Scott Johns
7/25/2002

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The main reason I wanted to do this series was that I
haven’t really seen archetypes in draft covered very
much on the Internet. And yet, I’m convinced that a
good understanding of archetypes is one of the most
crucial of all keys to improving most players’
results. In the first two parts of this series I went
over a number of my favorite archetypes for drafting
in general, and in this article I’ll be finishing that
up. However, once these articles are finished, I think
the way has been cleared for much more specific
exploration of this concept, something I plan to start
with next week’s article by going over specific picks
in specific drafts I’ll be doing for the sole purpose
of these articles.
In the meantime, here are the final two archetypes I
keep an eye out for when I sit down at the draft
table.
I Like Big Butts!
One of the places where the importance of archetypes
can really show up is when it comes to fatties. Most
players will, all other things being equal, take a 5/5
for 5 mana over a 2/2 for 2 mana every time. And yet,
a deck with “too many” 5/5s for 5 is likely to have a
lot more trouble winning the table than a deck with
“too many” 2/2s. The reason is, of course, the
importance of the mana curve. Keeping that in mind,
when the opportunity presents itself to draft a deck
with lots of fat, there are a number of approaches
that can allow you to best take advantage of the
situation.
One of the most common ways to go about this is by
placing an increased emphasis on efficient mana
acceleration. If you’ve got a deck with lots of 4 and
5 casting cost spells, you’ll often be very well
served by cards like Rampant Growth. Since many draft
decks focus so much on the 2 and 3 casting cost slots,
cards like Rampant Growth are often strictly worse
than other options, since these decks would
much rather cast a bear on turn 2 or 3. If your
hand is Hill Giant, Gorilla Chieftan, and Spined Worm
however, your opinion of turn 2 Rampant Growth is
going to be considerably different!
The reason early mana acceleration goes so well with
top-heavy decks is actually two-fold, but I think
players often only notice the first reason. That first
factor is the mana curve of course, and it’s not hard
to see why a hand packed with fat is very happy to
accelerate to 4 mana on turn 3. However, there’s
another, equally important issue here, and it’s one of
the main reasons I like this archetype:
Fat guys are more efficient!
The bigger a creature is, the more bang you get for
your buck. While a turn 4 Maro isn’t “card advantage”
in the strict sense, the effect you get will often be
equal to one that would have taken more than just one
card to generate. This, in turn, makes it a lot easier
to use up some of your slots for mana acceleration,
typically giving you a deck with 16 or 17 lands, as
well as 2-5 mana accelerators. Now you have a deck
which is far less likely to lose to mana trouble, and
that’s a very valuable trait in most draft
environments. And this only becomes more true when you
consider that many acceleration cards (like Rampant
Growth) also help fix your color requirements as well,
even further improving your deck’s consistency.
Finally, having mana acceleration means that going
second is a whole lot more attractive, since you’ll
often get to offset the
half-turn disadvantage by getting an extra mana into
play, which lets you play your big spells earlier
and get the extra card from going second.
It’s this combination of factors that appeals
so much to me. By taking this approach, you get to put
out better guys faster, take more advantage of going
second, and all while having a much more consistent
deck. The downside is that you have less action
spells, since you’re typically playing 18-20 mana
cards or so (16 lands + 4 acceleration is a common aim
for me, depending on the format). But, as I mentioned
earlier, the added efficiency that comes from your big
guys will help make up for this, particularly when
they come out so early that your opponent is hard
pressed to get his offense going at all.
Another thing to keep in mind here is tricks. At some
point, it is likely that your opponent will have to
deal with your avalanche of fat by gang-blocking. By
forcing your opponent into this scenario, you make any
combat tricks you may have picked up potentially
devastating. When one Spined Worm gets to kill three
bears and live thanks to a single, well-timed
Giant Growth, and you’ve got even more big guys coming
from the wings, it’s pretty tough to lose. The good
thing here is that you typically won’t need to do this
very many times at all per duel, and this will be even
more true the more fat you have to muster.
With that in mind, I typically aim for somewhere
around three or four combat tricks or instant-speed
removal spells (which tend to work similarly) for this
archetype.
This is considerably lower than the number I tend to
look for in more bear-oriented decks, which allows a
further emphasis to be placed on the core elements of
this strategy. Put simply, I try to assemble as much
fat as I can while also picking up four to five turn 1
or 2 mana accelerators and a small handful of
removal/tricks (three or four or so).
Some care also needs to be exercised to ensure that
you have some additional creatures to fill out the
early drops enough that you don’t just sit there doing
nothing for 3 turns in games where you don’t draw one
of your accelerators. However, that said, I typically
find that it’s not too difficult to pick up enough of
these cards in the later picks, so I don’t tend to
pick them over any of the “core” cards unless it’s
getting late and there are still some holes to be
patched.
A very special note should be added for bounce –
spells like Unsummon can be great tempo-swinging cards
in any aggressive deck, but they are often at their
best in Blue/Green decks. Since these decks don’t have
traditional removal, they can often run into real
trouble against even a single Voltron creature, and
bounce is one of the best answers you can ask for in
that situation. Further, bounce finds its place as a
combat trick in this deck perhaps more than any other,
allowing you to really punish them for gang-blocking,
whether it’s one of their blockers getting returned
before damage, or one of your fatties getting
returned after damage is on the stack. Either
way, your opponent is often just too far behind to
stand up to the wall of big butts charging at his
face.
As with some of the other archetypes out there, this
isn’t one you can just force, but knowing how to
recognize the opportunity and truly take advantage of
it can make an enormous difference at the draft
tables. It’s also considerably more likely to occur
(and also work) in some formats over others. Of all
the formats being drafted on Magic Online currently, I
find that I’m using this archetype far more in Seventh
Edition drafting. For reference, the following is a
recent 3-0 deck of mine which illustrated the style
nicely:
2 Llanowar Elves
1 Wild Growth
2 Rampant Growth
1 Wind Dancer (amazing in decks like this!)
1 Grizzly Bear
1 Coral Merfolk
1 Trained Armadon
1 Lone Wolf
2 Wind Drake
1 Anaconda
1 Gorilla Chieftan
1 Maro
2 Giant Octopus
1 Redwood Treefolk
2 Spined Wurm
1 Vigilant Drake
1 Unsummon
1 Boomerang
1 Giant Growth
9 Forest
7 Island
Everything Must Go!
If the opportunity to draft tons of fat guys is
sometimes hard to find, getting the chance to draft
tons of removal is even more rare. But, just like with
the above archetype, it’s important to know how best
to take advantage of this one when the chance presents
itself. Perhaps surprisingly, it’s also quite easy to
misdraft this kind of deck – just as a deck with too
many fat guys without a focus will quickly fall under
its own weight, too many removal spells without a deck
focus can fall apart equally quickly.
The key to this one lies in your creature selection.
Removal is all well and good, but eventually you’re
going to need to actually kill your opponent, and that
job is normally going to fall to your creature-base,
no matter how small it may be. That means that you
need to pick your creatures with a much different set
of criteria than a more beatdown-minded player. In
particular, the fewer creatures you have, the more
impact they need to be capable of. Given enough
removal, even a Mons Goblin Raider will eventually
carry the day, but first it has to survive, and
second, you’re going to have to blow every single
opposing creature out of its way. What you’re looking
for are monsters that are good at staying alive while
also killing your opponent. Second, you’re looking for
monsters which are good at killing opposing creatures
and/or gaining you card advantage.
Of course, this trend is just like the one we find in
Constructed – control decks that run only a couple
creatures are going to rely on things like Morphling,
since he’s able to both hold off an opposing group
while smashing the opponent at the same time.
This is the same kind of mentality you should be
looking for in your heavy-removal deck.
Getting a bit more to specifics, this combination
tends to be most likely to occur in Black/Red decks.
Your finishers tend to come in the form of a few
hand-picked fatties. Your card advantage often comes
from using creatures that double as kill (such as
Barbarian Lunatic, which can often take out two
creatures) in combination with Black’s numerous ways
to return those creatures with advantage, such as
Gravedigger and Morgue Theft. Just as with nearly any
other control deck strategy, your goal is to stop
anything threatening that your opponent is trying
while gaining enough card advantage to cement a win.
However, like any other control strategy, you need to
tailor your approach to be able to handle whatever
your opponents may throw at you. And the more removal
you end up running, the slower your deck will
typically be which, ironically, makes it that much
more important that you be able to handle
nearly anything that could be thrown at you, since
you’re giving your opponent that much more time to
find that question that you don’t have an answer for.
Burning Bear
Because of this I tend to shy away from this
archetype, though many others actively pursue it.
Instead, I’ve found that, for me at least, a more
successful strategy has been to combine heavy removal
with a very aggressive creature rush. Similar to Angry
Little Men, “Burning Bear” seeks to put out early
bears and then ride them to victory. Unlike Angry
Little Men, this deck often sports somewhere around 12
creatures or so, as opposed to the roughly 18 that the
Angry Little Men often field. (Of course, these
numbers are merely intended as a guideline.)
However, the focus is still on getting that early bear
rush going. The difference is that, with so much
removal, you’re willing to bet that you can blow
enough guys out of the way to win with only a couple
bears. An important point to realize is that
any archetype is defined by the ways it seeks
to overwhelm the opponent. Angry Little Men seeks to
do it through tempo advantage and superior (and
faster) numbers. Burning Bear seeks to overcome the
opponent by overwhelming his creatures with removal,
but only for the 4 or 5 turns it takes to put him away
for good.
And it’s that speed which is the real key to this
archetype. If you can make a bear on turn 2 and turn
3, your opponent will be at 2 life on turn 7 if you
can get your guys through each turn, and that’s a
pretty quick kill for draft. Better yet, this deck
often has so much burn that you only actually need to
bash the opponent for three or four turns instead, and
then just start aiming the “removal” straight at their
head.
Now, in practice, it won’t typically work exactly like
that. Many times, you’ll end up putting another
creature or two out in the process or you’ll end up
trading one of your bears for there’s while still
clearing the way for your remaining minions. Either
way though, the goal is to define the game through
your opponent’s inability to keep enough blockers out
until it’s too late.
This archetype often seems to present itself in
Od/Od/To draft, and is currently my favorite approach
to drafting that format on Magic Online. In
particular, this gets powerful because most of the
creatures you’re willing to play, such as Filthy Cur
and especially Barbarian Outcast, will come fairly
late in the draft, allowing you to spend your efforts
on acquiring as much removal as possible. The
following ridiculous listing is one that went not only
3-0 in a recent Magic Online draft, but also managed
to sweep all three of my (often frustrated) opponents:
2 Barbarian Outcast
2 Filthy Cur
2 Crypt Creeper
2 Mad Dog
1 Dusk Imp
1 Posessed Barbarian
2 Faceless Butcher
1 Soul Scourge
2 Firebolt
1 Flame Burst
1 Engulfing Flames
1 Chainer’s Edict
1 Crippling Fatigue
1 Fiery Temper
2 Afflict
1 Thermal Blast
1 Ghastly Demise
8 Swamps
8 Mountains
Now that we’ve laid the groundwork for actually
evaluating these archetypes, it’s time to start
drafting them. Beginning next week, my column will
begin covering actual drafts, pick by pick, showing
you exactly what I took, and (more importantly) why.
Until then,
- Scott Johns