In Strixhaven draft,

So what is raw power then? Well, it is basically a matter of what kind of bang you get for your buck. To borrow a nice acronym from Limited Resources, you want CABS, Cards that Affect the Board State. For example,
In contrast, cards like
Color Ranking
- Red
- Black
- White
- Green
- Blue
Red and black are the two deepest colors, sporting the most efficient removal and some of the best creatures. White and green are close together, both having access to excellent creatures, but suffer from the inefficiency of their common removal. Coming in last, we have blue. With both lackluster creatures and interaction at common, you very rarely want to rely on blue as your main color in this environment. With that said, the gaps between the colors are not that huge and most decks can come together pretty well.
Archetype Ranking
- Black-Red Sacrifice
- Red-White Equipment
- Red-Green Pack Tactics
- Black-Green Value Venture
- White-Black Venture
- Blue-Black Evasion
- Green-Blue Value
- Green-White Life Gain
- White-Blue Venture
- Blue-Red Die Rolling
There is a difference between looking at colors in isolation and in combination, but my top three archetypes are all based in red for a reason. The same applies to why the blue archetypes all slot into my bottom five.
But let's start with the good ones! What should you be looking out for when drafting to make sure you can weasle your way into the best decks?
Black-Red Sacrifice
Black and red are my picks for the best colors in the set, and it's no surprise that the combination of the two makes for the best archetype. The deck is inherently aggressive, but there are some different approaches you can take. The best one in my mind is the tried and true "steal and sac" that is so synonymous with black-red.

The signpost uncommon
As for what cards you should be on the lookout for when drafting these decks, I've listed some of the most important cards in each color below. A quick reminder on how I choose my key cards. They are listed in no particular order, and removal spells are generally excluded from these. Removal is often just "generically good" and doesn't offer much interesting discussion. Rather, I list the cards I consider to be the most important roleplayers mechanically and synergistically for the respective colors.
Key Uncommons
Black:
Red:
Key Commons
Black:
Red:
Red-White Equipment

Coming in just behind black-red is red-white. This deck is slightly more complicated to make work, as you need to carefully balance bodies, removal, and Equipment. The color pair sports the most powerful signpost uncommon,
To support the theme, there is a bunch of decent Equipment available at common. The best is probably
Key Uncommons
Red:
White:
Key Commons
Red:
White:
Underperforming Archetypes

So what about the underperforming archetypes? Well, as mentioned, synergy is much less important than raw power in this set. So it's no surprise then to find fault with the color pairs most focused on synergy.
Blue-red is usually one of my favorite color combinations, but in spite of my biased leanings I have to admit it is just really bad in this format. The pair sports underpowered commons, especially in blue, and the best red commons don't support the theme at all. I don't believe rolling dice is inherently bad. I actually think Wizards balanced the inherent variance quite well, with reasonable floors even on low rolls, but ironically that's part of the problem. It doesn't exactly help blue-red that the best die-rolling cards at common are heavily contested by other colors.
Similarly, green-white suffers in the same way. There simply aren't enough life-gain payoffs at common, and engine cards like
For both blue-red and green-white, you dependend on very specific uncommons to be opened and passed to you, which makes both decks very hard to make work in a meaningful way. This does not mean they will never come together. But it is so much harder to pull off than with all the other less synergy-driven color pairs that they fall short in the format as a whole.
All in all, I think this set is quite good in the perspective of being a core set, and I expect it to be one that is just deep enough to entertain us until we return to Innistrad in the fall. Happy drafting!
Opinions expressed in this article are those of the author and not necessarily Cardmarket.

