Level 2 · AdeptLesson 12 of 22

Magic Draft Strategy: Archetypes, Signals, and the Curve

Magic: The Gathering set draft strategy past the basics: a set's two-color archetypes, reading signals, pick order, and building a deck that curves out well.

Your first draft, back in the prerelease lesson, was about surviving: take good cards, settle into two colors, add 17 lands. This lesson is about drafting with a plan. It covers set drafts, the kind your store runs with packs of a new release. A cube draft uses the same skills with a different card pool, and the Academy’s Cube course teaches that format on its own.

Learn the archetypes before you sit down

Most modern Magic sets are built for drafting around two-color pairs. Five colors make ten pairs, and a set usually gives each pair a theme: a graveyard deck, a flyers deck, a go-wide tokens deck, and so on.

The easiest way to learn them is the set’s gold uncommons. Many sets print one two-color uncommon per pair that points straight at its theme. Players call these signposts. Read all of them before the draft, and you know the set’s ten decks.

Wizards’ own release notes and the set’s article on the Magic site often describe the draft themes too. Ten minutes of reading before the draft is worth more than ten picks of guessing.

Pick order, in plain terms

Early in a draft, take cards roughly in this order:

  1. Bombs: rares and mythic rares that win the game on their own if unanswered.
  2. Efficient removal: cheap spells that kill most creatures.
  3. Strong creatures at 2 and 3 mana, especially ones with evasion or a good enters ability.
  4. Everything else that is playable.

This list bends as the draft goes on. By the middle of pack two, a solid card in your colors is worth more than a better card in a color you will not play.

Reading signals

Each pack you are passed has already had picks taken from it. What is missing tells you what your neighbors are drafting. What is left tells you what they are not.

  • A strong card in pick five or later is a signal. Someone ahead of you passed it, maybe two or three people.
  • One signal is noise. A pattern is a signal. If good blue keeps arriving in picks four through nine, blue is open from your right.
  • Pack two passes the other way. You learn about the player on your other side, and you are now sending signals to the people who fed you in pack one. Cutting your colors hard in pack two keeps them out of your lane in pack three, which passes the same way as pack one.

A Play Booster holds 14 Magic cards, so a three-pack draft gives you 42 picks, close to the “about 45” Wizards’ Booster Draft page describes. You will play 23 of them. That leaves room to take a few speculative picks early.

Staying open and settling in

  • Picks 1 to 5: take the best card, mostly ignoring color.
  • Picks 6 to 15: watch for the open color. Lean toward it.
  • Pack two: settle into two colors by about the middle of the pack.
  • Pack three: fill holes. Count your 2-drops and removal, and take what the deck lacks.

Draft the curve

The land count lesson gave you a target shape. In a draft, you have to build that shape from what comes around. A deck with three great 5-drops and two 2-drops loses to a deck of good 2s and 3s more often than it should.

Keep a running count in your head through pack two: how many 2-drops, how many removal spells, how many creatures. At most tournaments, including store drafts, you may not take notes during the draft, so practice counting without paper. The Tournament Rules’ default draft timer gives 40 seconds for a first pick from a full pack, and less as the pack shrinks, so the count needs to be quick.

Playing the set’s speed

Every set has a speed. In a fast set, games are decided by turn five or six, and cheap creatures matter most. In a slow set, card advantage and big creatures take over. After your first two drafts in a new set, ask: did games end early or late? Adjust your picks for the next one.

Public data helps here. Sites that collect results from MTG Arena drafts publish win rates for each card in a set. Use them as a second opinion, not a pick list. A card’s win rate depends on the deck it lands in.

After the draft

Build, then look at your sideboard one more time. The card you wish you had in game one is often already sitting there. Our card drafting explainer has more on signals, and once you are drafting a set well, a cube night will feel like a new game with the same muscles.

Draft nights at home work well with Wizards’ Pick-Two Draft rules and a Draft Night box for four players, listed on each recent set’s product page.

Next lesson

How to Build a Commander Deck From Scratch

Next, building your own Commander deck from scratch: choosing a commander, the shape of a 100-card list, and how to keep it at the right power for your table.

First Land to First Draft is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.