Morningtide adds a layer of complexity to the eight creature tribes of Lorwyn with a new focus on five classes of creatures: soldiers, shamans, wizards, warriors, and rogues. Understanding that these classes will be important is essential to properly evaluating picks in the first two packs. When drafting Lorwyn/Lorwyn/Lorwyn these classes were irrelevant, so it's essential to re-evaluate picks with Morningtide in mind.

There are various cards in Morningtide that care about classes. The prime example is the cycle of Bannerets, which reduce the cost of creatures in specific types. Each one in the cycle reduces the cost of both a Lorwyn tribe and a Morningtide class, and thus provide some direction in the first two packs.

Ballyrush Banneret
Reduces the cost of KITHKIN and SOLDIERS

Stonybrook Banneret
Reduces the cost of MERFOLK and WIZARDS

Frogtosser Banneret
Reduces the cost of GOBLINS and ROGUES

Brighthearth Banneret
Reduces the cost of ELEMENTALS and WARRIORS

Bosk Banneret
Reduces the cost of TREEFOLK and SHAMAN

This leaves Elves, Faeries, and Giants out in the cold, but they mesh into the format because all of these Lorwyn creatures come with a class subtype that incorporates them into the Morningtide schema. Most Giants are Warriors, and most Elves are either Warriors or Shaman, and most Goblins are either Shaman and Rogues, and Faeries are either Rogues or Wizards. This opens up new color combinations that didn't make sense in triple-Lorwyn, specifically R/G with a focus on Shamans or Warriors. It changes typical combinations to potentially focus on class more than tribe. U/B for example, can be built not as Faeries but as a Rogue deck that puts Goblins alongside Faeries, or B/G can be built not as a Treefolk deck but as a Shaman deck that includes Goblins and Elves, and W/U can be not a Merfolk deck but a Wizard deck that utilizes Faeries.

The biggest payoff cards for staying in a class are the uncommon lords that apply +1/+1 counters to creatures of the chosen class.

Cenn's Tactician
A KITHKIN that benefits SOLDIERS

Sage of Fables
A MERFOLK that benefits WIZARDS

Oona's Blackguard
A FAERIE that benefits ROGUES

Rage Forger
An ELEMENTAL that benefits SHAMANS

Bramblewood Paragon
An ELF that benefits WARRIORS


The most important cards in Morningtide may be its changelings, which fit into every deck of their color and are the perfect way to fill out your numbers. Their value and flexibility makes them high picks, and they should be treated as such. There is one Changeling in each color:

Changeling Sentinel
Game-Trail Changeling
Moonglove Changeling
Mothdust Changeling
War-Spike Changeling


Don't be tricked by the Morningtide rares — Battletide Alchemist, Gilt-Leaf Archdruid, Greatbow Doyen, Kinsbaile Cavalier, and Scarblade Assassin — that focus on less-common tribes. They aren't well-supported in the set, and while they can be great with Shapeshifters, they should be evaluated on the merits of their primary tribe.

How do you approach drafting LLM? Share your ideas in the comments, and I'll answer any questions about the format.