Hello everyone and welcome back to another edition of The Cardboard Witch. Today we're going to continue our ongoing look at deck archetypes in triple SoM booster drafts by taking a look at one of *my* personal favorite archetypes in the format; W/B Aggro. While not as popular as some of the archetypes we've looked at previously I can say from personal experience that W/B aggro is by no means less powerful. Combining excellent removal, cheap flyers and multiple life gain effects into a single deck has always been a successful recipe in Limited formats and even the Infect mechanic can't change that here in Scars. Despite these advantages this archetype is often difficult to draft simply because all of it's best cards are also highly sought after by players drafting other, more popular archetypes. This makes the deck something of a "rogue"; appearing roughly once every other draft or so locally.
In terms of commons it's pretty hard to ignore this archetype's excellent removal options; Arrest, Grasp of Darkness and Revoke Existence are all incredibly powerful cards. Even mid-pack cards like Instill Infection and Fumespitter can be very strong in this format when played properly and in moderation. You'll also want to grab any copies of Perilous Myr and Tumble Magnet that come your way; they're both decent control cards while still helping you achieve Metalcraft and trigger cards that interact with artifacts. As far as creatures or cards that become creatures go I tend to value Glint Hawk Idol very highly with Origin Spellbomb lagging only slightly behind. Assuming you have enough cheap artifacts Glint Hawk is also strong but he's an absolute albatross if you don't; draft accordingly. Both on-color Mana Myr should rate highly for 3 major reasons; W/B's mana base is atrocious, both colors are littered with 5 and 6 cc "bombs" and finally you simply need the relevant cards that say "artifact" to make this archetype work. Other strong common artifacts in this build include equipment cards like Sylvok Lifestaff, Accorder's Shield and even Strider Harness; although don't draft the latter card too highly. Assuming you actually have some equipment Sunspear Shikari works fine here as well. Finally while I'm not a huge fan of either Replica in this color combination you'll probably have to draft/play a couple of them simply to meet the deck's requirement for artifacts; just don't draft them early because they *will* be available later in the draft.
How Does it Win?: As previously mentioned pretty much the only reason to go into W/B aggro as an archetype is because you've drafted a bunch of very good White and Black cards. Whether it be undercosted flyers, great removal or ridiculous bombs this deck will have an obvious advantage and a plan to exploit it. Usually this means spilling out a bunch of cheap flyers while knocking out your opponent's best threats with numerous strong removal cards. Once the deck hits 6 mana it's often just a question of which over-powered Angel/Dragon/Demon is going to apply the finishing touch. There is very little artistry involved here; W/B aggro is a frontrunner's deck full of powerful cards. If you don't have the cards to dominate the game you shouldn't be playing this archetype.
Overall Rating: Simply because this deck is almost impossible to force/build entirely from commons it's actually very rare to see a *bad* W/B aggro deck. Both colors are fairly deep and interact at least reasonably well with the set's artifact based themes. The fact that they both have some of the best removal in the format certainly doesn't hurt either. Additionally as archetypes go this deck is fairly easy to draft; simply take the most powerful Black or White spell available and make sure you also end up with 11-13 playable artifacts. On the downside attempting to force this archetype when the cards aren't there will produce a deck so laughably bad it would barely qualify as a legitimate draft deck. Despite this high variance it's impossible to deny the raw power of W/B aggro and I feel comfortable rating it as a 7 out of 10; although again a failed version would probably rank someplace between 3 and 4 on the same scale.
Well folks that concludes our 1 page primer on B/W Aggro. At first I thought this was actually two decks; a "Skies" variant and a more Metalcraft orientated build but further drafting revealed the archetype actually required elements of both styles to be effective. Hopefully this has helped you further develop your own picture of the Scars of Mirrodin draft environment in some small way and until next time thanks for reading!