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.

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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.

ORI: The enchantments deck

Magic Origins has a number of cards that get better if your deck has enchantments/auras. Other than Helm of the Gods and Herald of the Pantheon, all these cards are white and/or black.

  • Helm of the Gods, Blessed Spirits, Sigil of the Empty Throne, Blightcaster, Herald of the Pantheon, and Blood-Cursed Knight get better if you’re playing more enchantments.
  • Totem-Guide Hartebeest gets better if you’re playing more auras.
  • Auramancer and Starfield of Nyx get better if you’re playing more enchantments that are likely to end up in your graveyard (usually black removal auras).

Next, let’s look at all the enchantments that are might be playable. The usual evaluation key applies: B means bomb, + means exceptional, / means playable, ~ means filler/conditional, ? means I don’t know yet, and I’ve left out sideboard/unplayable cards. Cards are commons unless specified otherwise, and underlined cards are auras.

  • White: Grasp of the Hieromancer (?), Suppression Bonds (/), Knightly Valor (+, uncommon), Sigil of the Empty Throne (?, rare)
  • Blue: Claustrophobia (/), Stratus Walk (/), Sphinx’s Tutelage (?, uncommon), Thopter Spy Network (R, bomb)
  • Black: Infernal Scarring (~), Weight of the Underworld (~), Consecrated by Blood (~, uncommon)
  • Red: Molten Vortex (B, rare)
  • Green: – (all green enchantments are unplayable)

Things don’t look promising: green has no playable enchantments, red has 1 at rare, and black has 3 but they’re all filler (although I did lose to Consecrated by Blood last week, so maybe I’m undervaluing it). White has 1 common and 1 uncommon, for an average of 3.3 playable enchantments in an 8-person draft. Blue has 2 commons and 1 rare, for an average of 5.2 playable enchantments. Other than Stratus Walk, the playables are not likely to be passed by drafters in those colors. If we assume 3 drafters at the table are in each color, then you can expect to get passed 1.1 playable white enchantments and 3.3 playable blue enchantments. Even if we’re W/U and draft all 4.4 playable enchantments in our colors, we can only expect to draw 1 enchantment most games.

Based on this computation, the enchantments theme appears to be a trap. Helm of the Gods, Sigil of the Empty Throne, and Blightcaster are unplayable. Blessed Spirits, Herald of the Pantheon, and Blood-Cursed Knight are playable on their own merits, but if you’re playing Herald of the Pantheon or Blood-Cursed Knight, you’re probably not W/U and so you’re likely to have even fewer enchantments. Most of the playable enchantments are auras, so Totem-Guide Hartebeest is a reasonable draft pick if you have some auras in your deck, especially the removal auras. However, the only enchantment likely to end up in your graveyard regularly is Weight of the Underworld, so Auramancer and Starfield of Nyx are not worth drafting either.

If we assume that Grasp of the Hieromancer, Sigil of the Empty Throne, and Sphinx’s Tutelage are also playable but not valued outside this archetype, then you can expect to get passed 3.9 playable white enchantments and 4.2 playable blue enchantments. However, even if you’re in W/U and draft all 8 of these cards, you only end up with 3 enchantments, so my conclusions above don’t change.

In short, you’re unlikely to be able to draft enough enchantments to build this archetype in an 8-person ORI/ORI/ORI draft. However, Blessed Spirits and Totem-Guide Hartebeest are still playable, especially if you’re W/U.

MM2: Why W/B spirit control is bad: Lessons from day 2 of GP Las Vegas, draft 2

Yesterday, I discussed some of the problems with my first draft deck on day 2 of GP Vegas: the person to my left was also in W/B spirits after first picking a Long-Forgotten Gohei, and I drafted too many removal auras and then discovered they aren’t as good in Modern Masters 2015 Limited as they are in other formats. For reference, here is my decklist from that draft.

Creatures (13):
– 1cc: Vampire Lacerator
– 2cc: Dimir Guildmage, 2 Sickle Ripper, Raise the Alarm
– 3cc: 2 Thief of Hope, Restless Apparition, Waxmane Baku, 2 Blinding Souleater
– 4cc: –
– 5cc: Scuttling Death, Hikari Twilight Guardian

Non-creatures (9):
– 1cc: Dismember, Sunlance, Apostle’s Blessing
– 2cc: Otherworldly Journey
– 3cc: 2 Pillory of the Sleepless, 3 Arrest

Lands (18): 9 Swamps, 9 Plains

Sideboard (23):
– Artifact: Alloy Myr, Runed Servitor
– White: Conclave Phalanx, Fortify, Mighty Leap, Terashi’s Grasp
– Blue: 2 AEthersnipe, Air Servant, Faerie Mechanist, Narcolepsy, Somber Hoverguard. Steady Progress, Vigean Graftmage
– Black: Bone Splinters, 2 Death Denied, Duskhunter Bat, Instill Infection, Shrivel, 2 Waking Nightmare
– Multicolored: Agony Warp

This deck has a lot of removal but lacks synergy, so maybe it wasn’t surprising that I went 1-2 with it. But I figured I’d learned some useful lessons, and was hoping to redeem myself in the second draft. That draft started with Spread the Sickness, Nameless Inversion, Blinding Souleater over Arrest, and Thief of Hope over Waxmane Baku (since it can Soulshift the Nameless Inversion). I got passed another Waxmane Baku mid-pack, and realized spirits was wide open when the first one wheeled. This time, my W/B spirits deck had less removal, but had a ton of synergy. I had 6 (six!!) Waxmane Baku, almost thrice the 2.2 you’d expect to see in a 7-person pod. I also had 2 Thief of Hope, 2 Nameless Inversion, Dismember, and Sunlance. Here’s the decklist from that draft.

Creatures (17):
– 1cc: 2 Plagued Rusalka
– 2cc: Spellskite, Reassembling Skeleton, Sickle Ripper
– 3cc: 2 Thief of Hope, 6 Waxmane Baku
– 4cc: 2 Moonlit Strider
– 5cc+: Chimeric Mass, Scuttling Death

Non-creatures (6):
– 1cc: Dismember, Sunlance
– 2cc: 2 Nameless Inversion
– 3cc: Waking Nightmare
– 4cc: –
– 5cc: Spread the Sickness

Lands (17): 9 Swamps, 8 Plains

Sideboard (22):
– Artifact: 2 Blinding Souleater, Cathodion, 2 Runed Servitor
– Colorless: 2 Ulamog’s Crusher,
– White: Skyhunter Skirmisher, 2 Spectral Procession, Terashi’s Grasp
– Blue: Tezzeret’s Gambit, 2 Wings of Velis Vel
– Black: Instill Infection, 2 Sickle Ripper, Sign in Blood, 2 Vampire Lacerator
– Green: Thrive, Tukatongue Thallid

Sickle Ripper is a speedbump against aggro decks. Reassembling Skeleton does that to a lesser degree, but also combos with Plagued Rusalka. Waking Nightmare triggers spiritcraft abilities and is a proactive answer to bombs. Everything else is good enough to not even require explanation, yet I also ended up 1-2 with this deck. While the second loss was a concession to an opponent who’d been paired down, just before I would have won, the 1 official win was once again a bye. This was obviously quite disappointing, especially since I thought I had a pretty good deck. It was lacking Kami of Ancient Law and did have a lot of creatures at 3cc, but was otherwise a model W/B spirits deck.

My first opponent was playing W/U affinity and we split the first 2 games. In game 3, my 7-card hand had 3 Swamps and 4 white spells. It was a sketchy keep, but I figured I had a decent chance of drawing a Plains or a black card. Instead I only drew Swamps and white spells until my last turn, while my opponent played Glint Hawk Idol, Cathodion, another Glint Hawk Idol, and Rusted Relic on turns 2-5, a sequence of plays that my deck would not typically be able to withstand.

My second round was a bye (both my drafts were 7-person pods). My third round opponent was playing G/W/r ramp with 4 Ulamog’s Crushers, a strategy that Waxmane Baku is particularly strong against. I conceded the match just before I would have won, since my opponent had been paired down and had a better shot at prizes and Pro Points.

So, what did I do wrong? It’s possible that I should have built a more aggressive deck, with 2 Vampire Lacerators, 2 Runed Servitors, and the remaining 2 Sickle Rippers replacing Spellskite, Reassembling Skeleton, 2 Moonlit Strider, Scuttling Death, and a land. In that deck, Thief of Hope and Waxmane Baku would hopefully serve as the nail in the coffin after an aggressive start. But I am convinced that a controlling W/B spirits deck is not a good choice for a competitive event. It may be well positioned against W/R equipment and R/G domain/ramp, but it’s too slow against the format’s aggro decks (W/U affinity, B/R bloodthirst, and U/G graft/proliferate) because they pay 2 mana for 2/2’s, while spirits usually pays 3. W/B spirits also has trouble with flyers since it has only 3 flyers of its own, none of which are at common, and has no creatures with reach.

MM2: Why removal auras are bad: Lessons from day 2 of GP Las Vegas, draft 1

Unfortunately, I scrubbed out on day 2 of GP Las Vegas. I drafted W/B spirits both drafts and went 2-4, and both my wins were actually byes 😦 I could have won my last round but conceded because my opponent had been paired down and had a better shot at prizes.

The first draft started with Dismember over Nameless Inversion, Pillory of the Sleepless over Hikari Twilight Guardian, and Arrest over Waxmane Baku, then a Blinding Souleater, and then another Arrest. At the time, I thought this was shaping up to be a pretty good draft deck. By the end of the draft, I had a 3rd Arrest, a 2nd Pillory of the Sleepless, a 2nd Blinding Souleater, and a Sunlance, but only about 6 spirits, and I didn’t have cards that could replace the spirits. I thought the deck would do well because of the extensive removal suite, but there were 3 problems.

The first was that the person to my left was also in spirits. I knew someone else at the table was playing spirits when the Waxmane Baku and a mid-pack Devouring Greed didn’t wheel, but it was too late to switch colors that close to the end of pack 1, and I didn’t realize that it was the person immediately to my left. He’d opened a Long-Forgotten Gohei and taken that pack 1, pick 1! He didn’t take the Nameless Inversion second pick (and didn’t remember what he took over it), but the 4th pick Waxmane Baku and the Devouring Greed put him solidly in W/B spirits. He had some reasonable spirits and a couple of Ghostly Changelings to help trigger their abilities.

The second problem is that Arrest, Pillory of the Sleepless, and the other removal auras (Narcolepsy, and to a lesser extent, Oblivion Ring) are not actually that good in this format. Each color has a number of cheap, maindeckable ways to neutralize them or make alternate use of the creature: white has Apostle’s Blessing, Otherworldly Journey, Kami of Ancient Law, and Moonlit Strider, blue has a number of bounce spells plus AEthersnipe (although at least those require them to spend mana to recast the creature), black has Bone Splinters and Plagued Rusalka, and green has Vines of Vastwood. There’s also Terashi’s Grasp and Sundering Vitae in postboard games. Red is the only color that doesn’t have good answers to the removal auras.

Even more important, the removal auras aren’t actually good against most of the archetypes in this format. In my opinion, they’re only really good against B/R bloodthirst, R/G domain/ramp, and to a lesser extent, U/R elementals.

  • W/U affinity: Disabled artifact creatures still help with affinity/metalcraft. Also, equipment can turn a different creature into a bigger threat.
  • W/B spirits: Thief of Hope’s triggers continue to occur, and ki counters accumulate on Waxmane Baku until they find a Kami of Ancient Law or Moonlit Strider. It sometimes helps that the removal auras don’t put the creature into the graveyard, but the deck often has Plagued Rusalka and Bone Splinters.
  • W/R equipment: They just move their equipment to another creature.
  • W/G tokens: You don’t usually want to arrest a 1/1 token, so the removal auras are only good against their larger convoke creatures and Scion of the Wild. However, W/G has access to both the white and the green protection spells, so you might have a difficult time keeping the creature disabled.
  • U/B proliferate: Unsure, since I haven’t actually seen anyone play a U/B proliferate deck.
  • U/R elementals: Incandescent Soulstoke and AEthersnipe are problematic, but this is good against some of their other cards.
  • U/G graft: Disabled creatures can continue to graft their +1/+1 counters onto your other creatures.
  • B/R bloodthirst: Removal auras are good against this deck.
  • B/G sacrifice: This deck runs Bone Splinters, Plagued Rusalka, Drooling Groodion, and other cards that allow them to sacrifice the disabled creature profitably. It might be worth it if their plan is to use Eldrazi Spawn tokens to accelerate into Eldrazi.
  • R/G domain/ramp: Removal auras are good against this deck.

    • The third problem is that I played poorly. My first opponent appeared to be playing Jund, although I suspect there might have been some Plains and Islands in the deck because he had at least 2 Dragonsoul Knights and 2 Tribal Flames. I won game 1 and had control of game 2 until I misplayed. The first time he went to attack with his Dragonsoul Knight, I tapped it with my Blinding Souleater. On subsequent turns, he declined to attack with it, so I was tapping it on his end step. After a couple of turns of this, he announced an attack step and I just automatically tapped his Dragonsoul Knight without thinking about why he was declaring an attack when he hadn’t been doing so previously. It should have occurred to me that he might have drawn Vines of Vastwood, and in that case I would have been better off just blocking with the Souleater. The Vines of Vastwood took me from 10 to 4, and he drew 2 Tribal Flames to kill me over the next 2 turns. Another possible mistake in this game was that I had an Arrest in hand and maybe I should have played that on the Dragonsoul Knight so I could attack with the Blinding Souleater in addition to my 2/2, since the Souleater could probably neutralize the next creature they played.

      Then I misplayed twice more in game 3 to punt the match. My opponent had a fast start that got me to 4 life, but I was starting to wrest control back. On turn 7, I had 6 lands and Thief of Hope on the table, and Pillory of the Sleepless, Plains, and Swamp in my hand, but didn’t have an answer for his 3/3 Chimeric Mass. I normally advocate never holding back more than 1 land, but I decided to hold back and not play a land that turn, hoping he would think I had a trick. He played a 2/2 on his turn. On my turn I drew a Conclave Phalanx, played Pillory on the Knight and then tapped 4 lands and the Thief of Hope to play the Conclave Phalanx, going from 4 to 6 life. He cast Sundering Vitae on my end step and then played Goblin War Paint on his 2/2 and attacked. If I chumped with my Phalanx, I would not have had any good blocks the following turn, so I went to 2 life and he had a Tribal Flames to finish me off the next turn.

      My opponent had sided in 2 Sundering Vitaes against me, and cast both of them in both our postboard games, usually immediately after I cast a removal aura, so he did get a little lucky. But this was definitely a winnable matchup against a mediocre deck and an opponent who also misplayed a few times.

      Unfortunately, I then got paired against the other spirits deck. My removal auras were useless against him since he still got his spirit triggers and had Kami of Ancient Law and Bone Splinters (which is extra good with soulshift). I sided out all 5 of my removal auras for game 2, but lost to Long-Forgotten Gohei.

      I received a bye the next round and so ended the first draft at 1-2.

DTK/FRF: Warriors

Warriors was a viable archetype in KTK/KTK/KTK and FRF/KTK/KTK. Dragons of Tarkir has a few Warrior tribal cards, but are they good enough, and are they supported by enough good Warriors, that the archetype remains viable in DTK/DTK/FRF?

Let’s start by looking at the Warrior tribal cards in Dragons of Tarkir:

  • White: Herald of Dromoka (common), Arashin Foremost (rare)
  • Black: Blood-Chin Rager (uncommon), Blood-Chin Fanatic (rare)

Fate Reforged also has Mardu Woe-Reaper and Diplomacy of the Wastes, but neither provides strong incentive to play additional Warriors. This means that a DTK/DTK/FRF draft has 1.8 white and 0.9 black Warrior tribal cards that might cause you to draft a Warriors tribal deck, so such decks are likely to be rare in this format. When you do draft them, they are likely to still be W/B.

Next, let’s look at the expected number of Warriors by color in an 8-person draft, how many of them are playable, and which color pairs could potentially support the archetype (assuming your tribal cards are either only in white or only in black). Bold indicates the cards I think are playable on their own merits.

  • White has an average of 11.5 Warriors in an 8-person draft, 6.6 of which are playable on their own merits:
    • Common: Champion of Arashin, Dromoka Warrior, Herald of Dromoka, Lightwalker, Aven Skirmisher (filler without raid or Raiders’ Spoils), Sandsteppe Outcast
    • Uncommon: Aven Sunstriker, Dragon Hunter, Mardu Woe-Reaper (downgraded to filler because there are more 2-drops)
    • Rare: Arashin Foremost, Hidden Dragonslayer, Dragonscale General, Daghatar the Adamant
  • Blue has no Warriors in either Dragons of Tarkir or Fate Reforged.
  • Black has an average of 9.9 Warriors, 5.3 of which are playable on their own merits:
    • Common: Dutiful Attendant, Hand of Silumgar, Kolaghan Skirmisher, Alesha’s Vanguard, Sultai Emissary (less impressive in an aggressive deck)
    • Uncommon: Blood-Chin Rager, Battle Brawler, Mardu Shadowspear, Merciless Executioner
    • Rare: Blood-Chin Fanatic, Mardu Strike Leader
    • Mythic: Risen Executioner, Brutal Hordechief
  • Red has an average of 6.4 Warriors, 5 of which are playable on their own merits:
    • Common: Kolaghan Aspirant, Sabertooth Outrider, Defiant Ogre
    • Uncommon: Atarka Pummeler, Qal Sisma Behemoth
    • Rare: Zurgo Bellstriker, Alesha Who Smiles at Death, Flamerush Rider
  • Green has an average of 3.3 Warriors, 2.9 of which are playable on their own merits:
    • Common: Atarka Beastbreaker
    • Uncommon: Salt Road Ambushers, Abzan Kin-Guard
    • Rare: Den Protector, Surrak the Hunt Caller, Yasova Dragonclaw

White and black have the most number of Warriors but only about half of them are playable on their own merits. Surprisingly, red has about as many playable Warriors as black, so if all your Warrior tribal cards are in a single color and you are cut off from the other one, you could attempt to draft a R/W or B/R Warriors deck, which would also give you access to Volcanic Rush and/or War Flare. (You probably don’t want to try for a 3-color Warriors deck since DTK/DTK/FRF doesn’t have enough mana fixing to support that, and since aggressive decks don’t do well when they stumble on colors.)

It’s also worth noting that most of the playable Warriors are in Dragons of Tarkir and that even a W/B deck only has access to about 12 playable Warriors. If you want to ensure you have enough Warriors for a focused tribal deck, you might need to take playable Warriors somewhat higher in your first 2 packs, and use the last pack to round out your tricks and mana fixing.