Phyrexia: All Will Be One Draft Guide

Hello, and welcome friend, to yet another draft guide! Today we’re diving deep into the new Phyrexia set (not to be confused with New Phyrexia set), which looks quite interesting with many fascinating mechanics and synergies. In this Phyrexia: All Will Be One Draft Guide, we’ll explore everything you need to learn about this format, in order to have a fine understanding of it. This will, hopefully, result in more wins for you.

Today, we’re doing things a little differently, so this draft guide can be released earlier than usual. We’re starting things off with just a general draft archetypes review, but in the following days we’ll update the article with the best commons, mechanics overview, and some additional tips for the format, so make sure to check back soon. We’ll have everything up at least a couple of days before the prerelease. This way you’ll have enough time to be ready for battle.

Anyway, let’s get to it.

Forgotten Realms Draft Archetypes

Before we start talking about specific archetypes, let’s take a look at the bigger picture first.

There are three colors that focus on toxic and poison counters. These colors are White, Black, and Green. When you take any two of them, you get an archetype that also cares about poison counters. They do this with different twists.

The other two colors, Red and Blue, have the most cards with oil counters. While the oil counters also come in other colors, they appear less frequently there. However, this theme isn’t as strong as the previous one, and you have multiple different decks that you can draft, especially once you combine colors from the first group, with colors from the second one. You’ll get a better grasp of this once we start talking about specific color pairs, so let’s get to it.

Black-White: Corrupted

We’ll start, with the three main poison / toxic archetypes. As we said, while they all care about that mechanic, they all work in different ways. Black and White have the most cards with the corrupted mechanic.

This suggests that this archetype will really want to get 3 poison counters on the opponent. Once you do so, some of your cards will get better. At that point, you can try to win via poison or by regular damage.

Green-White: Toxic Aggro

This is another archetype with toxic. This one is more aggressive, so you’ll want to follow the usual guidelines for building an aggro deck.

You’ll want to have a low curve with cheap attackers. Cards that cost two mana are great in this shell. The most expensive cards have to be excellent in order to deserve an inclusion. Pump spells are often at their best in decks like this.

If you manage to get enough creatures with toxic in your deck, you might even be able to win via poison counters, but dealing regular damage is also fine.

The deck also has a small go-wide theme with Mite tokens. These are 1/1 creatures with toxic 1 that can’t block. Because this deck can spawn plenty of creatures, it’s also the best home for the powerful mass pump spell in Noxious Assault.

Black-Green: Poison Victory

The final dedicated poison deck is Black and Green. These two color have the largest creatures with toxic. They have good stats and high toxic values. With creatures like that, your main win condition can certainly be victory by poison.

Nevertheless, you still have the regular option of playing a completely regular midrange deck, that will try to out-grind the opposition.

Blue-White: Artifacts

Phyrexia always had a connection with artifacts, so it makes sense that at least one of the archetypes is tied to artifacts also. The most artifact synergies can be found in Blue, followed by White, which means that Blue-White is the artifacts-matter deck.

The theme is somewhat soft, without many amazing payoffs. That’s why you shouldn’t force artifacts only because you’re in these two colors. You can play a regular midrange deck, with some incidental artifact synergies, and do fine.

Red-White: For Mirrodin! Aggro

This color pair is always a dedicated aggro deck, and the same is true in Phyrexia: All Will Be One draft environment. This time it utilizes the For Mirrodin! equipment, and they fit really nicely into this shell.

As usual, you’ll want low mana curve, with cheap creatures. If a creature is small and has relevant combat abilities, it might be better than it looks, since you can equip it with one of your equipments that you’ll be running in your deck. For example, a cheap flyer will become a very relevant threat if you equip it.

There are also some other equipment payoffs, such as Oxidda Finisher. A seven mana for a 7/5 trampler is a lot, but it has affinity for equipment, which means that if you have a couple of equipment out, you’ll be able to cast it for five mana, which is a nice deal.

Blue-Black: Proliferate Control

Blue-Black has its usual theme again – control. The twist this time around is that it also uses the proliferate mechanic. What will you proliferate? Well, Red has oil counters, and Black has poison counters, so you’ll be able to make more of them.

However, for the most part, you’ll just play as any regular control deck would. Play for the game to go long, disable the opponent’s early threats, and make sure that you’ll win in the late game (with some bombs, or with lots of card advantage).

Blue-Red: Oil Counters & Noncreature Spells

This archetype also has a very familiar theme. It rewards you for casting noncreature spells. Similarly to other themes, this one also comes with a somewhat different flavor. You’ll often see the text “Whenever you cast a noncreature spell, put an oil counter on this permanent.” This makes sense, as Blue and Red control the most cards with oil counters.

Casting noncreature spells isn’t the only way to get more oil counters – you can also use proliferate cards. Cards that fit both criteria (noncreature spells that proliferate), will be great enablers for this type of deck.

One card type that will be surprisingly good in this archetype are the For Mirrodin! cards. Sometimes it can be hard to get the right mix of creature and noncreature spells in decks like this, both these cards fit into both roles. They trigger your cards that care about noncreatures, but because they come with a token, they’re creatures that affect the board.

Blue-Green: Proliferate & Poison

Blue-Green archetype always tries to do some sweet stuff. It’s not always a winning strategy, but it’s certainly a fun one. This time, it has lots of cards that can proliferate, and the focus is on getting more and more poison counters on your opponent.

However, this deck won’t rush to get there as fast as possible. Instead, it’ll take its time and get a lot of value along the way. The problem with these decks is often the lack of removal, as usually neither Blue nor Green have amazing removal spells, but we shall see how this plays out in this draft environment.

Black-Red: Oil Counters & Sacrifice

This is yet another typical theme with a twist. You get the usual sacrifice stuff, and the new thing are the oil counters.

For a good sacrifice deck, you’ll need three things:

  1. Fodder (creatures that you don’t mind sacrificing)
  2. Outlets (cards that let you sacrifice creatures)
  3. Payoffs (cards that reward you for sacrificing creatures)

Often enough, the later two are mixed in a single card. Cards that let you sacrifice creatures typically reward you for going through the hoops.

So far, it looks like the archetype won’t go too heavy on the sacrifice stuff. There are some payoffs for doing so, but there’s really no need to build heavily around it. That might change when more cards become previewed.

Red-Green: Midrange Oil Counters

The final two-color archetype is Red-Green. The deck uses oil counters, but for the most part plays like a regular midrange deck.

These two colors have good and efficient creatures on all parts of the mana curve. You pair them with strong removal spells and perhaps a couple of good combat tricks, and you should do fine.

Phyrexia: All Will Be One Draft Guide – Conclusion

Anyway, that’s it for today. Hopefully, you’ll be able to put what you learned from this Phyrexia: All Will Be One Draft Guide to good use. If you’re planning on drafting this set at home, you might want to buy a Draft booster box on Amazon.

Phyrexia All Will Be One Draft Booster Box

As we said at the beginning, you can expect this article to get even more information added in the upcoming days. If you want to make sure that you won’t miss it, you can follow us on Facebook or Instagram.

For fans of Commander, we have a couple of articles that might interest you. There’s one about the two Phyrexia Commander decks, and another talking about the best Commander cards in Phyrexia: All Will Be One.

Until next time, have fun, and may you win many games in your All Will Be One drafts.

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.