Escaping the Horde – Why Innistrad is Such an Engaging Draft Format

Imagine yourself, a powerful mage, staring down thirteen zombies. You are able to turn around to run, but when you do so, there are six more coming your way. Just when they strike, a mist rolls in and saves you, but to no avail. Thirteen more undead creatures have you counting your moments left among the living. Just when all hope is lost, all hell breaks loose. Some sort of Divine Reckoning leaves just you and one of these zombies on the battlefield. The tide has been turned.

A More Engaging Format

Say what you will about Innistrad’s impact on Constructed, but these sorts of momentum swings are going to be integral in what is shaping up to be the best limited format since Ravnica Block, and possibly the most flavorful limited environment ever. The cards have a flavor to them that instill a sense of impending dread or a shimmering ray of hope. The hard-hitters crash into the red zone hard, and the support cards do just that — support your cause.

transform

Looting it up, then bashing hard.

You have to worry about werewolves transforming into powerful beasts. You will find yourself looking for a sacrifice outlet in order to achieve Morbid. Most of all, you’re able to play almost every card in the set. Cards that wouldn’t get a second look in another format have the ability to be all-stars in this environment.

A Flavorful Game Environment

As mentioned in the introduction, the game-states you will find yourself in just ooze with flavor. From mad scientists to monstrous werewolves to Van Helsing himself, the games are always interesting. The flavor translates into the actual games as well. The powerful level of the set is very low, so the bomb rares become even more powerful. Seeing Olivia Voldaren across the table from you is actually like being confronted with death. Watching your opponent Mindshrieker himself into a Skaab Ruinator is thoroughly demoralizing.

Mindshrieker

This Guy is the Real Deal

Even the draft process has an element of suspense to it. That moment where you first pick a card that Transforms, and your opponent realizes that the two of you are sharing a color is a classic moment of horror. The person to my right seeing me pick Instigator Gang first in pack two caused him to freak out and change his strategy. This weakened his pool and strengthened mine. While this extreme isn’t always going to happen, the choice to leave your transform cards revealed for at least a moment will have an effect on the mentality of your fellow drafters. You are either going to be reassuring in that you aren’t in their colors or you are going to be the villain and cut them for at least a pack. Wondering why you aren’t getting a ton of quality cards in your color, and then seeing the person to your right taking a transform card in your color can change the entire tone of your draft.

Low in Power, High in Skill

All of these are desperate situations, but there is always light at the end of the tunnel. There is a huge amount of removal in the set, and working your way out of a bad situation is possible in any color. At the prerelease, in the same game as my opponent appeared to be crushing me with Mindshrieker, I cast Fiend Hunter to deal with the Ruinator and played Prey Upon to crush the Mindshrieker. These game states are very common and momentum swings come at the drop of a hat. You find yourself holding onto your cheaper spells just in case you have to transform your opponent’s Werewolves back into their weaker human forms. The moment of realization that when you know you can blow them out with a wrath and a Village Cannibals or Angel of Flight Alabaster is golden.

Devine Reckoning

Yeah, that's fair.

Many of the creatures are very weak, and boards commonly become cluttered unlike many other formats. This builds suspense that builds as the players develop a stand-off and wait to see who crashes in first. Many times, a well-placed removal spell will generate a blow-out, and in a format where creatures quickly transform from 2/2s to 5/4s and from 1/1s to 3/3s, properly rationing your removal becomes vital.

Balanced Colors, Level Playing Field

In many formats, there is one color that stands out as the weakest. This is not immediately apparent with Innistrad. One could argue that Red’s lack of sheer creature quality makes it the weakest, but it is easily the best support color with removal spells like Geistflame and Brimstone Volley, and bombs like Devils Play or Blasphemous Act. Black has an insane amount of removal all the way from common to rare. Much of it is conditional — I don’t know how many times at the prerelease I found myself stuck with a Corpse Lunge that was at least one damage short — but removal is removal and making smart plays with it will get you out of more sticky situations than in many formats in recent memory. In many other formats, Green is the weak link. In Innistrad, it has some of the best creatures and actually has removal at common — something that it has lacked in almost every other format.

Blue Stands out as the most powerful color, with many efficient creatures such as Stiched Drake and Murder of Crows and efficient pseudo-removal spells like Claustrophobia and Grasp of Phantasms. White is very strong too, with some of the most powerful rares in the set and some efficient dudes and removal. Howerver, you could argue that a lot of its common creatures have one or two toughness, which leaves them vulnerable to the bevy of removal that is at your table’s disposal.

Murder of Crows

Air Elemental now loots too!

Wizard’s R&D Department really was able to vary the power level of cards among the common runs, and it helps players understand what colors are available and what is being cut from them. This is often a problem with Green, but getting passed a powerful werewolf like Ulvenwald Mystics or an Orchard Spirit sixth or seventh is vastly different than getting passed a Lumberknot or Grave Bramble. In previous formats, getting a big dumb green dude meant nothing because of how common they were. While this is still partially true, a player can easily tell if they’re just getting trash or if they’re receiving a wonderful late gift.

Classical Horror Brought to Life

Wizards really hit the ball out of the park with Innistrad. From the actual draft process to the gameplay, the set is totally full of flavor and instills a sense of immersion while you are playing the game. Whether you are frantically hoping to topdeck a spell to keep Grizzled Outcasts from transforming or you are staring down thirteen tapped zombies, wondering if you have any outs to the mayhem that is about to ensue, the idea of bringing classical horror to Magic is already an outstanding success. I know that I look forward to drafting this set and playing the sealed in PTQs for the next several months. I hope that you will too. Thanks for reading.

-Geo Thornton

About Geo Thornton

Geo Thornton is a Graphic Designer and a Web Developer out of Dayton Ohio. He enjoys playing and drafting Magic: the Gathering (MTGO Name: GeebiPop) and trading profusely. If you are interested in contacting him for freelance, sending love/hate mail, or just want to say hello, please feel free to email him at geo@geothornton.com