SOI: Madness and discard outlets

An analysis of cards with madness and the discard outlets that enable them in Shadows over Innistrad is available at http://www.mtggoldfish.com/articles/madness-and-discard-outlets-in-shadows-over-innistrad-draft.

SOI: The mill deck

http://www.mtggoldfish.com/articles/the-mill-deck-in-shadows-over-innistrad-draft looks at the mill deck in Shadows over Innistrad draft.

OGW: Allies

http://www.mtggoldfish.com/articles/allies-in-oath-of-the-gatewatch-draft examines how Allies archetypes have changed with the addition of Oath of the Gatewatch, and looks at whether Malakir Soothsayer might be less playable than it seems.

BFZ: Is there a B/G deck?

B/G in Battle for Zendikar limited is sometimes referred to as a sacrifice-based deck and sometimes as an Eldrazi Scion ramp deck. Let’s crunch some numbers to determine which, if either, of these is an accurate description of what B/G has to offer.

Let’s start by looking at 3 categories of cards that are important to either or both decks mentioned above. Within each category, cards are organized by rarity and converted mana cost. The highlight indicates the color of the card, with some exceptions: no highlight (white background) is used for lands, grey highlight is used for colorless/artifact cards, yellow highlight is used for white cards, and gold is used for multicolor cards. Unless specified otherwise, monocolored cards require one colored mana.

  • The Sacrifice table lists cards that allow you to sacrifice a creature. Cards in bold have a reusable ability whose activation cost/condition is listed before the description.
  • The Scions table lists cards that produce Eldrazi Scion tokens. The number of tokens created by the effect is listed in parenthesis, and cards in bold produce a token each time the activation cost/condition listed in the description is met.
  • The Triggers table lists cards that have a beneficial “leaves the battlefield” (dies) trigger. Cards in bold also provide a benefit when other creatures die. (If the description begins with “another C:”, they only provide a benefit when other creatures die.)


I don’t see much potential for a B/G sacrifice deck in these tables.

  • Bone Splinters and perhaps Vampiric Rites are the only common/uncommon sacrifice effects that I’d be happy to run, but there are an average of only 3.3 of them in an 8-person draft, and you’ll usually have to share Bone Splinters with other black drafters.
  • None of the common/uncommon “leaves the battlefield” triggers are particularly impressive.
  • Even the B/G multicolor cards are not as good as they would be in a different environment; the many 4-, 5-, and 6-toughness creatures mean that the bodies on Catacomb Sifter and Brood Butcher are irrelevant against half the decks in the format.
  • While Turn Against combos well with sacrifice effects, it’s an uncommon, costs 5 mana, and requires splashing another color.

Consequently, I would rather draft G/W Allies (which has other ways/reasons to produce tokens) and splash Bone Splinters and Brood Butcher.

How about a B/G ramp deck that uses Eldrazi Scion tokens to power out large monsters? From the Scions table, it’s clear that G/U is a more appropriate color combination for a deck aiming to do that. I also don’t think a strategy focused on ramping out a single large monster is viable since there are many answers available at common: white has Sheer Drop and Smite the Monstrous, blue has Clutch of Currents, Murk Strider, and Tightening Coils, black has Bone Splinters, and all colors have access to Scour from Existence.

So there doesn’t appear to be a good B/G deck in this format. While there are some interesting interactions, they don’t appear to be numerous or powerful enough. G/W/b/x Allies and perhaps G/U monsters are better alternatives.

BFZ: W/B lifegain vs. W/B Allies

Battle for Zendikar has a number of lifegain cards, as well as cards that get better if you have lifegain, primarily in white and in black. Are there enough such cards for a lifegain archetype in this format? To what extent does the archetype overlap with W/B Allies? And is W/B the only possible color combination for the archetype?

Let’s start by listing the lifegain cards in the set, as well as those that get better with lifegain. Cards in yellow highlight are Allies and cards in bold provide repeatable lifegain. Each card is preceded by its cost and followed by the cost/description of the effect (no cost means the effect occurs when the card is cast).


All the lifegain in the set is either incidental (i.e., it does something besides gain you life) or repeatable. All cards that care about lifegain are creatures, most of which get bigger or gain an ability when you gain life. Kalastria Nightwatch is perhaps the most powerful non-rare among these since it’s essentially a Dragon if you have enough lifegain effects, while Nirkana Assassin is the worst since its lifegain trigger is unimpressive. Felidar Sovereign is the only one that cares about the amount of life gained.

Most of the lifegain cards in the set are white, and most of the cards that care about lifegain are black, so the deck will almost always be W/B. (Green has 3 lifegain cards but none of them are common.) If you draft a powerful white card from the list above, you may want to take a black card over a similarly powered card in another color, and if you draft a powerful black card from the list, you may want to lean towards drafting white as your second color. In a typical draft, white and black will each provide access to about 12 cards across the 2 categories, so the deck is likely to be balanced between the 2 colors and can include cards with WW or BB in their mana cost.

A W/B drafter at an 8-person draft has access to an average of 19.5 lifegain cards and 8.3 cards that care about lifegain. If you exclude the unimpressive Nirkana Assassin, the latter category has only 5.9 cards, making it difficult to reliably draft this deck, so you should only enter this archetype if you already have a couple of cards that care about lifegain, and you should prioritize them when drafting the archetype.

In a typical draft, 28% of lifegain cards and 80% of cards that care about lifegain are Allies, so even if a lifegain deck does not have any rally effects, it will almost certainly have a number of Allies. Conversely, 23% of W/B Allies have lifegain effects and 28% of them get better with lifegain, so a W/B Allies deck will likely have some cards from the list above, even if there are no synergies around lifegain. This means that if you’re drafting either W/B lifegain or W/B Allies, you can take cards for the other deck since you’re likely to have enough support for them. Looking beyond the numbers, Kalastria Healer, Drana’s Emissary, and Zulaport Cutthroat are quite powerful in both decks, so it’s clear that there is a significant overlap between the 2 decks.

Given the small number of cards that get better with lifegain, these cards are more likely to be drafted as a subtheme in a W/B Allies deck rather than as a separate archetype. When a draft has enough cards to support a dedicated lifegain deck, it is likely to look like a Skies deck, with Drana’s Emissary, Malakir Familiar, and Courier Griffin attacking in the air while Stone Haven Medic stalls the ground, and Kalastria Nightwatch switching between these roles as necessary. In that deck, lifegain can also buy you time, while life drain effects provide reach if your opponent manages to neutralize your fliers.

BFZ: Allies

Battle for Zendikar has Allies in each color as well as several powerful multicolor Allies. Consequently, it seems like Allies decks should usually be 3-, 4-, or even 5-color green, especially since green also provides access to Tajuru Warcaller and Tajuru Beastmaster, which are powerful finishers. Let crunch some numbers to determine whether this is the case.

Let’s start by looking at all the Allies and Ally tribal cards in the set by color, rarity, and converted mana cost. (Cards in parentheses are not Allies but can create Allies or have an Ally tribal ability.) Especially strong cards are bolded, and those with tribal abilities are highlighted in yellow.

Some observations:

  • White has the most Allies, followed by black and red which have roughly equal numbers. Green has only 4 Allies, although Tajuru Warcaller and Tajuru Beastmaster are both quite strong. Finally, blue has only 2 Allies, neither of which have Ally tribal abilities. 8 of the 9 multicolor Allies are W/X: 3 are R/W, 2 are G/W, 2 are W/B, and 1 is W/U.
  • Next, let’s determine the average number of Allies available to the 2-color Allies decks that seem most probable.
    • W/B has access to an average of 25.9 Allies in an 8-person draft, 9.0 of which are especially strong (bolded).
    • R/W has access to an average of 25.6 Allies, 8.5 of which are especially strong.
    • B/R has access to an average of 19.5 Allies, 3.9 of which are especially strong. This color combination does not seem very promising.
  • A R/W/B (Mardu) Allies deck seems unlikely because:
    • several of the best Allies in these colors are early drops, which are more difficult to cast on curve in a 3-color deck,
    • a third of the black and the red Allies require 2 colored mana,
    • most of the black Allies have a lifegain subtheme, which interacts well with white but not with red, and
    • there are only 2 non-rare ways to fix your mana if you’re not playing green: Evolving Wilds, which is likely to be taken early, and Pilgrim’s Eye, which does not help you cast your 2- and 3-drops on curve and is not an ideal turn 3 play in an Allies deck.
  • 18 cards have Ally tribal abilities:
    • 8 are Allies with “When ~this~ or another Ally enters the battlefield under your control, creatures you control gain X.” These abilities are not cumulative, i.e., the second trigger each turn does not confer any additional benefit.
    • 2 are Allies with “When ~this~ or another Ally enters the battlefield under your control, creatures you control get +X/+X”.
    • 4 are Allies with “When ~this~ or another Ally enters the battlefield under your control, X”, where X is one of {tap a creature, drain 1 life from opponents, make a 1/1 token, or scry 4 for Allies}.
    • Angelic Captain and Veteran Warleader are Allies that get more powerful as you have more Allies.
    • March from the Tomb reanimates Allies in your graveyard with a total converted mana cost of up to 8.
    • Ally Encampment makes it easier to cast Allies of different colors and can be sacrificed to raise a dead Ally.
  • 13 of these 18 are especially strong (bolded): 2 commons (Kalastria Healer and Tajuru Beastmaster), 6 uncommons, and 5 rares. Let’s break these 13 cards down by color:
    • White: 2 uncommons + 2 rares = average of 2.6 in an 8-person draft
    • Black: 1 common = average of 2.4
    • Red: 1 uncommon = average of 0.9
    • R/W: 1 uncommon + 2 rares = average of 1.7
    • Green: 1 common + 1 uncommon = average of 3.3
    • G/W: 1 uncommon + 1 rare = average of 1.3

    Among 2-color combinations, G/W has access to an average of 7.2 strong Ally tribal abilities, followed by B/G with 5.7, R/W with 5.2, and W/B with 5.0.

White has the most Allies and the most Ally tribal abilities, so it is likely a necessary color for any Allies deck. I believe there are 3 primary Allies decks:

  • An aggressive R/W deck that relies on cheap Allies backed by removal and combat tricks to underrun its opponent. Key cards include Kor Bladewhirl, Firemantle Mage, and perhaps Chasm Guide. The deck has access to several finishers, including Retreat to Emeria, Kor Entanglers, Resolute Blademaster, and several 4- and 5-mana rares. It’s possible that Cliffside Lookout is playable in this deck since it is a 1-drop that can trigger Ally tribal abilities and act as a finisher if drawn late.
  • A W/B lifegain deck. The key cards are Kalastria Healer and Drana’s Emissary, followed by Stone Haven Medic, Retreat to Hagra, and possibly Vampiric Rites and Zulaport Cutthroat. This deck could potentially splash green for Tajuru Beastmaster, and perhaps even Retreat to Kazandu. I’ll explore this archetype in more detail in my next post.
  • A base G/W token deck that uses Unified Front, Grovetender Druids, and Retreat to Emeria to create tokens, green and white combat tricks to push through early damage, and Tajuru Warcaller, Tajuru Beastmaster, and Retreat to Emeria as finishers. It also uses green manafixing (Natural Connection, Blighted Woodland, Sylvan Scrying, Fertile Thicket, and Seek the Wilds, the last of which can be used to find key Allies or bomb creatures instead of land) to splash bombs and removal, and to maximize spells with converge (Unified Front, Tajuru Stalwart, Skyrider Elf, and Bring to Light).

A B/G control deck may also be possible since both colors have a strong Ally tribal effect at common. However, these colors don’t have specific synergies, so it probably makes more sense to instead draft a W/B Allies deck that splashes Tajuru Beastmaster, or a base G/W Allies deck that splashes black for bombs, removal, and maximizing converge.

BFZ: Converted mana costs of colorless cards

A U/B exile/process deck I recently drafted had more 5-drops than I would have liked, so I’d like to determine whether there’s a glut of good 5-drops for that deck. Almost all my cards in that deck were colorless, so we’ll just look at colorless cards for the purpose of this analysis. Since there are also 2 other archetypes that rely on colorless cards (U/R devoid and B/R aggro), we will also examine those.

The 3 tables below list the most important cards for each of these 3 archetype by converted mana cost and rarity, with bold indicating that a card is particularly strong in the archetype. I’m more concerned about the first few turns of the game, so the lists do not include splash cards and finishers. I’m hoping this analysis will help me decide which converted mana costs I need to focus on for each of these 3 archetypes in order to end up with a good creature curve.


Some observations:

  • U/B exile/process does not have an unusually high number of colorless 5-drops, it was my deck that was unusual (it had 2 Oracle of Dust and an Ulamog’s Reclaimer, plus a Windrider Patrol).
  • In addition to Mist Intruder and Culling Drone, U/B exile/process decks also have access to 2 uncommon 2-mana non-creature spells that can exile cards (Horribly Awry and Transgress the Mind). Similarly, it has access to Complete Disregard, Grave Birthing, and Spell Shrivel (all commons) at 3 mana. Unlike ingest creatures, these only exile a single card, but they can nevertheless get your first processor online.
  • All 3 archetypes have 4+ playable 3-drops at common, so you should prioritize 2-drops when drafting. This is especially true for U/R, which has another 4 playable 3-drops at uncommon, especially since a number of its common and uncommon 3-drops are particularly strong.
  • All 3 archetypes also have a number of strong mythics and rares that cost 6+ mana that you will rarely pass. However, U/B has a number of strong uncommons at that mana cost, so you probably shouldn’t prioritize those cards unless you really need a win condition.
  • Sludge Crawler is the only playable colorless 1-drop (Salvage Drone is unplayable, and Endless One will rarely be played as a 1/1). It fits in both the B/X archetypes that want colorless creatures, but I don’t have enough experience with it yet to determine how playable it is.

BFZ: The exile/process deck

I recently drafted a U/B exile/process deck with 6 ingest creatures, no other exile effects, and 7 processors. Here’s the decklist:

Creatures (18):
– 2cc: Fathom Feeder, 3 Culling Drone
– 3cc: 2 Benthic Infiltrator, Eldrazi Skyspawner, Hagra Sharpshooter
– 4cc: 3 Murk Strider, Mind Raker, Silent Skimmer
– 5cc: Ulamog’s Reclaimer, 2 Oracle of Dust, Endless One, Windrider Patrol

Non-creatures (4):
– 1cc: Clutch of Currents
– 2cc: –
– 3cc: Swarm Surge
– 4cc: Dampening Pulse
– 5cc: Demon’s Grasp

Land (18): 9 Islands, 8 Swamps, 1 Blighted Fen

I thought the deck looked strong, but I had several opening hands with no ingest creatures. Other times, my opponents would prevent me from getting my processors online by trading with or killing my Culling Drone. I still managed to go 4-1 with the deck, but only because many opponents had slow starts, which allowed me to stall the game using my X/5’s and then use Fathom Feeder, Oracle of Dust, Hagra Sharpshooter, and/or Windrider Patrol to win the long game. I also managed to curve out in a couple of games and then cast Swarm Surge for the win.

I realized that 6 exile effects is insufficient for this archetype. While the expected number of exile effects in my opening hand is 1, there’s a 29% chance of having none. Here’s a table showing the probability of having 1+ and 2+ exile effects in a 7-card hand (assuming a 40-card deck).

# exile effects in deck 1+ exile effects in hand 2+ exile effects in hand
4 55.22% 13.43%
5 63.93% 20.40%
6 71.14% 27.86%
7 77.09% 35.50%
8 81.95% 43.06%
9 85.90% 50.35%
10 89.08% 57.23%
11 91.63% 63.60%
12 93.65% 69.40%
13 95.24% 74.60%
14 96.47% 79.18%

Given these numbers, and given that opponents may be able to kill my ingest creatures, I’d like to have 9+ exile effects the next time I draft this archetype. Let’s take a look at the playable exile effects in the format to determine whether this is a reasonable expectation. The table below categorizes them, as well as process effects, by rarity and whether the effect is reusable. Within each category, cards are sorted by color and then mana cost. Exile effects with a strikethough are ones I believe can’t be relied on to exile a card; for one-time exile effects, they also need be able to exile a card on curve (i.e., once you have the mana needed to cast the card).


Some observations:

  • The best exile and process effects are both in blue. While most exile/process decks will usually be U/B or U/b, a U/r deck is possible if you get multiple copies of Touch of the Void, Vile Aggregate, and Processor Assault. A monoblue deck may even be possible on occasion since 8-person drafts have an average of 13 exile and 10 process effects that are blue or colorless.
  • I was not impressed with Culling Drone in this deck, so I would prefer to have Mist Intruder instead when I draft this archetype next, even though it is less playable in the absence of process effects. Since U/B exile/process decks should be heavier blue, this should also reduce the likelihood of having a 2-drop ingest creature that you cannot cast because you don’t have the right color of mana.
  • An 8-person draft has 6.5 reusable and 11.6 one-time exile effects that are playable in U/B. If you want to have 9 exile effects in a U/B exile/process deck, you have to play either some reusable exile effects that are unreliable and/or some one-time exile effects.
  • Most process effects are one-time, and the reusable ones are less impressive, so it should be okay to run a number of one-time exile effects. (Reusable exile effects are still better, since a single one can enable multiple one-time process cards.)
  • There are fewer process effects than exile effects (14 vs. 18 playable ones for U/B). While it makes sense to draft exile effects before process effects, you should not usually draft exile cards over powerful processors like Murk Strider with the expectation that you will be able to pick up the processors later.

ORI: Elves

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There are a number of Elf tribal cards in Magic Origins: Dwynen’s Elite, Eyeblight Massacre, Gnarlroot Trapper, Shaman of the Pack, and Sylvan Messenger at uncommon, and Dwynen Gilt-Leaf Daen at rare. Gnarlroot Trapper and Sylvan Messenger require a critical mass of Elves, usually 10+, before they’re playable; the rest are playable without other Elves but get better as you have more. Does Magic Origins have enough playable Elves to make it likely that you’ll be able to draft that many playable Elves?

Let’s start by enumerating the playable Elves in the format at each rarity, along with their converted mana cost. (The only unplayable Elves in the format are Thornbow Archer and perhaps Sylvan Messenger.)

  • Common: Elvish Visionary (2cc), Leaf Gilder (2), Deadbridge Shaman (3), Eyeblight Assassin (3), Yeva’s Forcemage (3), Llanowar Empath (4)
  • Uncommon: Gnarlroot Trapper (1), Dwynen’s Elite (2), Shaman of the Pack (3), Sylvan Messenger (4)
  • Rare: Dwynen Gilt-Leaf Daen (4), Gilt-Leaf Winnower (5)
  • Mythic: Nissa Vastwood Seer (3)

This means that an average of 19 playable Elves are opened at an 8-person draft, of which 3.6 (the uncommons) are usually only valued by Elves decks. If there are no other players drafting Elves at the table and if we draft them highly enough, we can probably draft most of the uncommon Elves and about half of the rest, ending up with about 11.3 of the 19 Elves. This means that if you see a Gnarlroot Trapper or a Sylvan Messenger halfway through pack 1, there’s a reasonable chance that you can take it and draft enough Elves to make it good. (Note that even if your deck has 10 Elves, Sylvan Messenger is only going to net you 1 Elf on average, so it’s still worse than Llanowar Empath which gives you more control over your next draw steps.)

The 6 Elf tribal cards are all uncommons and rares, so there’re only about 5 of them in an 8-person draft. This means we will rarely want to focus on drafting Elves with the hope of picking up the tribal cards later in the draft. However, almost all the Elves are playable on their own merits, so if you’re in black and/or green, you’re likely to have some Elves, and you may be able to switch to an Elves deck if you see Elf tribal cards early enough in the draft.

Is it possible to have an Elf deck that’s not B/G? Of the 19 playable Elves in an average 8-person draft, 12 are green, 6 are black, and 1 is B/G. This means that B/X is unlikely, but G/X might be possible. If we assume that we get all the uncommon green Elves and half the rest, then we end up with an average of 7 Elves. That’s enough for some of the Elf tribal cards like Dwynen Gilt-Leaf Daen and Dwynen’s Elite, but not enough for Sylvan Messenger.

Finally, let’s take a look at the converted mana costs of the Elves in both colors. There are 0.9 at 1cc, 5.7 at 2cc, 8.3 at 3cc, 3.7 at 4cc, and 0.4 at 5cc. The high number of playable Elves at 3cc means that Gnarlroot Trapper is even better than I’d thought since it accelerates you to your 3-drops, and that Yeva’s Forcemage is a bit worse than it might otherwise be.

I have yet to draft a focused Elves deck. There have been 2 instances when I drafted a couple of Eyeblight Massacres in later packs, but only had about 6 Elves, which is the number you’d expect to end up with if you’re B/G but are not drafting Elves, and no one at the table is drafting Elves either. Given the numbers above, I expect I will attempt the archetype the next time I get passed Eyeblight Massacre, Gnarlroot Trapper, Shaman of the Pack, or Dwynen Gilt-Leaf Daen in pack 1.

ORI: The sacrifice deck

Magic Origins has a number of cards in red and black that allow you to sacrifice a creature, and several other cards that are better if you have access to a sacrifice outlet. Does it have enough cards in both categories to allow for a sacrifice deck? Let’s enumerate the cards in both categories.

  • Cards that allow you to sacrifice a creature:
    • Black: Nantuko Husk, Consecrated by Blood (uncommon), Fleshbag Marauder (uncommon), Tormented Thoughts (uncommon) = average of 5.1 copies in an 8-person draft
    • Red: Fiery Conclusion (uncommon) = 0.9 copies (there’s also Pia and Kiran Nalaar, but that only allows you to sacrifice artifacts)
    • Green: Evolutionary Leap (rare) = 0.4 copies
    • Red/Black: Blazing Hellhound (uncommon) = 0.9 copies
  • Cards that allow you to borrow/steal a creature:
    • Blue: Willbreaker (rare) = 0.4 copies
    • Red: Act of Treason, Enthralling Victor (uncommon) = 3.3 copies
  • Cards that can create multiple creatures:
    • Colorless: Foundry of the Consuls (uncommon), Hangarback Walker (rare) = 1.3 copies
    • White: Murder Investigation (uncommon), Gideon’s Phalanx (rare), Sigil of the Empty Throne (rare) = 1.7 copies
    • Blue: Aspiring Aeronaut, Whirler Rogue (uncommon), Thopter Spy Network (rare) = 3.7 copies
    • Black: Undead Servant, Priest of the Blood Rite (rare), Liliana Heretical Healer (mythic) = 3.0 copies
    • Red: Dragon Fodder, Ghirapur Gearcrafter, Thopter Engineer (uncommon), Flameshadow Conjuring (rare), Pia and Kiran Nalaar (rare) = 6.5 copies
    • Green: Dwynen’s Elite (uncommon), Zendikar’s Roil (uncommon), Nissa Sage Animist (mythic) = 2.0 copies
  • Cards with beneficial effects that trigger when a creature leaves the battlefield:
    • Colorless: excluding Hangarback Walker since it was listed previously, Runed Servitor since it benefits you and your opponent equally, and Guardian Automaton since it only gains you 3 life)
    • White: excluding Murder Investigation since it was listed previously
    • Black: Deadbridge Shaman, Shadows of the Past (uncommon) = 3.3 copies (excluding Liliana Heretical Healer since it was listed previously, and Infernal Scarring since sacrificing the enchanted creatures leaves you a card down)

In an 8-person draft, black has an average of 5.1 sacrifice outlets and 6.3 cards that have synergy with those cards (although 2.4 of those are Undead Servants, which only create more than 1 creature if you have multiple copies). Red is the other color with cards in both categories, and a R/B player has access to an average of 6.9 sacrifice outlets and 17.4 cards that have synergy with those cards.

Many of these cards will be drafted by other players. Let’s assume that there are 3 drafters in each color but no other drafters in this archetype, and let’s try to determine how many of these cards we’re likely to end up with:

  • Nantuko Husk and Fleshbag Marauder will be taken by other black players, but a little less highly. Let’s assume that we get half of the copies of these cards (1.6 copies).
  • Foundry of the Consuls and Hangarback Walker can be played by any player at the table. Foundry of the Consuls is only good in the artifacts and sacrifice archetypes, while Hangerback Walker is a high pick in any draft deck, so we’re likely to end up with 0.5 of these cards.
  • The red and black cards that create multiple creatures are valued by any deck playing that color, as are Enthralling Victor and Deadbridge Shaman. These 12.8 cards are shared by 3 players, so we can expect to get 4.3 of them.
  • We will probably get most or all copies of the remaining cards: Consecrated by Blood, Tormented Thoughts, Fiery Conclusion, and Blazing Hellhound for sacrifice outlets (3.6 copies), and Act of Treason and Shadows of the Past for the remaining categories (3.3 copies).

Combining these number, we find that we’re likely to end up with about 5 sacrifice outlets and about 8 cards that work with them. That’s enough that if we start our draft with a few of the top cards from either of these categories (Fleshbag Marauder, Enthralling Victor, Priest of the Blood Rite, or multiple Undead Servants), then we can reasonably attempt to draft this archetype.