This means that you want to establish a ground defense, with good removal spells, and deal some damage in the air. You can also approach this deck as a flyers deck, thanks to many creatures in these colors having flying. This means that you’ll want to play cheap creatures like Raffine’s Informant, Illuminator Virtuoso and so on. So the important thing with this deck is to ensure that the game goes long enough. With so many connive effects, you’ll very rarely get flooded. What this deck has is a very good advantage in the late game. This also takes advantage of connive, as it provides +1/+1 counters. ![]() White-Blue, on the other hand, cares about counters on creatures. You can read more about connive rules here.īlue-Black has a self-mill theme, which can be helped with discarding cards with connive. ![]() If you discard a nonland card, you get to put a +1/+1 counter on that creature. Whenever one of your creatures connives, you get to draw a card, and discard a card. Supported Allied Pairs: White-Blue, Blue-Black.With that said, let’s start with an overview of the three-color families, what are their mechanics and what they’re trying to do. Most of your lands are Plains and Forests, but you’re playing a couple of Mountains and three cards that make Treasures. This means that most of your cards are in White and Green, but you play two White-Green-Red cards, and a single Red card. For example, you could splash a Red in a White-Green deck. So what does it mean to splash a color? It means that you play just a few cards in a color that’s not one of your main colors, and support it with just a few sources of it. a 5-color deck (with all the bombs, and tons of mana fixing)Īll of these options are at least somewhat viable, although the most common one will probably be the 3-color decks with one of the colors being splashed.a 4-color deck (with two main colors being allied, and two very light splashes).a full on 3-color deck (preferably with lots of mana fixing).a 3-color deck (with one of the colors being a light splash).Find out which color you should splash – if any, to get a three-color archetype.Start by finding out which two-color allied pair is open (unless you open a three-color bomb).So to recap, your average New Capenna draft should go something like this: This means that you’ll usually start with a two-colored allied pair, and then branch into one of the two possible three-color combos. Each one fits into two of the three color archetypes. However, these are certainly not the only archetype that you could be drafting.Īllied color pairs are also supported. Each of one of them is naturally a viable archetype in New Capenna draft. ![]() The main feature of New Capenna are the five three-color families. We’ll continue with the best commons, then wrap everything up with some final tips and power rankings.Īs you can see, we have a lot to talk about, so let’s get right to it. We’ll also talk about the mechanics in that same section, as they are closely tied to the New Capenna three-color families. Since the New Capenna draft format is an unusual one, we decided to fresh things up a little.įor example, we’ll start with the archetype breakdown, as it’s the most important thing to understand about the New Capenna draft format. If you’re one of our regular readers, you’ll notice that this time the structure is a bit different. Hello, and welcome to New Capenna Draft Guide! Today, we’ll talk about everything you need to know to win more games in your New Capenna drafts.
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