UW Artifact Control FIN Draft Cards To Avoid
Understanding the UW Artifact/Control Archetype in FIN Draft
Okay, guys, let's dive deep into the fascinating world of Magic: The Gathering and specifically explore the UW (Blue-White) Artifact/Control archetype within the Phyrexia: All Will Be One (FIN) draft format. This archetype is all about controlling the board, disrupting your opponent's plans, and ultimately winning through powerful artifacts or by grinding them out with incremental advantage. If you're a player who enjoys intricate strategies, thoughtful decision-making, and the satisfaction of outmaneuvering your opponent, this archetype might just be your cup of tea. So, what exactly makes this archetype tick, and what are the key cards and strategies you need to be aware of? That's what we're going to break down.
The core concept behind UW Artifact/Control is to establish a solid defense early in the game while setting up your late-game threats. Think of it like building a fortress β you want strong walls (early blockers and removal), a well-stocked arsenal (card draw and efficient threats), and a powerful siege engine (your win conditions). The beauty of this archetype is its flexibility; you can adapt your strategy based on what you're being passed in the draft and what your opponents are playing. You might end up leaning more heavily into the artifact synergy, focusing on powerful artifact creatures and equipment, or you might find yourself playing a more traditional control game, relying on counterspells and board wipes to keep your opponent at bay. The key is to identify the open lane early and to prioritize cards that fit your chosen game plan.
One of the crucial aspects of drafting this archetype is understanding the relative value of different cards. In the early picks, you'll often want to prioritize strong removal spells and efficient blockers. Cards like [[Prodigy's Prototype]] and [[Resistance Skywarden]] are excellent early picks because they provide both defensive presence and the potential to scale into the late game. Removal spells like [[Annihilating Glare]] and [[Serum Snare]] are also essential for keeping your opponent's threats in check. As you move into the mid-draft, you'll start to focus on cards that synergize with your overall strategy. This might include artifact creatures like [[Myr Convert]] or cards that generate value from artifacts, such as [[Kenku Artificer]]. Finally, in the late-draft, you'll be looking for those powerful finishers that can close out the game. This could be anything from a massive artifact creature like [[The Filigree Sylex]] to a planeswalker like [[The Wanderer]]. Ultimately, the goal is to assemble a deck that can effectively answer your opponent's threats while also presenting its own powerful win conditions. Mastering this balance is what will make you a successful UW Artifact/Control drafter.
Key Cards and Synergies for UW Artifact/Control
Alright, let's get down to the nitty-gritty and talk about the key cards and synergies that make this UW Artifact/Control deck shine in the FIN draft environment. Knowing which cards to prioritize and how they work together is crucial for drafting a winning deck. This archetype thrives on the interaction between artifacts and control elements, so let's break down the essential components.
First off, artifact creatures are the backbone of this strategy. These provide both early-game blockers and late-game threats, making them incredibly versatile. [[Myr Convert]] is a standout example, offering a cheap body that can trade with early threats and potentially become a more significant threat later on. Similarly, cards like [[Prodigy's Prototype]] and [[Chrome Host Seedshark]] are excellent choices because they grow in power over time, providing a solid late-game presence. Beyond raw power, these creatures contribute to your artifact count, enabling synergies with other cards in your deck. The ability to flood the board with artifacts while holding up interaction is a hallmark of this archetype, allowing you to dictate the pace of the game.
Next up, removal spells are your bread and butter. In a format as aggressive as FIN draft, you need to be able to answer your opponent's threats efficiently. [[Annihilating Glare]] is a premium removal spell, capable of dealing with most creatures in the format. [[Serum Snare]] provides a versatile option, bouncing creatures or artifacts to buy you time. And [[Vanish into Eternity]] offers a more permanent solution, exiling problematic creatures. These removal spells not only keep you alive in the early game but also pave the way for your late-game threats to take over. Itβs crucial to prioritize these spells early in the draft to ensure you have answers to whatever your opponent throws at you. Remember, a well-timed removal spell can swing the momentum of a game in your favor.
Then we have synergy pieces, the cards that tie the artifact and control elements together. [[Kenku Artificer]] is a prime example, turning non-artifact creatures into artifacts and creating powerful combinations. [[The Filigree Sylex]] is a game-ending bomb that can wipe the board and provide a steady stream of card advantage. Other cards, like [[Skrelv's Hive]], generate artifact tokens, providing both blockers and fuel for your synergies. These synergy pieces are what elevate your deck from a collection of good cards to a cohesive, powerful strategy. When drafting, look for cards that amplify the value of your artifacts, whether by generating more, boosting their stats, or providing additional benefits for having them in play. A deck rich in these synergies is a force to be reckoned with.
Finally, card draw and advantage are essential for any control deck. You need to be able to find your key cards and keep the pressure on your opponent. [[Thirsting Roots]] is an excellent way to filter through your deck and find the cards you need. [[Essence of Orthodoxy]] can provide card advantage and a late-game threat. And [[Minor Misstep]] offers a cheap way to disrupt your opponent's plans while drawing a card. These card advantage engines ensure you don't run out of gas in the late game, allowing you to maintain control of the board and grind out your opponent. Remember, in a control mirror, the player who draws the most cards often wins. So, prioritize these card draw spells to give yourself the edge.
In summary, the UW Artifact/Control deck thrives on the synergy between artifact creatures, removal spells, synergy pieces, and card draw. By understanding how these components work together, you can draft a deck that is both resilient and powerful, capable of dominating the FIN draft format. So, keep these key cards and synergies in mind as you build your deck, and you'll be well on your way to victory!
The Cut: What Cards to Avoid or De-Prioritize
Alright, now that we've talked about the all-stars of the UW Artifact/Control archetype, let's flip the script and discuss the cut β those cards that you should avoid or de-prioritize when drafting. It's just as important to know what not to pick as it is to know what to pick. Not every shiny artifact or control spell is going to fit into your deck, and some cards might even actively harm your strategy. So, let's dive into the cards that don't quite make the cut and why.
First off, let's talk about overcosted or inefficient cards. In a format as fast and aggressive as FIN draft, you can't afford to durdle around with expensive spells that don't provide immediate value. Cards like [[Corrupted Conviction]] might seem tempting as a way to sacrifice artifacts for card draw, but the cost is often too high for the payoff. Similarly, cards that require a lot of mana investment for a small effect, such as some of the weaker combat tricks, should be avoided. You want your cards to be efficient and impactful, allowing you to develop your board while disrupting your opponent's plans. Every mana counts, so make sure you're spending it wisely.
Next up are cards that don't synergize with your game plan. This is a crucial point for any archetype, but especially for UW Artifact/Control. You want cards that actively contribute to your artifact synergies or help you control the board. Cards that are merely