Top Picks in Rise of the Eldrazi Draft

The Prerelease was very eventful. I started with draft, and first picked Joraga Treespeaker because to me green seems like the most powerful color in Eldrazi limited. My second pick was Ondu Giant, and once third pick came around I knew it was a Prerelease: Ulamog, the Infinite Gyre was in the back of my pack. From there I got a few Smite, an Oust and Guard Duty to combat the Eldrazi. I ended with two Skittering Invasion, Artisan of Kozilek, a bunch more ramp in the form of two Overgrown Battlement, two Joraga Treespeaker and Growth Spasm. My back up plan, if I wasn’t ramping into a turn 4 Ulamog, the Infinite Gyre was just beat down. Dawnglare Invoker and Wildheart Invoker were absolutely ridiculous. Needless to say I went undefeated in four rounds of swiss.

What I took from the draft were top five picks for commons and uncommons in each color:


1. Dawnglare Invoker

2. Knight of Cliffhaven

3. Oust

4. Kabira Vindicator

5. Guard Duty

Dawnglare Invoker breaks through stalemates, flies, and makes an aggressive strategy viable. It is how you can stop those blasted Eldrazi from attacking with Annihilator, and making the green decks unable to ramp with Joraga Treespeaker and Overgrown Battlement, so tap them down during their upkeep. I honestly feel that Dawnglare Invoker might be the most important limited card in this format.

Knight of Cliffhaven is the best aggressive creature in white. You could probably make an argument for Caravan Escort, which I might switch out for later down the road, but I have a feeling that Knight of Ciffhaven flying over early turn walls, and being out of Last Kiss and Staggershock range is more important.

Oust is amazing at dealing with Eldrazi, fully leveled creatures, early ramp creatures, creatures with Totem armor on them, and pretty much everything. It is the best soft removal white has, and might edge up to second place down the road.

Kabira Vindicator has a huge toughness, and makes your Eldrazi spawn relevant attackers. He sits out of Flame Slash range very quickly, and hard even to kill with Induce Despair.

Guard Duty is an interesting choice for top 5 but I think if you don’t have an answer for an Eldrazi you should pretty much scoop em up. It does combo well with Grotag Seige-Runner, which is kind of cool.

Smite and Hyena Umbra are both honorable mentions. Perhaps even Demystify as there are a lot of important enchantments.


1. Regress

2. Enclave Cryptologist

3. Narcolepsy

4. See Beyond

5. Domestication

Regress is tempo setter, combat trick, Totem armor disruptor, level resetter, and a catch all card for blue. It’s 2U casting cost is easily splashable and a great first pick for blue.

Enclave Cryptologist is a looter in a bomb oriented format, with “haste” on turn two after playing her on turn one. She eventually becomes a straight up Archivist and is incredibly powerful. Also fairly easy to splash as you only really need one island.

Narcolepsy is an answer to an Eldrazi hitting board. Also punishes Totem armor on creatures, and all around locks a creature out of the game.

See Beyond is like a looter effect but allows you to shuffle your unwanted Eldrazi spells in the early hand back into the library for later use. It helps dig to your key spells, which blue will usually be a support color due it’s weak creatures and spells.

The only reason Domestication is in over Hada Spy Patrol is because it needs an answer for Dawnglare Invoker. The power of Dawnglare Invoker is really that large.

An honorable mention is Sea Gate Oracle, as he might be better than See Beyond in certain decks, but probably not most.


1. Nirkana Cutthroat

2. Induce Despair

3. Vendetta

4. Suffer the Past

5. Bloodrite Invoker

Black is a difficult color to rank due to its tremendously underpowered spells. It has a couple good removal pieces, but really lacks in good creatures. It mainly excels in its bombs at rare/mythic rare status. Nirkana Cutthroat is the most  efficient black creature the color has. Probably the next creatures in line are Zof Shade and Null Champion which isn’t saying much. It isn’t bogged down by big walls due to it’s Deathtouch, and it can trade with big ol’ Eldrazi when it is on defense.

Induce Despair is a bit situational due to the creature needing to be in the hand clause. With an Eldrazi in your hand, it doesn’t make it such dead weight. Also, it gets around Totem armor by giving the creature -X/-X instead of dealing damage.

Vendetta is good at killing little creatures at instant speed in response to leveling or even Totem armor. It might not be better than Induce Despair the more I play, but I like where it is positioned right now.

Suffer the Past is an interesting variant on X spells. It can certainly end games pretty quickly, and at instant speed to boot. Right now I like this card a lot, but it may drop over time, I’m slightly on the fence, but I like it a lot.

Bloodrite Invoker is an invoker that ends the game very quickly. Like most invokers, they are great in stalemates.

Black isn’t a very deep color at all, with very little variance in their spells and not a lot of tricks, just rares that are very color specific and incredibly powerful.


1. Flame Slash

2. Staggershock

3. Brimstone Mage

4. Heat Ray

5. Traitorous Instinct

Flame Slash kills nearly everything in the format. I like Staggershock as a burn spell a lot too, but I think what it doesn’t kill is really annoying, although both are tremendously powerful. Staggershock can hit players where Flame Slash cannot. Creatures have bigger butts in this format.

Brimstone Mage is a tank. He gains a formidable power and toughness, and decimates creatures and opponents. He might be the best pinger of all time.

Heat Ray with a lot of mana can kill nearly any creature at instant speed. It also deals with bigger Eldrazi later in the game. It can be nearly any size and doesn’t take a lot of red mana investment. Very splashable.

Traitorous Instinct grabs Eldrazi, and clears the way of blockers. It is a Threaten that can put some serious pressure on the opponent. I like it a lot.


1. Joraga Treespeaker

2. Beastbreaker of Bala Ged

3. Pelakka Wurm

4. Wildheart Invoker

5. Kozileks Predator

Joraga Treespeaker ramps you so incredibly quickly, and you never even have to level it past the first level. The way it comes down on turn one and recycles the level investment you put into it the next turn by producing GG is remarkable. Five mana on turn three with only one spell played. The beauty of levelers.

Beastbreaker of Bala Ged is aggression and efficiency all in one. Tramplers are important in a format of chump blocking. Also, being able to dish out four damage to terminate walls is incredible.

Pelakka Wurm is a tremendous creature, with usefulness after usefulness. The 7 life and the 7/7 body gives you a great stabilizing card. The trample gives you aggression. The card lets dig to more spells after it hits the graveyard. It is the dream wurm for green.

Wildheart Invoker makes creatures into huge attackers with trample. They way he breaks stalemates is phenomenal. Even a lousy Eldrazi spawn can become a 5/6 trampler. A four mana, 4/3 is also nothing to scoff at. Wildheart Invoker is astounding for green to punish the opponent with.

Kozileks Predator makes two additional eldrazi spawn tokens when he enters, which allows for ramping, and blocking. The beauty of him is he is a 3/3, so he is fairly aggressive, and he creates board presence very early.

Rise of Eldrazi is an interesting draft format for sure, but unfortunately it isn’t very exciting. I can’t wait for M11 now. After a few drafts I feel like certain colors have little to no depth, and others just have everything. Also, losing to an invoker is probably the most common death.

Happy earth day!

3 thoughts on “Top Picks in Rise of the Eldrazi Draft”

  1. This is a great article, Dillon. I was reading it over before going to the release tournament I was able to attend. I only did sealed but plan on reading this over again before I draft in the next few days. Then I’ll be able to comment on your valuations. I ran suffer the past and used it to win a few games. Anything with X in it is always good and consume spirit like abilities are the shiz.

  2. I feel like vendetta can end up being a bad card late game. like james said consume spirit with the kicker of being able to screw over the things that return stuff from an opponents graveyard is icing on the cake. there are a couple of nuances I know I am forgetting about this card due to the fact that it is instant (not that vendetta isn’t but still).

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