Today, I want to take a deep look at Dominaria United Limited and show you how to apply some basic tips everyone can use to get better at drafting the format.
We’re going to take a look at the draft itself, reading the signals, staying open, when to switch colors, which cards to prioritize, what are some of the key things to learn about the format, how to properly build your deck and I’ll even tell you the Juza Rule™ which will improve your draft win rate guaranteed.
Every card in your deck should have a purpose and be there for a reason. Generally speaking, if you’re playing an aggressive deck, your goal is to curve out and quickly put as much pressure on your opponent as possible. This means you’re interested in a lot of two and three-drop creatures and maybe pump or bounce spells to press your advantage.
On the other hand, if you’re playing a defensive deck built around Wingmantle Chaplain, defenders and big flyers, you aren’t really in the market for a pump spell and would rather pick up an Essence Scatter or extra removal.
You should always ask yourself if a similar Constructed deck would play the card you’re about to pick up. Would a Standard Boros Aggro deck want to run Artillery Blast? That seems extremely unlikely, as most of the time you’ll be the attacking player and need to clear the way for your blockers. On the other hand, if you’re playing a slow deck with expensive bombs, think of Standard Esper Control built around removal and planeswalkers, then Artillery Blast is the perfect card for you because you’re going to be playing a defensive game most of the time and your opponent will be the one with tapped attacking creatures most of the time. It doesn’t matter that your finishers are Djinn of the Fountain and Tolarian Terror instead of Teferi, Hero of Dominaria or Shark Typhoon, the gameplay is going to be very similar.