Draft Archetypes: What's Working and What's Not?

After a few weeks of drafting the new set, it's time for another check-in. How has the format shaken out, what has proved to be successful and what has not? I'm here to share some of my favorite decks and archetypes from my ventures into the world of Zendikar Rising Booster Draft.

While writing this, I am 52 Drafts deep, resulting in fifteen trophies on Magic Online with a 101-47 record for a 69% win rate. I did have a rough start to the format, but after getting to experiment a bit in my first ten-ish Drafts I felt I got a better grip on it. I have found Zendikar Rising to be quite unforgiving your first few times, and I know several other very good Magic players had the same experience. So don't despair if you are a couple Drafts (or ten) into the format and still struggling. It's a tough format to master!


into the roil

So, how did I start winning in this format? Well, I started drafting blue. Blue is the best color in the set in my mind. It sports a deep roster of strong commons and uncommons. Blue actually doesn't have a single "unplayable" card (save for Negate, but that can be an effective sideboard card) and is one of few colors in this set that can support multiple drafters. It also works well in tandem with any other color (apart from white in my experience, but I'll discuss white further down) and acts as a linchpin color in several top archetypes. It's also a color featured in two of my three favorite archetypes.

Conversely, white ends up at the bottom of my color rankings. Most white cards are pretty clunky, such as and or straight unplayable, like or . Of course there are good cards too. is one of the best commons in the set and can get really out of hand, at least in the right deck. But even two good cards among nineteen commons isn't nearly enough to save white as a color.

My color ranking for this set is as follows:

  1. Blue
  2. Red
  3. Black
  4. Green
  5. White

I won't spend too much time discussing the colors individually, as I think the ten color pairs are more important in the context of the format, but this ranking can give you a good idea of where to pick cards of similar power level in different colors. For example, I am much more likely to want to be in blue than in white, so if I have the pack-one-pick-one choice between (the best blue common) and (the best white common) I will always pick Into the Roil.


cleric of life's bond - soaring thought-thief - umara mystic - kargan warleader

As for the color pairs, I rank them as follows:

  1. Green-Blue Kicker
  2. Tribal color pairs (in order of White-Black Clerics > Blue-Black Rogues > Blue-Red Wizards > Red-White Warriors)
  3. Party decks (black-red > white-blue)
  4. Black-Green +1/+1 Counters
  5. Landfall decks (red-green > green-white)

I think green-blue is the strongest combination in the format. It can generate huge value with kicker spells that are good early and better late and is able to splash even double pips without too much trouble.

The tribal color pairs are in the next tier down, but the delta is really not that big between the top two categories. In their optimal forms, I think White-Black Clerics beats out the other tribes on the back of the strength of along with all of the ways it has to gain life and make use of it. Life gain is often considered one of the least impactful things you can be doing in Magic. Spells that don't do much more than just gain life are often bad to unplayable, and while I don't disagree with that, I do think lifelink and incidental life gain is one of the strongest abilities in a Limited context.

A creature like can be nigh unbeatable for aggro strategies if it doesn't get removed in time, sporting a good defensive body and an ability that pays you back for just playing the game basically. It also goes up in value in multiples and it's not unreasonable for you to gain upward of 20–25 life during the course of a game in a dedicated life gain deck. Most aggressive strategies are tuned to deal more or less exactly 20 damage in the shortest time possible, and essentially doubling your life total is extremely strong and can be insurmountable for these decks unless you fall really far behind in the game.

Similarly, Blue-Black Rogues, which has a mill subtheme, beats up on slower decks due to the alternate win condition of simply having your opponent run out of cards. Slower decks are defined by relying on card advantage and incremental value, and often don't close out the game until perhaps turn twelve. If you can mill around fifteen cards from a controlling opponent's library by turn ten, which is far from impossible with Rogues, this means that the opponent's library will be almost empty even if they haven't drawn a single extra card during the course of the game. Even if you can't finish off your opponent via damage, the deck damage can be a for them.

The remaining two tribes are more traditional aggro decks, and let's take a closer look at my pet deck for just about any set, Blue-Red "Spells Matter."

Blue-Red Wizards



The classic spellcaster archetype got a small addition to their normal "whenever you cast a noncreature/instant/sorcery" trigger, now also triggering off of Wizard spells. This means that in a dedicated Wizards deck, almost all your spells will trigger your payoffs. This makes deck building a lot easier, as you don't have to walk the fine line between balancing instants and sorceries and creatures. It's a welcome addition to the ability, and something that really augments the archetype.

Blue-red doesn't have to be all Wizards, however. It can also make good use of the party mechanic, as you can see in my two example decks. It can also make use of kicker, as blue has the greatest access to this mechanic of any one color, letting you have a lot of outs to a good deck even if Wizards as a deck isn't completely open.

The deck is often aggressively slanted and often looking to beat down in the air while removing or otherwise invalidating the opponents threats. You're looking for tempo-positive plays, such as cheap removal, bounce, and cheap efficient threats. The curve of into into something like or plus two-drop can put some insurmountable pressure on your opponent.

Key Uncommons

Key Commons

Green-Blue Kicker/Ramp

Next, let's take a look at what I have as the best archetype in the set. Green-blue is headlined as "the kicker deck" but in reality, it is so much more than that. While you without a doubt want to make use of the kicker mechanic in these colors, there are a lot of different strategies and synergies you can lean into when drafting this combination in Zendikar Rising.



As you can see from these decks, neither are 100% focused on kicker, but it is a subtheme in both of them. A second shared feature of the decks is a third color. The first deck splashes for a single card, but the second is essentially "Three-Color Green," with six blue cards and five red in the pile.

The color pair lends itself excellently to splashing, with being a prime enabler for this. Even "double-pipped" cards (costing two mana of the splash color) do not pose a task impossible to manage. With access to some of the better uncommon MDFCs in the format as well as the best way to pick them back up in there is no shortage of card advantage you can generate in this archetype. And of course, you also get the chance to make the most of the best uncommon in the set, . Making all your kicker spells generate even more value, especially in the form of evasive threats, is more than enough to close out just about any game.

Your pick orders vary a bit depending on the direction into which you're taking your green-blue deck, but in general I'd list the key commons and uncommons as follows.

Key Uncommons

Key Commons

Black-Red Party

Of course, there are nonblue archetypes as well, and my favorite among these is Black-Red Party. Red and black have access to the most efficient removal in the format, along with some very good creatures. The archetype is aggressively slanted, and your best decks will want to push damage early and close out with or .

Contrary to some aggro strategies of past formats, however, you don't really want to trade off creatures. You want to keep your party count high, and for this reason, evasion and removal become even more premium for the deck. Use your removal liberally to clear away blockers. There is no shortage of removal you are more than happy to include in your deck. Cards like , , and are cheap, efficient, and allow for double spelling on turn four or five to both remove a blocker and deploy another threat.

Speaking of double spelling, is one of the biggest glue cards in this archetype. Curving into this to play an additional two-mana spell on turn three is a back-breaking play against any opponent who didn't have a two-drop or stumbles on mana early.

You will also see that "keyword: type" is an important factor among creatures in your deck. There is a high bar to clear for creatures that aren't Clerics, Rogues, Warriors, or Wizards to get included in these decks. Basically the only one I'd really want is , but only if I have three or more MDFCs. It does help push damage late in the game, but not having a relevant creature type is a huge knock against it when creature types matter for all your synergies to tick.



Key Uncommons

Key Commons

Underperforming Archetypes

For me personally, the landfall decks along with WhiteBlue Party have underperformed compared to the other archetypes. I am avoiding green-white unless it is abundantly clear that both colors are open, and while I have had some decent white-blue decks, I am yet to 3-0 with one. There may be some secret to the color combination that I am yet to discover, as I've seen other people have good success with it. I have been unimpressed with the party payoffs in blue and white, save for , and even though the individual cards are great, it often feels like the synergy isn't there in the same way as in black-blue.

And while white-blue has legs, I truly believe that you never actually want to be drafting the landfall decks unless you get spotted several of the sign-post uncommons along with good on-color rares. Only nine commons sport the keyword, two of which are not even in green, white, or red. This compared to kicker, which is represented on fifteen cards at common, and party, which is featured on thirteen (along with the majority of creatures having party-relevant types), makes landfall the least supported of the main mechanics by far.

The "glue cards" and the best payoffs are all situated at uncommon. While the uncommon-filled landfall decks are often very good, having those cards get opened and for the deck to be open is much, much less likely than getting into a good blue-red or black-red deck. With only and that puts extra lands on the battlefield, it is really difficult to get a truly powerful engine going in the landfall color pairs.

What decks have you been having success with? Have you unlocked the secrets of White-Blue Party? Let me know in the comments!

Happy drafting!


Opinions expressed in this article are those of the author and not necessarily Cardmarket.