Ikoria: Behemoths Lair Draft Guide

Do you want to win the cave design of the monster of Ichoria? Do you want to make a lot of money painting in the arena? Our Corian Drawing Guide will help you!

We will first examine the mechanics and see how this affects Ichoria’s design. Then we check Best Commons for each color. Then we look at all the archetypes and what they’re trying to do.

In the end, we will also evaluate the colors and archetypes. The evaluation will be updated a few weeks after the review. Bookmark this page to get the latest information. Anyway, let’s examine Ichoria’s mechanics.

Mechanical

There are four mechanics in Ichoria – lying hippos:

  • Bike (if there is a bike on the card, you can pay for it and throw it out of your hand to get the card)
  • Keyword counter (Flight counter indicates flight, pitch counter shows pitch, etc.).
  • Mutation (a living being with modification may merge with a non-human living being to combine its capabilities)
  • Companion (if you follow a specific rule for building a bridge, you can play outside the game with your companion).

You can learn more about mechanics here.

All machine heads are available in all five colors. Cycling has many synergies in red and white, and we talk about it in section Archetypes. Mutat makes all remote spells even better, especially instant spells. The responsible person is usually not relevant to the project; exceptions are mentioned at the end of the article.

But first, let’s look at the best GIs, cards you’ll want to draw often.

Best utilities for the Ikoria project

White

1. Pacifism

There’s nothing to say about pacifism. It always varies from good to excellent. This time he’s definitely on the right side because the presence of a mutation makes him even better.

Pick the right, play them all – this is the candidate for the best overall ranking in Ikaria.

2. Filling kit

Vulpikeet is one of the usual mutual cards. It offers exciting solutions because no mode is superior to the others.

The Flyer 2/3 for 4 Manat plus is regular operation. On the other hand, if you are not 1/1 man around you, you can see it as an aura of three men giving your being +2/+3 and flying. It’s a good deal, too.

Maps that give us two choices have taught us that they are much better than any other plan. That makes Wulpiketa the second-best white man.

3. Strong Tactician

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Snare Tactician doesn’t seem the most potent card at first sight. However, it is a powerful card in an aggressive white card game. They can easily use their best blocker and allow attacks. As your bike maps attract more maps, you can find more bike maps to continue your journey.

Once you have two in the game, they go crazy. At the end of the opponent’s turn, strikes with two blockers. My turning circle, take down two blockers. Don’t you have any more blockers? You look like you’re dying.

Significant

The white looks very deep and has many good similarities. Patagia Tiger is one of them. A large flyer that gives a lot of encouragement to one of your employees is a powerful card.

We also expect the checkpoint inspector to go beyond his responsibilities. The slaughter of highly mutated creatures is probably a good thing, even at the cost of two manna.

Speaking of mutated creatures: The Helica glider is perfect for mutations and is also a lovely card in itself.

Blue

1. Dreams of heron tail

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The problem with the mutation is that you can quickly lose two cards in a single remote spell. Dreamtale Heron draws a card every time you mutate it, and you don’t have to worry about card errors.

The heron is probably one of the creatures that want to mutate first and not just play for five manas. If you manage to mutate him, you only get him for four manas, he draws you a map, and he has a pseudo hota, which means he can attack immediately. Remember, even if you’re transferred later, you keep drawing a card.

2. Processing area

The blue cloud sheet is back! Okay, okay, it’s not as effective or as good. But as for the blue one. You’ll want it when you’re in blue.

3. a ghost

The department is already very familiar with the design. Add an arbitrary loss of value, and you get an excellent offer. How many times will you be able to save money – it’s hard to say, although you’ll be happy to draw One Mind over and over again in different parts of the game.

Significant

Petrol distribution is also widespread and can only prove that it has to be somewhere on our list of the top three blue communities. It’s cheap and answers a lot of second corner cards. When confronted with a mythical creature, you feel very comfortable with what you are used to.

Frost Lynx is also a pretty cool reissue. You get your entry effect on the battlefield, which is often very relevant, and you can then mutate to the battlefield. Nice cat!

Black

1. Blood coat

It’s a first-class spell for a drawing of Ichoria. Four manas is a bargain to kill everything in the blink of an eye. In a format in which creatures mutate, instant speed is incredibly important.

An imminent counterattack will also prove useful, but you would want to play Bloody Ring without that. Choose your loops early, as this will improve your winning bet.

2. Reciprocal destruction

Mutual destruction wants you to do work so that it won’t be mutual. But destroying a creature in single mana is all well and good, so it’s worth it.

A simple thing to do is to sacrifice a being who is in a pacifistic or similar situation. You can also sacrifice an expanding creature, like a 1/1 human token.

If you have a creature with a lightning bolt, this card will be perfect. They can then sacrifice animals in response to spells at a distance from the enemy.

3. Whispers in the caves

Another mutant card makes a list. Five Mana 4/4 with threats are useful, but not incredibly exciting. They want to play it for its mutation value, put it on a sacrificial being, get rid of it, and attack four of them.

There are also dangerous synergies between red and black that could make this map even better.

Significant

Even two cards with flash memory can be perfect. If you play Blitz Leech during an enemy battle, you can get two nets for the price of one. If six mana is not too many, he can even climb up the leaderboard.

The other one is Secret Diddy. Jump on a large creature with a 1/1 jerk, then flash in the deadeye to finish it.

A poacher is next in line with the healthy black communities. This effect is charming, and every black bridge will want at least one poacher.

Red

1. The prophecy of fire

Three wounds in seconds in two manas? It would be an excellent card. Add additional skills, and you get the best red stamp design for Icoria.

This extra capacity is vital. If you missed a drop of dirt in a game, you could throw something expensive away. In a late game, you can throw away land you don’t need. It’s good to remember that you don’t play all countries in the last round. Keep it in case you shoot the prophecy of fire.

Of the 138 creatures in Ikaria, 83 have a hardness of 3 or less. This means that the prophecy of fire kills 60.1% of animals without any other help.

2. Blood

Blood is a battle map. Battle cards are usually perfect if you have a creature of the right size. The only problem is if you don’t have an animal big enough…

That’s where the engine comes in. It makes Go for Blood more versatile. Don’t you have an everyday life? Just draw another map.

3. Rocks

The cave-in is another solid red kidnapping spell. It usually causes at least four damage to the creature. It kills 109 different creatures, 79.0% of all creatures in Ikaria. And that’s even better! A total of 13 additional animals can be killed in five countries, corresponding to 88.4%.

Even though it’s magical, you’ll be happy to play all the copies of Rumbling Rockslide you can get.

These three red communities are clearly above the others, so they are not mentioned herewith honor.

Green

1. Aries in year

As mentioned before, battle maps are generally relatively healthy. It’s no different, with several advantages. You’re a creature that never hurts, so it’s more of a blow than a fight. It is also a moment that represents a genuine improvement, especially about the mutation format.

Then he also gets a bonus for trampling, but that’s just the icing on the cake. The map is all right, and you will want to get a few copies of each of your green fountains.

2. Modest naturalist

The two mana cards your mana gives are usually large and limited in number. You can only use it to launch creatures, but you’ll still play it and be happy with it. Most of the cards in your deck are still creatures.

3. Spring horn

Okay, 3/4 times four mana is not enough. They’ll want to mutate into something small to end up in the game. If you’re successful, this Greighthorn can soften… …great.

Significant

Don’t sleep on Stuart’s enemy. It’s not your usual fog. It only prevents damage from enemy creatures. On a messy board, you can install beautiful blocks and destroy various enemy creatures for free. Of course, it’s not great in every situation, so you probably won’t want more than one.

If you have a lot of mutations, the essence symbol becomes a compelling map. Even if you only undergo one transformation, it’s an extreme double fall.

Colorless

We’ve already looked at all the colors, but this time we have some attractive colorless cards, so let’s have a look at them.

Remote sensing

This fox may not look impressive, but don’t be fooled by its cute art and low stats.

First of all, there are three color themes in this set. It is, therefore, highly desirable to have any country on your deck. Second, it’s not human! They can mutate. Since you already have the effect of entering the battlefield, this is the perfect map for a mutation.

We think Farfinder will be better than he looks.

Mystery egg

The second exciting card is the Mysterious Egg. That’s impossible unless you have at least four mutant creatures. Then this really will be the best card with lots of copies of mutant animals you have.

Still, you probably don’t want to mutate to this system very often. You don’t want to be dragged into a kidnapping spell, so don’t, like they say, put all your eggs in one basket.

Two-color archetypes

Now we get to the archetypes. Although there are three color themes, you can often expect to stay in just two colors.

blue – white: Directors

The blue-white have their stamp again – the leaflets. This set contains 18 flying creatures (or flying tiles). Only five of them do not play the white-blue game.

So if you stick to the tried-and-tested flyer + ground blocker strategy, you’ll do just fine with the Corian design.

Black and white: Persons

They want a lot of people in this archetype. They can then use the two potentially powerful attractions of the sanctuary block and, to a lesser extent, the memorial bastion. They will also unlock a powerful spell from a distance in the directive’s tactics.

It is likely that the deck wins the game and gets some small advantages and eventually ends the game with a spell-like a Coordinated Attack.

Red – white: Bicycles

The bicycle bridge is one of our first favorites. They play a ton of cards by bike and then use cards like Savai Thundermane to get extra benefits. There are two essential things to think about when playing this game.

First of all, you can play compensated cards with a total cost of. Take Frostvale’s ambush, for example. You probably want her on that bridge, even if you never leave her. Biking for mana, it’s adorable here.

Second: Because you play so many cards on your bike, there is a risk that you will encounter too many countries. So you have to make another ratio of the earth to say. Let’s say you have ten maps on which you can cycle for less; you can even drive to 14 countries and enjoy it. This archetype will let the bridge layout determine their heads.

Green – white: Vigilance

Have ten green and white cards or be vigilant. They’re paid with cards like Hidbender Alert. Probably the best card to enjoy vigilance is the Keensight Mentor card, which gives counters to all your vigilant creatures. If you or Frondland Felidar have one, it’s worth thinking about care.

If you don’t have one, don’t worry. Play effective green and white creatures, and you’ll make everything perfect.

blue-black: Flash

Like spells that let the enemy guess what you’ve got? With this blue and black bridge, you can do it somehow.

There are 15 flashcards you can play in these costumes. The easiest way to use them is to play counterspells like Fuel Dispersion or Neutralize. Did your opponent play something good? Disadvantages. Did they play something inappropriate? Play the creature.

Another possibility is, of course, to open Slitherwisp and go into town with your beautiful words.

blue – red: Outputs

Here comes another archetype. Opaque spells are in red and blue.

The Dragon Sprite is the perfect guide to this archetype. What about that name? What now, Coca-Cola-Angel?

It is sometimes challenging to find the right combination of security and creature in these kinds of bridges. That’s why cards like the Cataclysm Reunion card are convenient because they help you find the right

mix.

Blue-Green: Transfer

Do you want to try a new mechanism? This archetype is for you: rare green and blue species – mutant creatures – the trumpeter Gnarr and the zoo.

You also get the essence symbol and the polliwog symbol, which can accentuate the mutation theme. So green-blue seems both powerful and fun.

Black – Red: Threat

There are nine creatures or ways to get threatening tiles in red and black. Since the threat only works if you are attacked, it is a very aggressive game. What you want to do is play cheap creatures and shoot early.

These two colors have some of the best distances that work perfectly with the threat in both directions. You can kill one of the two blockers before the fight to unblock your creatures. On the other hand, if you have a large animal with a threat, you can double the block and then use the delete spell to get two for the price of one.

Black – Green: Cemetery

As expected, the black-green weather makes jokes about cemeteries. Eleven cards interact with the graveyard in these two colors.

The return of the creatures from the cemetery is an excellent map of the Witch’s Wheel. You can cycle to your beloved animals early in the morning and bring them back later in the game.

Imagine Beckoner’s emptiness and his return from Back for the Big in enemy combat. Fight one creature, block another, and then attack the next turn. Your opponent won’t come back for more.

Red-green: Trampling / Large creatures

Red is green and does what it always does. Throw the great creatures into a corner and attack with them. This time they won’t be stopped by little fools, because there are a lot of vagabonds. And if you’ve got Proud Wild Man in the game, they’re practically unlocked.

If you want to win with giant creatures, this is an archetype for you.

Archetypes in three colors

Two species of colored fish seem to be perfect. Where did you get three sets of colors? Probably if you open an excellent three-color card. There are some powerful ones. In this Ikaria project, we examine every top and request for every useful three-colored combination to understand what they all mean.

Red – white – black: Best waste disposal

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This color combination does not have a prominent theme; he expects it to contain colors with better spelling correction, so his cards reflect this. Of course, the ruinous Ultimatum can be hard to play, but you win the game on the spot once you play it.

Snapdax is also incredibly useful. As with all Apex creatures, you have to remember that you don’t need all three colors to put them in the game. You can play Snapdax in white-black or white-red without any problem. They will only mutate to, but that is all that matters to them, as their effect is imminent.

White – Black – Green: Cemetery

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This game mainly focuses on an already existing cemetery theme in black and green. Usually, the white will be your splash.

Nephrol and Eerie Ultimatum are both completely overloaded and are among the best maps to start the design.

Black – Green – Blue: Cemetery

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This combination is very similar to the previous one. Blue replaces white, but you still want to be a simple black-green and take care of your cemetery.

Brock’s is, as the name suggests, broken. His only problem is cards like pacifism, so don’t forget to play the exit to make sacrifices when you’re in that suit.

However, the emerging Ultimatum is far from being in power. You can read it and go. – Well, I’ve got my second and third best card in the game, that’s not bad. The problem is that your best cards are often colored, and you’ve never played this request, so maybe you’ve played your good cards before.

If you consider this, you will receive the third and fifth best card that is not worth seven mana. We advise you not to play if you want to win the Ichoria draft.

Green – Blue – Red: Value

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Nothing describes this archetype better than a simple value. You play good cards in all three suits, where blue is the most critical suit.

Both Illumina and Genesis Ultimatum offers significant value growth. If you have such cards in your deck, make sure you have an excellent mana-curve to keep you informed from the start.

blue – red – white: Non-receivables

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This archetype is an extension of the spectrum of red and blue matter spells. They add white mana to access the powerful, inspired Ultimatum and cards like Pacifism.

For Wardox, as we said, you don’t even need white mana. Because red-blue already has some problems with the right combination of necrosis against living creatures, this combination will usually be the easiest to spray for white.

Design manual Ikorien: Performance appraisal

Here’s the strongest indication. They’re made early enough, so they’re just guesswork, but as we said before, in the coming weeks, you can expect an update of the Ikoria guide design, which is supported by a lot of data.

Best colors

  1. White
  2. Black
  3. Blue
  4. Green
  5. Red

This time all colors seem well balanced. Even though red is the last color, it certainly can’t go unnoticed or something like that.

Best two-color archetypes

  1. The Red is white.
  2. From blue to white.
  3. Blue – Green
  4. Black – Green
  5. From blue to red
  6. Black – White
  7. Black-red
  8. Red – Green
  9. Blue – Black
  10. The Green is white.

Two-color archetypes are pretty funny for a rank. Like the flowers, they seem to fit perfectly, although we will have more information as soon as we have some sketches. However, two aggressive white bridges are ready to succeed if they take the first two places.

Best three-color orchestra type

  1. White – Black – Green
  2. Red – White – Black
  3. Green-blue – red
  4. Black – Green – Blue
  5. Blue – Red – White

It depends on the joy and the myths you discover, so don’t forget that. Each of these three colors can be transformed with the right cards.

Do you have to play companions in Ichoria Drafts?

Every companion has a rule for building bridges. If your card game complies with this rule, your companion will start the buffet game. You open the satellite at the beginning of the game. You can then throw a companion out of your buffer once per round.

Anyway, it’s like a commander not going back to the command area. So you always start the game with an extra card in your hand. You can also ignore all the associated elements and simply place the card in the game.

There are ten escorts in Ichoria. Should we play with them as companions? Well, in this Ichoria project, we divide them into three groups. Mainly cost, Sometimes cost and Ignore degree. Let’s see who owns what place.

Most useful

Only two companions are almost always worth building around. But, and this goes for everyone, you want it to be in the first package so you can navigate through the drawings around it.

Hired, depth

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The Giralda wants you to make some sacrifices. You must remove all odd cards. Luckily it’s a bit manageable because two drops are significant for any design game, and you can play them. You’ll want to play a lot because you play in the second and third corners.

Four drops are your most vital cards, and six drops are your last cards. You can also play Void Beckoner if you can ride eight slides in three manats on a bike.

Maybe you should think about doing a scale of 18 countries since you’re in grade 6. Move wants to play Gyruda and get you back – 6/6 creature that brings something good. Probably. The risks are high, but so is the reward. The Giralda seems to be an excellent companion for your card game.

Power supply, charger

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The other great companion is Lutry. Usually, you have to play alone, which shouldn’t be too hard to think of.

There are two things to consider if you want to build around Lutry. One: How many good cards do you have to take to play? A random creature, of course. And if you’re lucky enough to own two copies of this great rarity? Then maybe Lutry won’t be so tempted.

Secondly, which spells should be copied from Lutron? If you only have one, it’s probably not worth it. But if you have at least three or four charities, he’ll make a great companion. Something like the Qatari Reunion is excellent because you don’t have to throw two away if you copy them. Get this value!

Sometimes it costs

Maybe these companions are sometimes worth looking at. Let’s see under what conditions.

Yorio, Heavenly Nomad

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For all players who don’t know which cards to cut out of their draw pile, here’s Yorion! How would you like to play 60 cards in the design? It may be useful to always have 4/5 leaflets on the 5th floor. Unspoiled corner. With profound benefits.

With a deck of 60 cards, you probably want to land 25-26. Let’s just say you left when you were 26. That means you need 34 supernatural maps. So you usually play 11 extra cards that you wouldn’t otherwise play.

You have to wonder how evil those eleven cards are. Are they much worse than the usual cards in your deck? If the answer is no, it’s nice to have a large, guaranteed fifth-corner flyer.

This kit is especially lovely for Yorion because of the engine. You can play uncolored cards with the total cost of the bike tours. All this suggests that Yorion might deserve to be built on the Ivorian model.

Regatta, source.

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With Geganta, you can upgrade to the full version of the 5-color design game. Although it probably won’t be very successful.

We recommend using this great elk to figure out how many good cards you need to cut to turn Jegantha. If the answer is one or less, it may be worth it. So you start the game with 5/5 times five more, which is good.

On the other hand, if you need to remove a powerful card like the Ultimatum, don’t worry about the Regatta. He’s not that strong after all.

Kuga, macro

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It’s a difficult map to evaluate. Can you do the Keruga game? Of course, you did. Is it worth it? It’s harder to say.

Not a single drop is essential, but two reductions are significant. If you want this bridge to work, you need enough three dots to be well protected. For most of the game, you can expect to be on your rear foot, and you have to build your deck accordingly.

However, once you are stabilized, you can play Krug and bury your opponent in favor of the card.

Ignoring companions

The following satellites simply have too strict a design limitation for the construction of bridges. The only one that is viable to a certain extent is Obosh, but he just doesn’t perform well enough.

However, you can still play them as regular cards in the game and ignore your companion’s row because they are suitable for the game.

  • Kahira, an avant-garde orphan.
  • Burrus from the old dream.
  • Oboe, Predrill…
  • Hilarious, a collector
  • Zinda, Dawn…

Here you will find all the maps of Ichoria.

No more, Ichoria!

This is the end of our Ikorian conception. Do you have any unique cards that are too many? Please let us know in the following remarks.

If you don’t want to miss an update of this manual, follow us on Instagram or Facebook. You will be one of the first to find new articles on strategy, magic spoilers, and memes. Come on; we’d like you to be there.

Anyway, that’s it for today. Next time you can win a prize for victoria’s drawings.