Hello friends, and welcome to the Kamigawa: Neon Dynasty Draft Guide. This is certainly one of the more special draft formats that we had recently, as there’s a lot of various strategies and small synergies available. Today we’ll talk about everything you need to know about the format, so you’ll get more wins, and obtain more packs.
If you’ve been here before, you already know the format of our article. If you’re new (Welcome!), here’s what we’re going to look at. We’ll start with the mechanics, and how they affect the format. Then, we’ll continue with the best commons in the set. Next up, there’s the archetype breakdown, and the power rankings. Finally, we wrap up with some additional tips.
As you can see, there’s a lot to talk about, so let’s get right to it.
UPDATE: If you’re looking forward to drafting the newest set, you should read our Brothers’ War Draft Guide.
Kamigawa: Neon Dynasty Draft Mechanics
There are five mechanics in Neon Dynasty draft, plus one that isn’t technically a set-exclusive mechanic. There’s also one, which can be found in various sets, but has more cards and synergies than usual, so we’ll talk about it as well.
We’re staring off with the most iconic Kamigawa mechanic, ninjutsu.
Ninjustu only appears on Ninja creatures, and can be used in your combat. If you have an attacking creature, which your opponent didn’t block, you can use the ninjutsu ability of your creature.
You pay the ninjutsu cost, you return an unblocked attacker to your hand, and you put the ninjutsu card onto the battlefield tapped and attacking. You can learn more by reading the ninjutsu rules with examples. This mechanic appears mostly in blue and black, but also in green and white.
As you can see with Mukotai Ambusher, you can often get a cost reduction, besides some mind games, which this mechanic enables.
What does ninjutsu mean for the Kamigawa draft? Well, if you’re playing a deck with Ninjutsu you’ll want to have two things:
- a more aggressive deck (ninjutsu does nothing on defense)
- creatures with evasion (to enable ninjutsu)
Cheap creatures with flying naturally get better. That goes not only for ninjutsu decks, but for all the others as well. You’ll want to have blockers against opposing ninjutsu. The mere presence of ninjutsu means that you don’t want decks with inefficient curves. You want to have blockers early on, so that the Ninja decks won’t bury you with their tempo plays.
Some cards care about modified creatures. Your creature is considered modified if it:
- is equipped
- is enchanted by an aura you control
- has a counter
You can learn more about how modified works here.
Akki Ember-Keeper makes a 1/1 Spirit creature whenever one of your nontoken modified creatures dies. Some cards get better with the more modified creatures you control (Lethal Exploit), while others care if you have at least one (Heir of the Ancient Fang).
So naturally, if you have a lot of cards that care about the modified creatures, you’ll want auras, equipment and/or counters to enable them. Nevertheless, don’t just jam the cards in your deck, so they’ll enable modify. There are quite a lot of enablers, so you’ll only want to pick up the good ones. As far as enablers go, in the set, there are:
- 15 auras
- 19 equipment
- over 40 cards which grant counters
Once you’re playing with enough modifications, small creatures with evasion also become better. (Notice a pattern here?)
When you’re drafting auras and equipment, don’t forget that you still want to have enough creatures to put your modifications on. Thankfully, the next mechanic helps perfectly with that.
One of the big problems with equipment in draft is that they there are only so many noncreature spells that you can have in a successful deck. However, reconfigure cards, which are both creatures and equipment, take care of that.
When you play a card with reconfigure, it’s first a creature. If you pay the reconfigure cost, it works similar to the equip ability, and it stops being a creature — until it becomes unattached. This is quite a complex mechanic, so we’d suggest you to learn more about it by reading reconfigure rules.
For Kamigawa draft, this means that you’ll have a much easier way of getting modified creatures. These cards also work well with some card stat synergize with artifacts. Most of them are very useful, as they can make your disposable creature into a real threat, while still being fine when you don’t have any other creatures in play.
Here’s another mechanic that’s about artifacts that are sometimes creatures, and sometimes not. Vehicles are noncreature artifact that have a crew mechanic. Crew X means: “You can tap creatures with power X or greater, and this vehicle becomes a creature.”
This is a deciduous mechanic, which means that while it doesn’t appear in every set (it’s not evergreen), it can appear in any set that needs it, without counting as a new mechanic.
However, in the Neon Dynasty draft, there are a lot of vehicles, and a whole archetype built around them. They are mostly white, blue, and colorless, but there’s also one that’s black.
Vehicles are useful tools in draft, but you don’t want to play too many of them, as you need enough creatures to crew them. As you can see with the Futurist Sentinel, its stats are way above the curve, however without other creatures, it does nothing, besides count for your artifact synergies.
It’s also important that you have a good mana curve, so you’ll be able to crew vehicles immediately after you play them. If you have multiple vehicles with crew 3, prioritize cards with power three or greater.
Sagas are returning. These are enchantments that give you their full value in the course of multiple turns. However, the Sagas that you’ll find in the Kamigawa: Neon Dynasty draft are a bit different.
You get the first part immediately when you play the Saga, and you get the second and the third on your following turns. You can get detailed information about how Sagas work here.
In the final chapter, Sagas from Kamigawa transform into a creature. As you saw above, The Shattered States Era becomes a 3/3 trampler with haste.
Sagas naturally work well with cards that care about you having an enchantment in play or enchantment entering the battlefield. Don’t forget that, the back side also counts as an enchantment.
Sagas make some interesting play patterns, as both you and your opponent know what’s coming. They also suggest a bit slower format, since they are delayed creatures with (usually) minor effects on their first two turns.
Channel is quite a simple keyword. It lets you pay some mana, and discard a card to get a different effect out of it. The mechanic can be found in all five colors.
Favor of Jukai can be a four mana Aura that gives a creature +3/+3 and reach, or a two mana combat trick that gives the same stats until the end of the turn.
So these are essentially cards that have two uses, similar to split cards. Flexibility is always useful in draft, and the cards are always better than each of their halves separately.
Most of the cards with channel will be solid playables in the Kamigawa draft, but they don’t enable special interactions. There’s no archetype that rewards you for discarding cards, for example. The only such payoff is Containment Construct.
If you want to know more about the mechanic, check channel rules here.
Best Commons for Neon Dynasty Draft
Commons will build the majority of your draft decks, so in this section we’ll take a look at the best of them for each color.
1. Intercessor’s Arrest
Pacifism variants are always good in draft. This one costs a mana more, but it has some additional utility. There are several cards that want you to have enchantment in play, and this helps with that.
The only problem is that there are a lot of enchantments in the set, which might make enchantment-removal maindeckable, at which point this Aura would become somewhat worse. We shall see how the Neon Dynasty draft format plays out.
2. Spirited Companion
This dog might not look like much. It’s just a two mana 1/1 that replaces itself. However, any creature that can replace itself is amazing, especially if it’s cheap.
This card also supports enchantment synergies. It’s also a perfect card to return with Ninjutsu, although that probably won’t happen very often. Spirited Companion can also help in crewing vehicles, which will probably come up a lot of the time with the white decks.
All in all, this is a great card that you can’t have too many copies of. If you do end up with multiples, you might consider cutting a land.
3. Wanderer’s Intervention
While a bit clunky, Wanderer’s Intervention is still a very efficient removal spell. Every white deck will want to have access to it.
Golden-Tail Disciple has a nice stats as a three mana 2/3 lifelinker. With so much equipment in the set, this Fox could quickly turn the race in your favor.
Dragonfly Suit is an efficient vehicle, it has evasion, it’s easy to crew and has good stats for the cost.
Seven-Tail Mentor is a very useful creature. It gives you a modified creature, and you get some value even when it dies.
1. Moonfolk Puzzlemaker
This Moonfolk might not look like much at first sight, but it does a lot of work for three mana. You can start attacking with it on turn four, at which point you’re also smoothing your next draws. In the course of the game, this can make the difference.
There are also some other small things that work in its favor. With an appropriate Vehicle, you can already start scrying on the turn you play it. It’s also an artifact for your artifact-matters cards.
Furthermore, a 1/4 body isn’t the easiest to kill, and it looks like Puzzlemaker could be a welcome addition to many blue decks in Kamigawa draft.
2. The Modern Age // Vector Glider
Looting (drawing a card, then discarding) is always useful in draft. Cheap flyers as well. Sure you have to wait a bit to get it, but you’re only paying two mana, you get to loot, and flyers are relevant in all parts of the game.
The Modern Age is certainly an useful card that can easily slot in any type of deck.
3. Moonsnare Specialist
Man-o’-War is still a very good card in draft, even at four mana. However, you can get a pristine three mana experience, if you nijutsu it in. It fits perfectly in a Ninja deck, but you’ll also happily play it in a deck without other Ninjas. It’s that good of a tempo play.
Don’t forget that bouncing tokens simply destroys them, which can often be very handy.
Network Disruptor will be a key card for Ninja decks. First, it enables Ninjutsu by attacking. Since you’ll return it to your hand, you’ll get to use its ability again, and give another Ninja a chance to connect.
Mirrorshell Crab is a three mana counter spell, that counters pretty much everything all the time. When it doesn’t work, you just slam down a big creature, that gives you a massive board pressence.
Tamiyo’s Compleation is a slow and clunky removal spell, but a removal spell nevertheless.
Skyswimmer Koi a flyer with fine stats, that can prevent you from flooding out. A nice card.
Armguard Familiar is a cheap creature that doubles as equipment. Supports various synergies and plays nicely, although the reconfigure cost is a bit steep.
1. Twisted Embrace
Black common removal spell took a different form this time around. It’s clunkier than usual, but still quite good. The biggest downside is that if you don’t have a creature or an artifact in play, it does absolutely nothing. However, in most games that will happen very rarely, and in games that it does, not many commons would have saved you from losing.
If you have a creature or an artifact in play, though, you can enchant it, to destroy an opposing creature or planeswalker. The enchanted permanent gets +1/+1 for your troubles.
Of course, you have to be careful when to play it. If your opponent kills your creature in response, you don’t get a removal spell. You can try to play around it by not playing into open mana, or by enchanting a noncreature artifact, which will usually be harder to destroy.
2. Lethal Exploit
Lethal Exploit is certainly a card that could be even better than Twisted Embrace, depending on how to format plays out. For two mana, it gives a creature -2/-2 at instant speed. That would already be a fine card.
However, you’ll quite easily have at least one modified creature in play, at which point this becomes a very efficient removal spell. There’s also the safety valve of counting the creatures when you cast the spell, which gives you protection against potential blowouts. (Opponent removing your creature in response, won’t change the power of this spell.)
3. OKiba Reckoner Raid // Nezumi Road Captain
Draining your opponent for two was quite good in recent sets. You get this effect, and a 2/2 menace, albeit in two turns with this saga. However, the fact that it costs only one mana is very important. Even if you don’t play it on turn 1, you can easily fit it with another spell on one of the following turns.
This Saga also supports your enchantment-matter cards, and is good in multiples. For one mana, you really can’t ask for much more.
Dokuchi Shadow Walker might look like a big dumb creature, but whenever this hits on turn 4, your opponent is in big troubles.
Kami of the Restless Shadows isn’t amazing in every deck, but will be a very nice value machine in a deck with some good Ninjas.
You’re Already Dead can be a good card if you can time it correctly. However, it might not be as good as some players think. The downside of the card isn’t that you just cycle it, as it needs a target. If no creature was dealt damage in a turn, you can’t draw a card.
1. Kami’s Flare
Two mana, instant speed, 3 damage. That’s always an amazing rate, and this isn’t going to change in Neon Dynasty draft. This also has an easily achievable bonus of dealing 2 damage to the opponent, which quickly adds up.
You’ll want to pick up Kami’s Flare highly, as you’ll play all the copies you can get in your red decks.
2. Voltage Surge
One mana for 2 damage is useful. If you have an artifact, that isn’t useful anymore, you can significantly improve this removal spell. There are lots of expendable artifacts in the set, and you can also sacrifice one that would die anyway.
This is certainly an efficient spell, although some deck will want it more than the others.
3. Ironhoof Boar
5/4 trampler with haste can hit hard and out of nowhere. However, the six mana cost is very high. Thankfully, channel saves the day.
Two mana for +3/+1 and trample is a combat trick that some aggressive red deck might want to play on its own. Once you can also turn it into a big hasty creature, it becomes much better.
Experimental Synthesizer can replace itself, and later provides card advantage. It also supports various synergies from Samurai to artifacts. If you can make it work, it can be a three-for-one. A welcome card in many red decks.
Ambitious Assault type of cards are usually best described as “meh”. However, once you add card draw on top of it, it becomes a serious card, especially since it’s quite easy to have a modified creature in play.
Explosive Entry would be bad in a regular set, but might be good here, as there are just so many artifacts. Don’t forget that you can always use it just for a +1/+1 counter in a pinch.
The Shattered States Era // Nameless Conqueror is not your usual steal effect. You also get a buff, and then it becomes a creature. While the card isn’t the cheapest, it certainly packs a punch.
Kami of Industry has nice stats for five mana, and a very useful effect in the right type of deck.
Peerless Samurai has fine stats, and it’s a weird mana dork. It works nicely paired with combat tricks.
1. Master’s Rebuke
How good the green fight spell is depends on multiple criteria:
- dealing damage vs fighting
- instant vs sorcery speed
- mana cost
- stats boost
Master’s Rebuke checks most of the boxes. It deals damage, so your creature doesn’t take any damage. It’s an instant, which enables blowouts, and gives you some protection against them. On top of that it costs only two mana.
The only thing that’s missing is some kind of stat boost. However, given that it performs well in all other categories, it’s still an amazing card.
2. Jukai Preserver
Whenever green gets a four mana 4/4, it’s usually a card that you like playing in your green decks. At its worst, Jukai Preserver is just that. However, it has a lot of benefits going for it, such as:
- enabling modify with +1/+1 counter
- counts as an enchantment for your enchantment-matter cards
- it doubles as a combat trick, one that can be very good in the right scenario
As you can see, Perserver supports many different synergies, while being a very solid card on its own. You’ll easily play multiples copies, and it might even be a competitor for the number one common in green — depending on how the format plays out.
3. Greater Tanuki
This is another flexible channel card. Six mana 6/5 trampler would be okay, but nothing spectacular. However, the fact that you can use it as a three mana Rampant Growth improves it significantly.
Now you have two cards, both of which are situationally good, and they complement each other perfectly. When you need lands, just go get one with channel. If you have enough mana, play the beefy creature.
Greater Tanuki could also enable splashing, and you won’t mind getting multiples, as the first copy will make sure that any upcoming ones will come out a turn earlier.
Fade into Antiquity is usually a sideboard card. However, there’s a very high amount of artifacts and enchantments in this set, so this becomes very close to a removal spell. You can happily play a copy in all your green decks. Depending on how the Neon Dynasty draft format plays out, you’ll maybe even want multiples.
Tales of Master Seshiro // Seshiro’s Living Legacy is a powerful Saga. FIrst you get two counters, then you smash with a big creature. This is certainly a card that could move higher on this list.
Careful Cultivation is an unusual card. The Auras with this effect weren’t particularly good, however the fact that it can also be a two mana mana-dork changes everything. This card might be the reason for existence of some big green decks.
Geothermal Kami is an excellent card if you have some enchantments with enter-the-battlefield effects.
Four mana 4/5 is nothing to scuff at. While Harmonious Emergence is not quite that, it does come in play with haste, if you have five lands, and it hits hard.
Kamigawa: Neon Dynasty Draft Archetypes
In this section, we’ll talk about the ten 2-color archetypes, that you can draft in Kamigawa. Of course, you might splash an additional color in your deck, but for the most part, Kamigawa looks like it’ll mostly support the two color pairs.
We’re starting off with a very interesting archetype. Blue-White wants you to play vehicles. Of course, you’ll want to have a nice combination of both vehicles and creatures to crew them.
Thankfully, there are multiple cards that help you crew your vehicles, without just having creatures with high power. Born to Drive makes two Pilots, which provide 6 total power for crewing. Similarly, if you manage to crew Prodigy Prototype, you’ll get another Pilot when it attacks, Mobilizer Mech can crew another vehicle when it becomes crewed.
As you can see, there’s a lot of support for vehicles. Some other uncommons that you’ll really want to get in this archetype are:
It’ll be interesting to see how this archetype play out in practice, but so far it looks like it has all the tools it needs to succeed. Enough support for its synergies, and cards that are good on its own.
Red—White: Samurais & Warriors Attacking Alone
Red-White isn’t the regular aggro archetype this time around. In the Kamigawa draft, it rewards you for attacking with a lone Samurai or Warrior.
As you can see from the cards above, there are some good payoffs, but wait, there’s more:
- Tempered in Solitude (steady card advantage)
- Selfless Samurai (turns races in your favor, protects your best creature)
- Imperial Subduer (removes the problematic blocker)
These are just some cards that work well in this deck. Of course, you’ll want to help your lone attacker survive. You’ll achieve that by equipping it. Either with reconfigure cards, or with Ancestral Katana. Furthermore, you’ll want some combat tricks, as your opponent will often be incentized to get rid of your attacker.
Finally, this deck is probably the best home for Imperial Oath, which is a powerful six drop. You can use Peerless Samurai to play it a turn earlier, and you have three attackers, that can trigger your cards on the following turn. Of course, scry 3 is also very good, especially in the late game.
With this deck, it’s important that you don’t tunnel vision. Sometimes it’ll be more useful to just attack with everything, then by trying to grind some value with a lone attacker.
All in all, this certainly looks like a fun deck to play.
As you can see from the three cards above, Green-White cares about enchantments. You might think that you need to go all-in on enchantments when drafting this archetype. However, once you take a look at the payoffs, you’ll notice that this simply isn’t true.
Besides the three you saw above, there’s also Norika Yamazaki, the Poet, which we borrowed from previous Samurai archetype. There’s also Michiko’s Reign of Truth and Runaway Trash-Bot. So that’s six uncommons total.
As far as the commons go, there’s pretty much only Geothermal Kami. It’ll let you return an enchantment (preferably one with an enter-the-battlefield effect) to your hand. You’ll be able to replay it to trigger Generous Visitor, and you get 3 life for your troubles.
So, all things considered, there’s probably no need to heavily prioritize enchantments when drafting this deck. The only exception would be if you get multiples of Generous Visitor and/or Sky-Blessed Samurai.
Otherwise, you just want to draft good White and Green cards, and use the enchantment type only as a tiebreaker when deciding between two cards of a similar power level.
Black—White: Artifacts & Enchantments
Black-White archetype rewards you for having both an artifact and an enchantment in play. This would be quite hard in a regular set, but thankfully, Neon Dynasty draft is certainly special.
There are 70 artifacts and 66 enchantments in the set. This is an obvious increase from other sets. The previous set, Crimson Vow, for example, had fewer in both categories (18 artifacts and 36 enchantments).
This means that you actually have a chance to have both types in play. Especially since there are both artifact creatures and enchantment creatures in this set. This means that you can pump up your artifact and enchantment count, while still having enough creatures for your deck to function.
Here are the payoffs for this archetype, sorted from best to worst:
- Soul Transfer
- Banishing Slash
- Michiko’s Reign of Truth // Portrait of Michiko
- Assassin’s Link
- Naomi, Pillar of Order
- Kami of Terrible Secrets
- Okiba Salvage
- When We Were Young
- Runaway Trash-Bot
A very interesting thing to note here is that even the cards on the bottom of the list are still good cards. This means that the payoffs are certainly worth building your deck around them.
As always, you don’t want to simply play bad enchantments and artifacts in your deck, in order to enable your synergies. You want to prioritize the good ones. Over the course of your Neon Dynasty draft, you should pay attention to which card types you have drafted so far. If you got a lot of enchantments in your first two packs, you should probably take artifacts a bit higher than you usually would in your third pack.
The rest of the deck should be rounded up with cards that are good on their own, and you should do fine.
Here’s the signpost archetype of the set. The always popular Ninjas with their ninjutsu mechanic. There are 12 cards with Ninjutsu, and even the worst of them are at least playable.
So naturally you’ll want plenty of them, but how will you make them work? You’ll want to have cheap creatures with evasion.
Network Disruptor is a perfect card for that role. It can easily attack unblocked early on. If you’ll return it to your hand with ninjutsu, you can easily replay it for a single blue mana. You tap down a potential blocker, so your other creatures can go in unblocked, which supports your other ninjas.
As you can see, creatures with enter-the-battlefield effects work really nicely in a Ninja deck.
Since Ninjutsu does nothing when you’re defending, you’ll want to be the aggressor. Play a low curve of Ninjas, and pair them with good removal spells. Bounce spells are also very useful, and this deck will really enjoy playing with Moonsnare Specialist. You can probably expect to bounce multiple creatures with it over a course of a game, if you’ve built your deck correctly.
Ninjas might be tricky to play, but they’ll be even trickier to play against. However, they might be over-drafted at the beginning of the format, as the archetype is quite a popular one.
Blue-Red also gets a fun archetype — it’s all about artifacts.
The expensive artifacts include:
You’ll also find plenty of other synergies when drafting this deck. Patchwork Automaton can grow huge if you get it in play early enough. Replication Specialist can be borderline broken in certain scenarios, and is a card that your opponent must deal with.
This is certainly not only a fun archetype, but a powerful one as well.
Blue-Green often has the weirdest draft archetypes. This time around, its specialty is… nothing.
There’s no special mechanic or synergy that would tie this deck together. You might think that the deck works with channel mechanic. It’s true that these two colors have the most cards with this mechanic, however there’s no special reward for playing cards with channel. Okay, there is that one card.
This card is too fragile to be the reason for drafting a channel deck. However, the power of channel is in the many good and versatile cards with this mechanic. And in such deck, you can also afford to play Containment Construct.
So, Blue-Green deck will be your regular midrange deck. You’ll want to pick up lots of good cards, that give you some sort of value. You won’t care much about the synergies, instead you’ll prefer the raw power. This doesn’t mean that the deck will be bad necessarily, on the contrary it might perform very well.
Black-Green is very similar to Blue-Green in this set. The only difference is that you’ll have even less channel cards, as there aren’t any in Black.
Once again, you’ll play as many good cards as you can, and mostly ignore the synergies. One thing that you can expect from this archetype is that you’ll occasionally borrow synergies from other archetypes, and they won’t be the same in every draft.
Maybe one draft you’ll get multiple copies of Generous Visitor, and you’ll lean more heavily on enchantment synergies.
Another time, you might get Go-Shintai of Boundless Vigor and Go-Shintai of Hidden Cruelty, so you’ll go draft Shrines. These are perhaps the two best Shrines to build around. Additionally, you can also splash for a Shrine of another color. This shouldn’t be too hard to do, since you’re playing Green anyway.
However, a lot of the time you won’t have any particular synergies. You’ll play creatures with good value (like the three you saw above), good removal spells, and you’ll do just fine.
The next Green archetype does have a theme. It cares about modified creatures. Let’s first take a look at the payoffs first. Besides the three cards you see above, there are also cards like:
- Akki Ember-Keeper
- Ambitious Assault
- Heir of the Ancient Fang
- Kami’s Flare
- Towashi Guide-Bot
- Walking Skyscraper
As you can see, there are a lot of payoffs — and that’s without counting rares or mythics. So if you’re lucky, you might even get Thundering Raiju. However, you can also be quite happy with Invigorating Hot Spring, the uncommon is more powerful than many rares in the Neon Dynasty draft.
What about enablers, though? We won’t try to list them here, since there are just so many of them. All reconfigure creatures work for this, and there are plenty of ways to get +1/+1 counters on your creatures. There are even some beneficial Auras that you can pick up.
With so many enablers, you’ll want to prioritize the good cards among them. You easily end up with lots of modified creatures by simply drafting good cards in Red and Green. Don’t forget to have a good curve, and you’ll certainly do well with this archetype.
Black—Red: Artifacts Sacrifice
We’re wrapping up with an unusual archetype. Black-Red wants you to sacrifice some artifacts for all sorts of value. Whenever we get a sacrifice deck in limited, we like to take a look at the three key features:
Outlets & Payoffs
This time around, there aren’t any specific payoffs for sacrificing your stuff. In Kamigawa draft, your outlets are also your payoffs. All three cards that you saw above fall in this category. Two of them, Oni-Cult Anvil and Sokenzan Smelter make a mini combo.
You can sacrifice an artifact and pay one mana. This way, you get both a 1/1 and a 3/1 Construct. You can repeat this next turn by sacrificing a smaller Construct. This way you’re netting a one mana 3/1 each turn. It’s a small gain, but sacrifice decks are usually grindy, and the small advantages do add up. Besides, this process also powers up your Dragonspark Reactor, which can be your win condition.
Some other cards that you can use to sacrifice stuff are:
Sacrifice fodder are cards that can be sacrificed without much value lost. Some examples include:
In order for your synergies to work, you’ll want to have a nice mix of cards from both categories. You wrap everything up with some cards that are good on their own, and you’ve built yourself a strong Red-Black deck.
Finally, don’t forget that if you can steal something with The Shattered States Era, and then sacrifice it for value, you’d make a very backbreaking play.
Neon Dynasty Draft Guide: Power Rankings
It’s time for the Kamigawa: Neon Dynasty Draft power rankings. As always, take these with a grain of salt, especially at the beginning of the format. Once we have some real draft experience in the format, we’ll come back and update this article (in the second half of February). But for now our predictions are as follows.
Blue and Green seem like two very strong colors, with plenty of good commons. They’re closely followed by Red and Black, while seems to be a step behind.
Best Archetypes in Kamigawa: Neon Dynasty Draft
- Blue-Black: Ninjas
- Red-Green: Modify
- Blue-Green Midrange
- Black-Green: Midrange
- Red-White: Samurais & Warriors Attacking Alone
- Blue-Red: Artifacts
- Green-White: Enchantments
- Black-White: Artifacts & Enchantments
- Black-Red: Artifacts Sacrifice
- Blue-White: Vehicles
The first three archetypes seem the strongest, they all contain either Blue or Green, the two colors that seem to be the best. The rest of the archetypes all follow closely by, but for more accurate assessments we’ll have to play more actual games of the Kamigawa: Neon Dynasty draft format.
Explore More Kamigawa!
That’s the end of our Kamigawa Draft Guide. However, if you want more content from this set we have some other articles, that you might want to read.
First up, some great news for Commander players. There will be two precons with this set. Once has its focus on vehicles, while the other is built around modified creatures. You can read all about Kamigawa Commander decks here.
Do you want to draft Kamigawa at home with your friends? If so, you’ll want to get a Neon Dynasty Draft Booster Box.
Are you playing MTG on Arena? In that case, you’ll want to check out MTG Arena codes. You can use them to get various free stuff, from cosmetics to free packs — that’s including three packs of Neon Dynasty.
As we mentioned before, we’ll make an update to this article in the second half of February. Make sure that you won’t miss it and follow us on Facebook or Instagram. This way, you’ll get reminders for all of your favorite articles.
Until next time, have fun, and may you get to seven wins in your Neon Dynasty draft without breaking a sweat.