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How to play a draft of Magic the Gathering

This guide will help you learn how to draft white cards in Magic the Gathering's new set, Lorwyn. White does not have some of the more powerful tribes, but it does have some powerful overall cards. With it's removal and evasion, it might be one of the more popular colors to draft.

The game has changed once again with the release of Lorwyn, the limited format. The difference has to do with the tribal feel of the set. This makes drafting much trickier. It is almost more important to keep an eye on what tribes you are drafting then watching what colors you are in. When studying a new Magic set in regards to limited play, it is most important to look at the commons in the set. These are the cards that are seen most often when drafting.

White has perhaps the most power common in the set. It is a pretty balanced color with removal, evasion, and some good utility creatures. Here are the top five limited commons for white in Lorwyn.

1- Oblivion Ring- 2W
Enchantment
When Oblivion Ring comes into play, remove another target non-land permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner's control.

Oblivion Ring is probably the best common in the set. With Lorwyn being all about tribes, creatures play a bigger role than usual in the set. Because of this, creature removal is even more important than normal. Not many people run enchantment removal so most likely the card that is removed from the game will stay removed. Due to the fact that it can target any non-land permanent, it can target and remove the new Planeswalker cards. This makes it the best card to deal with the Planeswalkers. To make this card even better, it is easy to splash into almost any deck.

2- Neck Snap- 3W
Instant
Destroy target attacking or blocking creature

Mirroring the comments above, creature removal should be treated at a premium. Again, with only the single white in the mana cost, this is another card that is also easy to splash. Its only problem is that it is a bit predictable. If an opponent leaves four mana open, it might be a sign that person is holding a Neck Snap. It is still a great card and will be picked highly.

3- Plover Knights- 3WW
Creature- Kithkin Knight
Flying, first strike
3/3

Any creature that has evasion (i.e. flying, fear, landwalk) is always good in limited. A 3/3 flyer for five is really good. Add first strike on to the creature and you are really on to something. This is a very solid creature that will win a lot of games by itself.

4- Avian Changling- 2W
Creature- Shapeshifter
Flying, changling
2/2

This could be one of the sleeper commons in the set. Its base stats are good being a 2/2 flyer for 3. The thing that puts it over the top is the changling ability. It has great synergy with all other tribal cards in a player's deck. This is also another card that can be easily splashed. This could become one of the top picks for white.

5- Goldmeadow Harrier- W
Creature- Kithkin Soldier
{W}, {T}: Tap target creature
1/1

This is a creature that is good at any point of the game. With its low casting cost, it can come out early and get a few points of damage in. Once an opponent starts playing creatures, it turns into a quasi removal card keeping their best creature tapped. The Kithkin creature type will also be important in some decks.

To go along with these cards, white has some other good limited cards to watch for. Hillcomber Giant (3/3 with mountain walk for 4) and Kinsbaile Balloonist (2/2 flyer for 4) are two cards than any white drafter will be happy to have in their deck. The Balloonsit in particular is very good and getting past creature stalls with its ability to give another one of your creatures flying.

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