Dominaria Remastered Draft Guide

Hello there, welcome to yet another draft guide! This time around, it’s going to be a special one, as Dominaria Remastered is not your everyday draft format. Dominaria is a very popular plane – it was featured in almost 30 sets!

For Dominaria Remastered, Wizards selected cards from those sets, with the main goal being to bring us a new draft format with just the right amount of nostalgia. In this Dominaria Remastered Draft Guide, we’ll discuss what’s going on in the format, so you’ll be able to experience it to the fullest.

In this article, you’ll find the best commons, archetype overview, and some additional tips for the format. Let’s get right to it!

UPDATE: If you’re looking for the newest draft guide, you can find March of the Machine Draft Guide here.

Best Commons for Dominaria Remastered Draft

For the most part, we tried to include commons that will work well with any type of deck in their colors. We’ll talk more about archetype specific cards in the next section.

One thing to note before we start. For some reason Wizards didn’t release the card images that they usually do, but they used the Magic Online versions of the cards, which has a significantly lower quality. For that reason we used card images from other sets – unless if the card has a different art. In that case we used the lower quality image.

Anyway, let’s take a look at the best commons, starting with White.


1. Pacifism

Pacifism Dominaria Remastered Draft Guide

The iconic White removal spell is back. There are variations of this effect in almost every draft environment, and how good it is, mostly depends on its mana cost. At two mana it’s an amazing deal, and you’ll want to include multiple copies of it in all of your White decks.

2. Nomad Decoy

Nomad Decoy Dominaria Remastered Draft Guide

Creatures with this kind of effect are called tappers, and they are usually much better than they look. Three mana for a 1/2 is quite bad, but the effect certainly makes up for it, even if you ignore the treshold ability.

One use is to simply use one mana per turn in order to remove the biggest threat. If your opponent plays something bigger, you can just start tapping that creature instead. You can use it at the end of your opponent’s turn, and then in your next turn, thus removing two blockers. As you can see, this card is very versatile, and a welcome addition to any White deck.

3. Phantom Flock

Phantom Flock Dominaria Remastered Draft Guide

Five mana for a 3/3 flyer is below rate nowadays. However, Dominaria Remastered has a lot of that old school feel, and in the past, such a card was nothing to scoff at.

But this is just a random 3/3 flyer. It comes into play with three counters, and if a damage would be dealt to it, it’s prevented and a single +1/+1 counter is removed from it. This opens up a lot of possibilities.

It can sort of counter damage spells, and it can be a fine blocker for three turns. Additionally, there’s a neat combo, if you manage to permanently boost its toughness with something like Improvised Armor. Then you have a creature that essentially can’t be dealt damage, which can be a big problem for your opponents.


1. Man-o’-War

Man o War Dominaria Remastered Draft Guide

Creatures with spell-like effects tacked onto them can be very good if they are competitively costed. There are quite a few Blue creatures with Unsummon effect, and most of them were quite good.

However, Man-o’-War is the original one, and it costs only three mana, which makes it insanely strong. Often you can undo everything your opponent did on their previous turn, and advance your board at the same time.

Don’t forget that this is an old card, and as such comes with a couple of weird interactions. First, you can bounce on of your creatures, which isn’t always the case nowadays. Second, if there aren’t any other creatures in play, it will bounce itself.

2. Counterspell

Counterspell Dominaria Remastered Draft Best Commons

The iconic counterspell is back. For two mana you can counter anything, and this is a rate that you simply can’t beat. To get the most of it, you’ll want to play at least 10 Islands in your deck, so you’ll be able to fire it off on turn 2 if needed. Furthermore, it gets better if you have other instant speed cards, so you have something to do with your mana if your opponent doesn’t cast anything worth countering.

Finally, it also pairs nicely with previously mentioned Man-o’-War. Return their best creature to your opponent’s hand, then counter it next turn.

3. Aven Fisher

Aven Fisher Dominaria Remastered Draft Guide

Four mana for a 2/2 flyer isn’t amazing, but you do get a card out of it when it dies, which improves it by a lot. If it doesn’t die, it probably means that you’re winning anyway.

Honorable Mentions

Deep Analysis

Deep Analysis can be a very powerful card draw spell. If the matchup is about which deck out-grinds the other, then the player with Deep Analysis is heavily favored.

We’ll talk about some combos later, but we have to mention this mini combo here, as it consists of just two Blue commons. Neither Horseshoe Crab nor Hermetic Study are completely unplayable on their own, but when you pair them together you get a machine gun crab, which can deal as much damage as you have Blue mana available.


1. Terror

Terror Dominaria Remastered Draft Guide

Another iconic card returns. It’s efficient and cheap, and it kills around 84 out of 120 creatures in the format, which comes to exactly 70%. If you’re playing with the people you’re drafting with, this number probably gets even higher, as you’re picking some of the Black creatures too.

For two mana this is a card that’s going to be one of the best commons in the whole set, even better than most uncommons, and some rares.

2. Ichor Slick

Ichor Slick Dominaria Remastered Draft Guide

Black has the best removal spells, so it makes sense that there’s another good one here. Ichor Slick can take out a creature with 3 or less toughness. This means that it cleanly deals with 91 out of 120 creatures, or 75.8% of them. Even the bigger creatures aren’t safe from it, as it can simply reduce them to a manageable size.

Finally, it has both cycling and madness. Each one of these abilities improves the card on their own. Furthermore, they also combine very well with one another. When you cycle a card, you discard it and draw another card. Thanks to the madness, you can then still play it. This means that for seven mana, you get to cast Ichor Slick, and get a new card as well.

All in all, it’s a very versatile card, which you’ll be happy to have access to.

3. Phyrexian Rager

Phyrexian Rager Dominaria Remastered Draft Guide

Phyrexian Rager is somewhat similar to Aven Fisher, in that it’s an undersized creature that draws you a card. However, Rager draw you a card immediately which, is a big deal. The life loss is well worth the effect you’re getting, and you won’t mind playing multiple Ragers in your deck.

Honorable Mention

Street Wraith is an interesting card, as it can essentially thin your deck. When the 3/4 swampwalk for five is actually useful, you can just cast it.


1. Chain Lightning

Chain Lightning Dominaria Remastered Draft Guide

If you ignore the copying part of the card, this is a sorcery-speed Lightning Bolt. As we mentioned before, around 75% of creatures in the format have three or less toughness. This kind of efficiency is hard to beat.

Now, let’s talk about the copying ability. Most of the time it won’t come up, as your opponent either won’t be playing Red, or won’t have two Red mana open. If they have it, then you have the option of simply not casting Chain Lightning and wait for another opportunity. You can also leave two Red mana open yourself, in order to punish your opponent back. Anyway, you have a lot of control over the second part, so you shouldn’t worry too much about it. This is simply a premium removal spell.

2. Solar Blast

Solar Blast Dominaria Remastered Draft Guide

This card deals the same amount of damage as Chain Lightning, but it’s a completely different card. It costs four mana, but it’s an instant. You can also cycle it, which will draw you a card, and you’ll still get to deal 1 damage. The additional versatility always welcome, and this card is a great addition to your Red decks in Dominaria Remastered draft.

3. Goblin Matron

Goblin Matron

This is another creature that essentially draw you a card. This is the one card on this list of the best commons that doesn’t just slot in any deck. However, since the Red commons are somewhat shallow, we decided to include it, as it can be really powerful with not too much support.

On higher rarities you have Gempalm Incinerator and Siege-Gang Commander, but even something like Mogg War Marshal and Festering Goblin will do in a pinch.


1. Werebear

Werebear Dominaria Remastered Draft Guide

This is a perfectly fine mana dork, even without taking its amazing flavor text into account. Green has a lot of good expensive cards in which you want to be ramping, and this is an efficient way to do so.

The problem with such creatures is that they get really bad in the late game. With this one you could hope for getting treshold, which makes it into a 4/4, making it very relevant.

2. Penumbra Bobcat

Penumbra Bobcat Dominaria Remastered Best Commons Draft

This is simply an efficient three drop, which allows you to get an easy two-for-one. It’s not insane or anything, but it is one of those bread and butter creatures which always improve your deck a bit. It can be an okay attacker, and a surprisingly well positioned blocker. Around half

3. Kavu Primarch

Kavu Primarch Dominaria Remastered Draft Guide

At first sight, this is a four mana 3/3, which isn’t very exciting. However, it has both convoke and kicker. Convoke allows you to tap your other creatures to cast this spell. This combines nicely with kicker cost, which makes it an eight mana 7/7. Now that’s a creature that demands an answer.

Honorable Mentions

Wild Growth Dominaria Remastered Draft Guide

Wild Growth is somewhat similar to Werebear, as both card provide mana. This does allow for even more explosive start, but it’s somewhat less useful – it can’t be used as a chump blocker. However, if you end up in a dedicated ramp deck, this card can do a lot of work.

Speaking of ramping, Symbiotic Beast is a great card to ramp into, particularly if you have some sacrifice synergies.

Dominaria Remastered Draft Archetypes

There are ten major archetypes in the Dominaria Remastered draft, one for each of the ten two-color pairs. In the next sections, we’ll explore all of them to see what they’re trying to do.

Blue-White: Flying / Blink (Flicker)

You’ll find a lot of creatures with enter-the-battlefield effects in White and Blue. You can reuse them thanks to the blink theme.

Here’s an explanation for newer players. The blink effects (name from Momentary Blink) allow you to exile a creature, then return it to the battlefield – either immediately, or at the next the step. The effect is also called flicker, thanks to the card Flicker.

The biggest draw to these type of effects are, as we mentioned, creatures that do something when they enter – or leave – the battlefield. Additionally, if you have such an effect at instant speed, you can also use it to effectively counter a removal spell.

Blink Effects

The most traditional version of this effect that you can get in Dominaria Remastered draft is Momentary Blink. It’s going to be at its best in this archetype. Wormfang Drake can also serve you, but you won’t get the effect immediately.

Then there’s four cards that can return creatures to your hand:

Two of them you can also use on your opponent’s creatures, but all of them will be useful in this shell.

ETB Effects

So what are some of the creatures that you’ll want to blink? Man-o’-War shines again! It’s possibly the best thing you can blink, so you’ll really want to pick them highly if you plan to play White and Blue.

Other cards don’t give you such a big upside, but are more dependent on your deck, and on the right scenario. Here are some such cards:

As you can see, there’s no big need to go all-in on blink theme. You should probably just prefer to go for a flyers deck, with good removal, and just use a small package of the best blink cards.

Black-White: Life Gain & Loss Midrange

This archetype was supposed to be about gaining life, and paying life for various effects. While there are ways to do both of this things, you – once again – don’t want to go too hard on building around this theme, and include cards that only gain you life.

First, there are no direct payoffs for gaining life. Unless, you’re counting something like Test of Endurance, or Serra Avatar both of which are mythics, and not strong anyway. The fact that we don’t have something like Ajani’s Pridemate is a big downside.

There are ways to pay life, but with cards like Phyrexian Ranger and Street Wraith you don’t need a bunch of life gain cards to put them in your deck. However, some of the effects, such as Phyrexian Scuta, Wretched Anurid, and Life // Death can really add up.

You still probably should play cards that just gain you life, like Congregate or Spirit Link (unless you have another reason for doing so), as there are mother ways of gaining life, that actually affect the board. Some examples include:

Such cards will always be good, as they’ll not even help you pay for various effects, but they’ll also help you turn a race into your favor.

So, approach this deck as your regular midrange deck. If you have a lot of cards that require you to pay life, make sure that you also have cards with incidental life gain.

Green-White: Threshold Go-Wide Midrange

Green-White was supposed to have its common go-wide theme, with the addition of the threshold mechanic. However, once again – which looks like a recurring theme – you might prefer a straight up midrange deck with good cards with a potential go-wide subtheme, which might occasionally unlock some threshold payoffs.

The biggest reason for that is that you need seven(!) cards in your graveyard for threshold to be active. While this can be done, it’s really really hard to get there. The biggest reason is that there isn’t some random green creature that would just mill you for 3-4 cards.

So, if you want to prioritize threshold, the best way to do is with uncommon Millikin. The other weaker options include Fa’adiyah Seer[c] or [c]Jalum Tome. As you can see, getting to threshold will be quite hard. So for, the most part you should evaluate cards as if the threshold ability isn’t there.

So, you’re best bet with Green and White is to just play good cards in these two colors, and maybe only have some incidental synergies. For example, both Battle Screech and Call of the Herd are amazing cards on their own, and useful if you somehow mill them.

Another weird thing with this archetype is that the go-wide startegy doesn’t have a big payoff for it. Outside a couple of rare cards, you only have Night // Day. So, now you can see why Mark Rosewater mentioned that this archetype was the trickiest to balance in his article.

Red-White: Aggro Auras

Red-White is once again the aggressive deck. You’ll have plenty of small and efficient attackers. Usually, you want to pair them with good combat tricks, and while this is still somewhat true, this time around you’ll also want to add some auras to the mix, as there are some payoffs for doing so. Some examples are:

Of course, don’t just play bad auras. You really want the best ones, such as Griffin Guide. Most importantly, don’t focus too hard (there it is again) on auras. If you’ll have a good aggressive deck, you should do just fine.

Blue-Black: Control

Terror Dominaria Remastered Draft Guide

Blue-Black has its traditional control theme. You aren’t doing anything too fancy, but are simply destroying creatures or countering spells. With so many one-for-one trading, you’ll also want to add some card advantage to your deck. You can do so with card draw spells like Deep Analysis, or by something like Thieving Magpie.

You’ll want your games to go long, as the easiest way to lose with a deck like this is often that your opponent is a bit too quick for you.

Blue-Red: Storm

Storm is quite a popular mechanic, although it can be hard to assemble in draft. In Dominaria Remastered, however, it got quite a lot of support. Even tough all the storm cards are in Red, if you want to really build around the storm mechanic, you’ll best bet is the Red-Blue color combo.

There are just two actual storm cards in the set. Grapeshot can be useful, but your win condition will more often be Empty the Warrens. It’s just a more reliable way to close out the game. There’s also Storm Entity, which doesn’t technically have the mechanic, but also rewards you for playing multiple spells in a single turn.

You’ll want to have a lot of support for your storm cards. Some nice options include:

Getting the right mix of cards will certainly be an interesting challenge with this archetype.

Blue-Green: Ramp

Tatyova, Benthic Druid Dominaria Remastered Draft Guide

Blue-Green is another typical archetype – ramp. You’ll use Green ramp spells to get ahead in mana. Some examples of such cards are:

This allows you to play more expensive spells than you would in a regular deck. Both Blue and Green have expensive spells, for example:

Of course, the card that you want the most when you’re playing this archetype is certainly Tatyova, Benthic Druid, which can turn both your lands and ramp spells into amazing cards.

Black-Red: Zombies & Goblins Sacrifice

This is probably the most surprising archetype here. There are a lot of Zombies in Black, and a lot of Goblins in Red. Both creatures have one thing in common – they don’t care much if you sacrifice them.

Your sacrifice fodder consist of cards like Festering Goblin, Phyrexian Rager, and Mogg War Marshal.

There are various sacrifice outlets. Some notable ones are:

You’ll also find some tribal synergies. For example, Goblin Matron can find you the Goblin you need.

Black-Green: Midrange

Black-Green doesn’t have a fancy theme. It’s your average midrange draft deck. You’ll want to have a good curve, with efficient creatures and good removal spells.

This isn’t too hard to achieve with these two colors. Green provides good creatures (like Penumbra Bobcat, Call of the Herf, and Gamekeeper), while Black gives you access to removal (for example Terror and Dark Withering).

Since you aren’t trying to draft anything too complex, this is a great archetype for beginners. Something like Blue-Red Storm is a really hard archetype to draft as a new player. So, if you’re looking for something straightforward, Black-Green is a great option.

Red-Green: Cycling

Red-Green is bringing a popular mechanic back. It’s cycling! It has to be said that you don’t need to draft around it. You can simply play a midrange deck, similarly to the one we just talked about.

In that deck, you can simply use cards with cycling as good cards. If you don’t have enough mana to cast them, or if they aren’t what you currently need, you can just cycle them for a new card. On the other hand, you just cast them.

However, there are a couple of payoffs, which can be good, if you have enough cycling cards. Those two cards are Lightning Rift and Invigorating Boon. One interesting thing about these two is that they’re pretty old cards and thus work whenever a player cycles a card. So this also works if your opponent cycles a card, which is a neat interaction.

Anyway, you probably want at least 6 cards with cycling before you’ll include these two enchantments in your deck.

Additional Tips & Mini Combos

Before we wrap up, let’s talk about some fun combos that you can experience in Dominaria Remastered draft.

We mentioned Horseshoe Crab before, but there’s more fun stuff to do with it. If you combine it with a rare Opposition, you can essentially pay one Blue mana and tap down an artifact creature or land. If you’re in a winning position, you soft-lock your opponent by tapping their lands in their upkeep.

Squirrel Nest pairs nicely with Krosan Restorer. Your army of Squirrels can be hard to beat. If you’re lucky, you might get to combine it with Arboria, which might present a big problem for your opponent.

Cycling lands are great! There’s one for each color. (White, for example, gets Drifting Meadow.) These are a great way to prevent flooding out, and if you get at least three, you should probably consider running 18 lands. On top of that, there’s the cycling archetype, which makes them even better. You should pick them relatively highly (probably around pick 5-6).

Finally, remember that this really is the old school Magic experience. While there is some stuff that’s really powerful, and would be powerful today (Counterspell, Terror, Tatyova, Benthic Druid), the overall power level of cards is somewhat lower. Three mana 3/3 can be perfectly fine in this format.


Anyway, that’s it for today. Hopefully, you’ll be able to get many wins in your drafts.

If you want to organize a Dominaria Remastered draft at home, you’ll probably want to get a draft booster box. You can already preorder it on Amazon.

Dominaria Remastered Draft Booster Box

If you’re unsure whether you want to purchase this product or not, you can read another one of our articles, titled Should You Buy Dominaria Remastered?

Until next time, have fun, and may you win many games in your Dominaria Remastered Drafts!

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