Hey everyone! One of Magic’s highest strengths is the diverse amounts of formats available for people to play. Whether you like the diverse and changing play style of limited, the intense and decision heavy gameplay of modern or legacy, or the social interaction of commander, there’s something out there that’ll suit everyone’s needs! Additionally, whenever a new product comes out, there’s at least a couple of formats that have new cards injected in to give players more options or to build new decks entirely! Nowhere does this happen more, however, than in limited. Limited as a format is technically incorrect, as all sets have their own format within themselves and have independent metas within them, all of which stem from how archetypes are built differently in different sets. For example, the blue/white deck in Amonkhet, which focuses on the embalm mechanic, is radically different than that of Modern Horizons, which is all about flickering and ETB value. Additionally, whenever a new draft set comes out, it typically straight-up replaces the previous one, giving players new experiences quite frequently!
While this shakeup is what keeps the game fresh for a lot of people, there are some players who lament that their favorite draft format goes too soon for them. Fortunately for them, Wizards often hosts these previous formats quite regularly in events typically called “Flashback Drafts”! Primarily held on Magic Online, these events let you relive the glory days of formats past, such as Innistrad or Zendikar. This has proven so popular that it has been emulated onto Magic Arena, with certain draft formats reappearing every-so often. Nowadays, this is often done in the “Quick Draft” option and focuses on current standard sets. Recently, however, Wizards announced that they would have a flashback draft of Dominaria soon in the Premier Draft section! Dominaria is considered one of the best draft formats ever by many and is a great decision on the part of the company! However, the set is over two years old and means that some players may not be familiar with the limited environment anymore. That’s where I come in! Today, we’ll take a brief tour of the Dominaria limited archetypes and some general tips on how to build them! This won’t be an extensive list on each color combination, more of an overview to refresh you for this amazing environment. With all that said, let’s get into it!
Before we look at the archetypes themselves, we should examine the set as a whole. Each set as a different mix of aggressive and defensive creatures that define the “speed” of a set. Dominaria leans more into the defensive side, having creatures with larger toughness to block easier. Because of this, boards get stalled more frequently and will rely on either flyers or interaction to push through and win the game. Out-atritioning the opponents with drawing extra cards or tokens also helps a lot to find those answers to finish off the opponent.
Blue/White: Historic Flash
One of the mechanics introduced in Dominaria was “historic,” which triggers certain cards and payoffs for playing or having certain types of cards: legendary permanents, sagas, and artifacts. Blue/white is all about paying you off for playing a bunch of historic cards in various ways. Our signpost uncommon here allows you to cast all your historic spells at instant speed while doing that himself (FYI: all the signpost uncommons in this set are uncommon legendary creatures) and paying you off for casting him. The rest of the color pair has various ways of getting things to go off for playing these spells. One thing to note is that artifacts should be in a higher picking order than usual because they will make all of your triggers go off and are easy to cast since none required colored mana.
Blue/Black: Historic Graveyard
One of the bad things about all the historic cards in the previous archetype is that, often, most of those historic cards have finite lives and find themselves in the graveyard. In this color combo, however, that problem is mitigated thanks to our signpost uncommon! Switching black for white does give us some options to recur our spells from the bin at the cost of less historic triggers. Black gets a few and retains all of the blue ones, but this sacrifice is notable. Furthermore, this deck is highly dependent on Rona staying alive and nabbing the right things from the top of your library. This means that most of the resurrecting will come from traditional black spells and de-emphasize the historic theme. Still, you can recur some very powerful things in this color pair and, while not my cup of tea, can perform very well provided you have sufficient workarounds inherent in any graveyard deck.
Don’t you just hate it when you’re in an aggro deck and your opponent has the audacity to kill your entire board from either a mass pump spell after going all in or using a board wipe? Well, luckily for you, those concerns are in the past thanks to our signpost uncommon here! Garna can get back all of your recently-deceased creatures to your hand and grants all of them haste when you recast them, allowing you to get back in the fight. Aside from this, the deck is a rather simple aggro deck, with a lot of auras and combat tricks to help you hit harder and get in for big surprises. The graveyard resurrecting is also present, so you can get some of your fallen creatures to keep the pressure up for your opponent.
This archetype really speaks for itself. You want to pay the kicker cost of your spells as much as possible. The interesting thing about this deck is that there aren’t that many actual payoffs in this color pair. Instead, the payoff is getting all the additional effects that come with the mechanic. This means that you’ll be incentivized to go for it as much as possible for maximum value. However, don’t be afraid to not pay the cost. After all, it’s best to establish a board presence first and treat the mechanic as a payoff for ramping, going long, or both.
Green/White: Go Wide
There aren’t any surprises here with this color pair. This pair is all about going wide and has certain payoffs for it. The biggest one at uncommon is the signpost uncommon Shanna, who grows larger as your board widens. This color pair is the most defined by its rares, which really turn the deck online. Because of this, this deck is the very risky and needs a lot of support to function well. If there was a deck to splash a color, it’d be this one.
The “legendaries-matters” theme of the set comes in full force in this color pair. The signpost uncommon pumps all of them quite significantly and has quite a few to choose from. Aside from that, the deck acts as a typically grindy B/W deck that hopes to get all your legendary creatures huge and win the game with some big monsters. All of the legendary creatures’ abilities also lend themselves to being more grindy, helping the deck overall. It should be noted, however, that all legendary creatures are at uncommon and above, making the deck a bit more challenging to get into. I would recommend to try for it early but don’t be afraid to pivot if it’s not coming together.
Red/White: Auras and Equipment
This is probably one of the scarier archetypes to go into in this format. After all, if you stick a bunch of auras onto one creature, a single removal spell will ruin your day. However, the signpost uncommon here makes that feel a little less bad by getting all those auras back whenever something with them dies. Additionally, there are a few creatures (specifically in red) that pay you off for enchanting them, so it’s not like you’re going to be dead in the water. Adding a couple of equipment isn’t bad either, as it can help you push through a bit easier and are safer to put onto, as they stick around when your creatures die. If you get about 5 auras and a couple of payoffs, then you’re in good shape for this deck.
So here we have a pretty standard archetype with an amazing signpost uncommon: Tatyova, Benthic Druid. Besides being one of the best lands commander in EDH, this card pushes you in the direction to play a lot of lands to get value from her. But what do you do with that mana, you may ask? Well, two things, actually. You can first pay for really big spells like a typical ramp deck and get some big fatties on the board earlier than usual. However, another use for this deck is for kicking spells. The green kick spells from the Gruul deck stick around and join blue’s option to allow you to pay for the kicker costs earlier than most decks to get big value earlier.
Blue/Red: Wizard Tribal
My personal favorite archetype, this pair is all about getting a bunch of wizards on the board that pay each other off and go from there. The signpost pumps all your wizards with a prowess-like effect and can win on her own given she isn’t removed. This color pair, naturally, also has a spells-matter theme and can shift into a spellslinger deck if your picks lean into that. The amount of draw in these colors can help you find those answers to win the game and is just a fun deck overall.