Shadows Over Innistrad Remastered Draft Guide | Mechanics, Archetypes, Best Commons & Uncommons!



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I Can Feel it Coming Kevin MacLeod (http://incompetech.com )
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22 thoughts on “Shadows Over Innistrad Remastered Draft Guide | Mechanics, Archetypes, Best Commons & Uncommons!”

  1. Fiery Temper is meantioned as the second best Common, but it's actually an Uncommon in this set… I'm excited to see how all these rarity shifts play out, there are so many I could imagine this format is significantly different from the original.

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  2. I kind of wish since this is a digital release anyway, that they made the old werewolves work like the new ones, but maybe they'll do an Alchemy rebalancey thing that makes it work that way for that specific format.

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  3. The mechanical 'hook' of R/G last time was that a lot of the creatures come with mana sinks as activated abilities. The idea is you use the mana sink (such as on Duskmantle Recruiter) to effect the board during your turn without playing a spell, so that you can also flip your Werewolves. Since you're saving up spells, this can also help you flip them back so you can work through the day-night cycle.

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  4. I'm trying to be a free to play player with drafts but I average about 1-3 on drafting. Starting to wonder if I'd be better off just buying packs with my gold. Been following all the guides but I just can't seem to win. 3-3 is a hugely successful draft for me. Been trying for about a year now. The weird thing is, my offline draft win rate is 84 percent. I'd expect it to be quite a bit lower on arena but a 60 percent drop is nuts.

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  5. I saw the urza meld happen once when i played brothers war draft. I let them have a few turns with the Planeswalker. But it would have been totally reasonable to concede after the first activation.

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