MTG Arena Throne of Eldraine Draft Guide – 3 Tips for Eldraine Drafts

So you want to enter a land of fairytales and folklore? Throne of Eldraine is the newest set in MTG Arena and it has some of the most thematic cards in years. While the set is Standard legal, it’s easy to tell that Throne of Eldraine was designed with the Limited format in mind. Because of that, we strongly recommend you try drafting this set at least once, as the cards and archetypes are quite entertaining.

However, unlike Core Set 2020 or War of the Spark, understanding what to pick up when drafting is quite tricky. There are a lot of gimmicky cards in Throne of Eldraine so it’s critical you know what colors to go into and which cards to look out for.

Whether you’re brand new to the game or a vet, here are some drafting tips top get you started!

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Don’t Get Greedy

Unlike Core Set 2020, Throne of Eldraine is a fairly terrible format to draft more than two colors. With very limited mana fixing, it can be tricky to splash an additional color. When drafting, make sure to try and stick to two colors since this is where the majority of archetypes exist. There aren’t any triple color cards, so don’t worry about missing any bombs or key cards. Since you’re not drafting with other humans it’s okay to pass on Rares or Mythics that aren’t in your colors.

Green/White is a solid archetype that has a ton of utility and options thanks to Throne of Eldraine’s new Adventure mechanic. Additionally, Blue/White artifacts and enchantments is also extremely potent. There’s a ton of synergy thanks to cards like All That Glitters, Corridor Monitor, Shine Chaser, and Glass Casket. For those who prefer a less controlling strategy, Red/Black or White/Black aggro can be quite devastating. Even if you don’t lean into Knight tribal, these colors boast a ton of powerful, aggressive creatures along with great removal spells like Reave Soul, Scorching Dragonfire, and Bake into a Pie.

Pick the Best Uncommons and Commons

Just like any other draft environment, you will want to focus on selecting the best Commons and Uncommons. Since you cannot rely on Rares or Mythics, you should go into deck building assuming that you never pull one of these bombs. Instead, look for some of the cards below when drafting as they are some of the most powerful Commons and Uncommons in the format. Remember, sometimes you will need to pick “chaff” or less desirable cards.

Red Uncommons

Red Commons

There are a lot of great Red removal spells, but our personal favorite is Slaying Fire. It’s very easy to trigger the Adamant mechanic, allowing you to deal with some of the set’s most resilient creatures. Merchant of the Vale is a great card that lets you filter through your deck both early and late in the game and Ogre Errant can make combat a complete nightmare. Finally, Syr Carah, the Bold can be a card advantage engine that lets you quickly gain the advantage.

Blue Uncommons

Blue Commons

Blue is a surprisingly strong color in this format, as it has access to some solid draw, disruption, and removal spells. Animating Faeries can turn any artifact into a big beater and then come onto the battlefield at a potent flier. Charmed Sleep shuts down virtually any creature and Queen of Ice is a superb tempo card that can swing the match into your favor. Syr Elenora can be a scary creature if you have a lot of cards in your hand,

Green Uncommons

Green Commons

Perhaps the best Uncommon bomb in the entire format is Keeper of Fables. Not only does it have a beefy body, but it can quickly accumulate you a ton of cards. Beanstalk Giant gets you extra mana early on and then comes down in the late game as a big creature. Oakhame Adversary is especially strong since it not only has Deathtouch, but it can come down quite early. As for removal, Outmuscle can be a nightmare to deal with since it makes your creature indestructible if you trigger the Adamant clause. Plus, who doesn’t want to use a card of a guy suplexing a bear?

Black Uncommons

Black Commons

Unsurprisingly, Black has the best removal spells in format across the Common and Uncommon level. Bake into a Pie and Reave Soul can deal with the majority of threats while Order of Midnight allows you to get back any creature you’ve lost. Syr Konrad, the Grim can easily win you games since you just need creatures to die and Bog Naughty is perfect for any Food-based strategies.

White Uncommons

White Commons

White is perhaps the weakest of the five colors as it requires a lot of support from artifacts or other aggressive cards. This is why when drafting into a deck with this color, it’s critical to only grab some of the key cards such as Trapped in the Tower for removal or All That Glitters as a big, endgame finisher.

Artifact/MultiColor Uncommons

Artifact/Multicolor Commons

Finally, there are a ton of terrific multicolor cards in Throne of Eldraine. These are a great way to beef up whatever two-color deck you decided to draft. Since most of the multicolor cards support various archetypes, you can get a lot of value out of picking cards like Resolute Rider or Shinechaser. In fact, most of the multicolor cards are simply worth drafting if you’re in those specific colors.

Master the Adventures

Perhaps the biggest addition that Throne of Eldraine brings is the introduction of Adventure and Adamant cards. Understanding how to utilize these will you excel in playing Limited matches or constructing decks. Adventures bring a new dynamic to playing, as they give you additional options when constructing a deck. For example, Midnight Order’s Sorcery ability – Alter Fate – allows you to return a creature from your graveyard to your hand. This alone is a decent ability, but you can then cast this creature even after using the Sorcery.

It’s a weird card style that often gives your deck’s way more flexibility than they would normally have. This will shift how you craft decks since you’ll have to consider how both versions of an Adventure card function. Flaxen Intruder can serve as a superb one drop, especially against aggressive artifact-based decks. Yes, it’s tempting to wait until you get seven mana so you can obtain a small army of bears, that’s a lot of power. However, don’t get caught up in all the flashy abilities some of these Adventure cards possess. Sometimes, a one drop that can disrupt your opponent’s plan is way more valuable.

Not all Adventures are created equal, as Reaper of Night is a barely playable card. Four mana for discard two is fine, but unless you’re strapped for disruption there are much better cards you could pick. Understanding how both halves of an Adventure card synergize with your deck is so crucial when drafting. Queen of Ice not only allows you to stall your opponents, but she can come down the next turn and continue to tap down your opponent’s creatures. This is great for tempo decks since the Adventure’s components naturally escalate into each other.

Always, always, always consider how every part of an Adventure card impacts your overall strategy, not just one section.