For most MTG players, aside from the pure joy of playing the game, winning is always the main focus.
That said, in the Throne of Eldraine draft, you’ll need a little more than some basic card advantage and a bit of skill.
To win, you need to understand the format, best cards, and abilities of the Throne of Eldraine limited series.
Read on below and discover just what it takes to win!
What is Throne of Eldraine Draft?
The Throne of Eldraine set was launched by Wizards of the Coast LLC back in 2019, most players got their first glance at it during the Mythic Championship VI. Since then the Throne of Eldraine draft has become one of the most played formats in Magic’s history.
In this Throne of Eldraine draft guide, we discuss everything you need to know about this popular Magic format.
But to understand how to win at Throne of Eldraine draft, you must understand two things: how MTG drafts work, and the Throne of Eldraine set.
Below, we discuss both in great detail, as well as listing the top cards and tips you need for winning a Throng of Eldraine draft.
The Rules of Eldraine Draft
The Throne of Eldraine series follows the same draft rules as any other sets that came before it, as was explained at Mythic Championship VI back in 2019.
However, it is crucial to note that this draft format plays with much slower decks than other sets.
So, for those who’ve never played a draft game, and don’t feel like reading over the official set of rules, have no fear; our Throne of Eldraine draft guide begins with the rules of the game:
Pre-Game
The pre-game segment of any draft game is critical if you want a fighting chance to win. Pre-game is when the actual draft occurs, and all the players choose cards and build decks from whatever is available for the game.
You need to start forming your game strategy during the pre-game, as you choose cards and arrange a deck around them. Avoid grabbing too many big creatures, as large creatures take too much mana to cast.
Speaking of mana, avoid just grabbing every incredible card you see – you won’t have the extra mana for it if you’re playing draft Throne of Eldraine. Rather, what makes sense is to go for a single color deck, like mono white for example.
If you happen to snag several multi-colored cards, a two color deck might not be out of the picture for you. Just remember, in the draft, you’ll only be given just enough mana to finish up your decks.
Start of the Game & Turn Orders
Players typically roll the die and/or flip coins to see who goes first. Depending on the venue, this part of the draft may differ.
At any rate, after decks are constructed, and the turn orders are decided, the game proceeds as regularly, adhering to standard MTG game rules.
Attacking and Blocking
Attacking opponents and blocking attacks from opponents is no different in ToE draft as it is in any other draft game.
During a player’s turn, and only then, may he or she declare attackers. Once attackers are declared, the defender(s) may declare blockers.
Using Spells and Abilities
The use of Spells and Abilities in ToE draft is the same as in all classic MTG modes. You may only cast spells when it is your turn (unless it is an Instant).
Abilities on the other hand may be played at any given time, as each card advantage allows. For example, activated abilities that don’t involve tapping may be used at any time, regardless whose turn it is.
Tokens
In ToE, tokens function just as they do in any MTG format. That said, the most significant tokens included with the set are by far the food token. Other ToE tokens include +1/+1, experience, creature, and more.
Commanders
There are no command zones or official commanders in ToE draft.
That said, many of the newest legendary creatures (from 2019 and on) that are used as commanders in the popular Commander MTG formant are available to use as regular cards.
Top 15 Throne of Eldraine Commons
Now that we’ve discussed the rules to playing Throne of Eldraine draft, let’s talk about the top three common Throne of Eldraine cards of each color:
Best Common White Cards
Trapped in the Tower
Youthful Knight
Ardenvale Tactician
Best Common Green Cards
Fierce Witchstalker
Rosethorn Acolyte
Garenbrig Paladin
Best Common Blue Cards
Charmed Sleep
Tome Raider
Witching Well
Best Common Black Cards
Bake into a Pie
Barrow Witches
Foreboding Fruit
Best Common Red Cards
Scorching Dragonfire
Thrill of Possibility
Searing Barrage
Top 15 Throne of Eldraine Uncommons
Moving on to even more interesting cards, let’s have a look at the best three uncommon cards of each color:
Best Uncommon White Cards
Syr Alin, the Lion’s Claw
Archon of Absolution
Righteousness
Best Uncommon Green Cards
Beanstalk Giant
Syr Faren, the Hengehammer
Keeper of Fables
Best Uncommon Blue Cards
Syr Elenora, the Discerning
Animating Faerie
Arcanist’s Owl
Best Uncommon Black Cards
Bake into a Pie
Barrow Witches
Foreboding Fruit
Best Uncommon Red Cards
Syr Carah, the Bold
Burning-Yard Trainer
Rowan’s Battleguard
About Mechanics
As with most sets, ToE is all about its new mechanics, adventure, adamant, and food. Read on below to learn all about them.
Adventure Mechanic
This mechanic is by far and wide the most popular of the ToE set. These cards are dualistic, including both a typical monster (the creature) as well as an Instant or Sorcery spell (the adventure). These cards are extremely useful and well-loved. They basically give you two cards in one.
Adamant Mechanic
The second new mechanic of ToE is known as Adamant. These cards focus on rewarding mono colored decks. For example, if you play a single-colored card, with multiple mana, you’ll receive a reward like drawing an extra card.
Food Mechanic
The food mechanic is another fun and powerful new mechanic that you can utilize in ToE draft. You pay a certain amount of mana (for example, 2 CMC) and tap the card to receive the paid mana back and then some (for example, 3 CMC).
About Archetypes
Now that you know all about the best new cards and mechanics in The Throne of Eldraine set, it’s time to learn more about the main archetypes available to play within the series.
Adventure
The new adventure mechanics, and all the great cards that come with it, in paper, and via MTG Arena, are simply groundbreaking. The new mechanic splits the bottom part of the card into two separate sections.
One section states the creatures’ stats, the other states the Adventure ability and cost. Most long-time players agree that this new archetype goes a long way in making mono colored decks funner than ever before (or at least in a really long time!).
In local game stores, and via Magic online, whether with full access or in limited format, adventure seems likely to be around for a while. Don’t be surprised if you see it pop up in future sets!
Knights
Probably the most obvious name for an archetype, the Knights decks leave no room for wondering what sort of cards you’ll find in them. The majority of the creatures a Human Knights.
There won’t be many non humans, but they do tend to come with a few removal spells and bounce spells as well. Slaying Fire is a new spell that utilizes the new Adamant mechanic and goes well with the Knights deck.
Mill / Control
Both mill and control decks are old school archetypes that are still alive and well with the release of the ToE set.
The thought process behind mill and control is simple: force your opponents to mill through their library (discard cards from their decks) quickly, making them run out of cards before everyone else (and therefore lose the game by default).
Food
The Food mechanic is another brand new mechanic. There were nearly two dozen cards with the Food mechanic when the ToE set was released. It works by paying 2 CMC and tapping the card, in turn, you receive 3 CMC back (hence, they call it Food).
While a Food deck isn’t exactly the same as a Ramp deck, this mechanic does indeed create a great addition to any mana-driven MTG deck or strategy.
Draw Second Card
Another pretty obvious archetype, Draw a Second Card decks are loaded with cards that in turn have the ability to let you draw a second card.
For example, a common or uncommon creature in a black deck may allow you to draw a second card each time you play non human creatures.
Further, an enchantment may allow you to draw a second card every time you draw a card (period).
Ramp
The ramp archetype is by no means a new one, you might call it an oldy but a goody, truthfully. Ramp is one of the all-time most popular archetypes because it enables you to play as many cards as you want.
The whole point of Ramp is to gain a ton of extra mana, every turn, all game long. That way, you can play every card you have in your hand, whenever you want.
Artifacts / Enchantments / Tempo
Artifacts and Enchantments come together in the ToE set to create an archetype now known as “Tempo”.
In this setup, your Artifacts and Enchantments are the main building blocks for a successful game. You need to get them out on the field as soon as possible and build onto and around them.
A word of advice? Make sure a few of them have the ability to deal direct damage to creatures and/or players.
About Deck Colors
Individual cards and even archetypes aside, the next most important decision you need to make before playing ToE draft (to win, in person or MTG arena) is choosing a deck color.
Below, we discuss each of the five main deck colors in greater detail:
White
The color white in the ToE includes everything from Angels to monks, warriors, and faeries. It also provides plenty of damage prevention, protection from spells, life gain, small creatures (weenies or peons), and combat superiority.
As far as big creatures go, white has it a bit worse than other colors (it is lacking them). However, Angels are some of the most efficient creatures in the entire game (despite they aren’t typically large).
Red
The color red is a powerful choice that favors direct damage spells, land and artifact destruction, quick mana acceleration, aggressive creatures (often with Haste), and martial superiority (like First Strike and Double-Strike).
Goblins, Elementals, Dragons, and Warriors are a few of the most popular creature types to choose from with red.
Green
The color green is best known for Ramp, pumping out tokens (like spores, 1/1 “peons” or “weenies”, or +1/+1 counters), producing big strong creatures (mainly beasts), and natural evasion and blessing mechanics.
Green is also good for the destruction of artifacts and permanents (via an enchantment based removal spell). Elves, Beasts, Shaman, and Tribal creatures are commonly utilized in green decks.
Blue
The color blue has a huge focus on prevention, including counter spells, return-to-hand, control, and multiple types of trickery (like ninjitsu). Blue is also one of the main colors used for multi-colored mana-heavy decks (like blue green Ramp).
Merfolk, Dragons, Wizards, Drakes, Sea Monsters(such as Leviathon), and Ninjas are among the most powerful blue creatures.
Black
The color black is the darkest and most destructive. Some of the main features of black are destruction, culling the weak, cloak and dagger, poison, and necromancy (raising the dead). A black deck may produce more food tokens than average.
Also, if you’re into Demons, Devils, Dragons, Imps, and Zombies, black could be the color for you because decks of this color are full of them.
Multi-Color(s)
Now you know about the main five deck colors, you need to consider the possibility of choosing a multi-color deck to play ToE draft with.
Here are the most popular multi-color deck selections to choose from:
Blue Green Ramp
The blue green Ramp deck is one of the most formidable in ToE draft because it allows you to play every card you get as soon as you get it (because you never lack the mana to do so, unlike your opponents). The problem is getting your hands on enough multi-colored cards that produce additional mana each round, during the drafting session.
Most useful cards: Maraleaf Pixie, Oko, Thief of Crowns, Thunderous Snapper
Blue White Artifacts
Blue and white is another color pair that is more than capable of producing the win condition game after game. That said, unless you are able to draft several blue and white multi-colored cards with a CMC of less than four mana, as well as colorless artifacts, you may do better going with solid blue decks or white decks for the win. These cards also make a great mill deck.
Most useful card(s): Dance of the Manse, Shinechaser, Arcanist’s Owl
Green White Adventure
Green and white make an amazing multi-colored deck in ToE. Vigilance, counters, life gain, and protection are just a few of the main reasons to consider a green and white adventure deck.
This color combo also packs several four mana creatures that are adamant cards. As far as the late game goes, if you make it that far, you’re like to food token and adventure card your opponents to death quite easily.
Most useful card(s): Oakhame Ranger, Wandermare, Faeburrow Elder
Red Green
If you enjoy destruction spells, as well as Ramp, red green may be the winning combination you’re looking forever young. One of the greatest benefits of these colors is the vast amount of cards that cost just two mana.
Exiling cards and playing them for free, playing extra land cards each turn, and destroying enemy permanents via direct spells make red green one of the best two color decks in ToE.
Most useful card(s): Grumgully, the Generous and Rampart Smasher, Escape to the Wilds
Red Green White Adventure
Red green and white is perhaps the only three mana color deck you may give a shot for ToE draft. The combination includes three mana cards, food tokens, removal spells, humans, non humans, and up to three mechanics (if not four).
Angles, Goblins, Knights, damage and destruction spells, protection, and life gain abilities make this new format incredibly powerful. That said, with a third color, these decks are limited formats.
Most useful cards: Grumgully, the Generous, Fireborn Knight, Rampart Smasher,
Black and White
Last but not least, black and white decks are always killer combinations, whether playing ToE draft, MTG arena, or otherwise. These diverse decks almost always include Lifelink, Deathtouch, Destruction, Protection, and a removal spell or two(like Charmed Sleep).
Vampires, Angels, Demons, Knights, Zombies, Warriors, and Priests are among the most popular black and white creatures. If you are considering a third color, make it blue or red.
Most useful card(s): Rowan’s Battleguard, Doom Foretold, Wintermoor Commander
Tips for Winning Throne of Eldraine Draft
What Throne of Eldraine draft guide is complete without a list of helpful tips? Certainly not ours!
Below, we offer up several pro tips that will help you win at ToE games:
Avoid an Overly Aggressive Deck
All-out aggressive decks are not as successful for this particular format. That’s because aggressive action is usually met with equal or even more aggressive action.
To win at The Throne of Eldraine limited, or standard draft, this thinking doesn’t work. Rather, a strong defense is necessary while you wait for pay backs and other investments to pay off.
Utilize the Adventure Mechanics
The Adventure mechanic was created for and released with the ToE set. The main card advantage of this new mechanic is that you can still play a part of the card from the graveyard.
Unlike normal cards, Adventure cards have a split bottom section. One side is for the card’s normal status, the other side of the split details the secondary “Adventure” spell/ability.
The second part of the card, the Adventure ability, may be played on the battlefield or even after the creature has been killed.
Consider a Solid Archetype
With so many awesome combinations of individual common, uncommon, rare, and mythic rare cards to choose from, in all five colors, as well as various 2 or 3-color sets, choosing an archetype to champion is a real challenge.
Our suggestion, especially if you’re after your first wins at this game format, is to consider choosing a solid color archetype rather than color pair, regardless of how powerful.
In reality, multi-color archetypes are by all means oftentimes more powerful than solid ones. But, solid archetypes practically ensure that you’ll get your best cards out with zero mana issues.
Using a multi-color deck may be tempting, but until you get the hang of it, try sticking with one color instead. After you gain a few wins, choose a secondary color pair if you wish.
Prepare for Grindy Games
The Throne of Eldraine draft format is one of the grindiest you’ll play in all of MTG. Unlike other formats and draft sets, these games require a bit of patience. The good thing is the payoff cards make the waiting worth it.
Wait for the Pay Offs
The main key cards in this set are all about pay offs. Whether you prefer a mill deck, food deck, or even knights decks, it’s all about the pay off when playing Throne of Eldrain draft.
Rather than aggressive decks full of draft creatures, focusing on a mono colored deck, including an uncommon removal spell or two, is the way to generate card advantage and win late game.
A Final Word About Winning at Eldraine Draft
Winning at Throne of Eldraine draft is as much more about patience and card advantage than it is simply utilizing aggressive decks loaded with adventure cards and hoping to do as much damage as possible.
ToE draft can be harder to win at than other formats due to the simple fact that you can’t just muscle your way to the top, or counter your way through spells cast during your opponent’s turn.
If you want to win at the next ToE draft game, you need to do it by knowing the other decks you’re playing against, taking advantage of the various archetypes, and even forging temporary if not an improbable alliance.