of one Ravnica card: Peel from Reality. Peel was an excellent card pre-Guildpact for this deck, but I expect it to be even now Guildpact is here. Look at all the combos you have now: Ogre Savant, Steamcore Weird, and Blind Hunter, to name a few.
Train of Thought is one of my favorite commons in the set. Drake decks needed something to sink excess mana into… for this, Train of Thought is the best you can get.
Now that I’ve thought more about the Magemark cycle, I think they will make up for the loss of Ravnica Auras in the third pack. They will make the deck even less predictable, and more surprising. The Blue version, Infiltrator’s Magemark, gives you evasion, while you can totally “go off” with the Black Necromancer’s Magemark, or create surprise blockers with the White Guardian’s Magemark if played on “Bramby” at instant speed, and it’ll pump most of your creatures.
The triple Ravnica draft format is all but dead in real life, but there a re a few weeks of Magic Online to explore this archetype as it stands. Guildpact brings new toys to the table, and while the amount of Drake Familiars winging around the Draft table is slashed by a third, the archetype is by no means dead.
Will drafting Drakes still be a strong option?
I can’t really tell, but it sure sounds promising…