Lorwyn Eclipsed MTG Draft & Sealed Guide

January 2026 · 268 cards · 5 archetypes · 3 damage kills 61%

Fourteen cards of Lorwyn Eclipsed at the printed odds, as many packs as you like.
  • Removal at common1418 of 50 at instant speed
  • 3 damage kills61%other sets 69%
  • Toughness 4+39%other sets 31%
  • Spells at 3 or less61%other sets 64%
  • Fliers14%other sets 14%
  • Fixing0common dual lands · 16 more that make or find mana · 5 Treasure

Our approach to guidesA Lorwyn Eclipsed study guide, read from the cards. Every number, archetype and gallery on this page is computed from the set's own card data: the archetypes from a graph of which cards feed which, the removal from what each spell's text actually kills, the mechanics from what the cards carry, each measured against the other recent sets. No tier list, no vote, no guesswork, and it recomputes from the first spoiler on.

01234567+15%
The curve peaks at 2 mana, where recent sets peak too.mean of 10 other sets
Common two-dropsW2U2B2R2G3Every color has one at common.

The archetypes

BG Golgari: Elf tribal

theme cards 27average mana 3.20two-drops 13removal 17

Golgari is elves and the graveyard. Scarblade Scout and Dawnhand Eulogist mill on entry, Creakwood Safewright shrinks its own counters off an Elf in the yard, Morcant's Loyalist is the lord that returns one, and Eclipsed Elf finds the next. Morcant's Eyes surveils every upkeep and then becomes a board. The deepest pair at common and the one to fight for.

WU Azorius: Merfolk tribal

theme cards 21average mana 3.37two-drops 15removal 17

Azorius is merfolk that tap. Gravelgill Scoundrel taps a friend to become unblockable, Tributary Vaulter and Silvergill Peddler trigger whenever they tap, Deepchannel Duelist untaps one at end step and pumps the rest, and Convoke pays for Merrow Skyswimmer and Unexpected Assistance with the same taps. The slow deck's best flier plan.

BR Rakdos: Goblin tribal

theme cards 22average mana 3.00two-drops 13removal 21

Rakdos is goblins, and the drafters do not trust it. It has the most removal castable of any pair and the lowest curve of the five tribes, which makes it the aggro deck in a format that punishes aggro. Elder Auntie makes two bodies, Boneclub Berserker grows with every Goblin, Boggart Prankster pumps the attacker, and Mudbutton Cursetosser is a one-drop off a Goblin in hand. Be in it for the removal and the rares, not the tribe.

UR Izzet: Elemental tribal

theme cards 23average mana 3.35two-drops 14removal 19

Izzet is elementals. Twinflame Travelers doubles every Elemental trigger, Soulbright Seeker is a one-drop off an Elemental in hand, Flaring Cinder loots on every four-drop, and Ashling's Command copies the best one and sweeps the small ones. It wants the expensive spells the format rewards.

WG Selesnya: Kithkin tribal

theme cards 21average mana 3.18two-drops 15removal 13

Selesnya is kithkin going wide. Gallant Fowlknight gives the team first strike, Mistmeadow Council draws for four mana with a Kithkin out, Crossroads Watcher grows on every body, Timid Shieldbearer is the mana sink, and Brigid's Command does two of copy, token and pump. The best commons of the five tribes, one rung below the elves.

WB Orzhov

castable spells 82average mana 3.12two-drops 12removal 20

Orzhov is Blight. Moonlit Lamenter and Bile-Vial Boggart want to carry counters and Prideful Feastling is every type with lifelink. The commons are the weakest of the ten pairs; it works only as a second colour to a tribe.

WR Boros

castable spells 83average mana 3.13two-drops 14removal 17

Boros is the aggro pair without a tribe. Flame-Chain Mauler and Gristle Glutton are cheap and have something to do with mana, Cinder Strike is the burn, and Catharsis is the mythic that pays for two colours. The least support of the ten; take it only when white and red are both flowing.

RG Gruul

castable spells 82average mana 3.21two-drops 14removal 14

Gruul is Vivid. Explosive Prodigy deals damage per colour on entry and Prismabasher pumps per colour on the way in; Gangly Stompling is every type, Shimmerwilds Growth makes a land any colour, and Bloom Tender is the mythic that turns colours into mana. A sub-theme for a deck that splashed anyway.

UG Simic

castable spells 83average mana 3.52two-drops 14removal 14

Simic is Vivid too, with the draw instead of the damage: Shinestriker draws a card per colour and Puca's Eye draws off five. The highest curve of the ten pairs and one of the lightest on removal, so it is the ramp deck of a format that already goes long.

UB Dimir

castable spells 81average mana 3.38two-drops 12removal 21

Dimir is flash and faeries. Voracious Tome-Skimmer draws for every spell on their turn, Pestered Wellguard makes a Faerie whenever it taps, Wild Unraveling counters for two off a Blight, and Noggle the Mind turns their best creature into a 1/1 at instant speed. The most removal of any pair with Rakdos, and the one that plays on their turn.

Where the removal is

Lorwyn Eclipsed has 50 removal spells, and 39% of its creatures have toughness 4 or more.

  • W8
  • U9
  • B11
  • R9
  • G4
  • gold / C9
Black has the most removal with 11, then blue with 9; the darker part of each bar is at common.
50%100%1 damage2 damage3 damage4 damage5 damage6 damage
3 damage kills 61%, other sets 69%; the step to 4 damage buys 19 points more.mean of 10 other sets

The colors at common

W White

commons 13removal 3two-drops 2fliers 2

U Blue

commons 13removal 3two-drops 2fliers 2

B Black

commons 13removal 3two-drops 2fliers 1

R Red

commons 13removal 3two-drops 2fliers 0

G Green

commons 13removal 2two-drops 3fliers 0

The most common mechanics

Blight

cards 24at common 9mostly black and red

Vivid

cards 14at common 1mostly green and multicolor

Behold

cards 12at common 0mostly green and red

How to draft it

A slow format, and the numbers say so as loudly as the drafters do. The curve sits above the recent average, 3 damage kills only 61% of the creatures, the lowest of any recent set, and 39% have toughness four or more, the highest. Boards stall, the cheap burn stops killing things by turn five, and the games go to whoever drew their bombs and their tribe's payoffs. Take the removal that kills anything, hold the tricks for the stall, and count on a mana sink in every deck.

Golgari is the pick and the Blight decks are the trap. Golgari elves is the strongest tribal signal in any set on this site and the drafters rate it first, with commons that fill the graveyard and payoffs that read it. The five tribes are the real archetypes, each with a gold signpost and common support; the other five pairs lean on Blight or Vivid, and Blight punishes the deck that has no way to spend its counters. Draft a tribe, take its gold cards over any single-colour card of the same rate, and let the second colour follow.

The picks at common

Removal first: the exile for two off a counter, the four damage to a tapped creature, the one-mana burn, the fight, the flier kill that is also a body, and the discard or shrink.

Then the tribe cards that carry a deck and the two-for-ones: the milling lifelinker, the draw at five, the exile enchantment that gains, the loot-on-tap, the token maker, and the top-card cycler.

Interactions worth knowing

Blight as a resource. A -1/-1 counter on your own creature pays for Bogslither's Embrace, Wild Unraveling and Cinder Strike, and Heirloom Auntie and Creakwood Safewright enter with counters they shed on their own, so the cost is free on the right body.

Tap a Merfolk twice. Deepchannel Duelist untaps a Merfolk at end step, so Silvergill Peddler loots on your turn and again when it convokes on theirs, and Pestered Wellguard makes two Faeries a turn.

What to play around

One open mana is Cinder Strike in red, two damage or four to a Goblin's target. Two is Keep Out in white against anything tapped, Sear in red for four, Giantfall for a fight, Nameless Inversion in black, Wild Unraveling in blue, and Unforgiving Aim in green against a flier at three. Blue with a creature out is also Noggle the Mind. The stall makes every one of these matter more than the number suggests.

Splashing

The dual lands are the five shock lands and they are rares, so a draft's fixing is Evolving Wilds, Tend the Sprigs, Lys Alana Dignitary in elves, and the Vivid cards that make lands any colour. The gold signposts are hybrid or two-colour and one is enough reason to be in a tribe; a third colour is for a Vivid deck or a bomb, not a habit.

Questions about Lorwyn Eclipsed

How fast is Lorwyn Eclipsed Limited?

61% of the spells in Lorwyn Eclipsed cost three or less, 3 points below the average of recent sets, and the average mana value is 3.29. It is a slower format, where card advantage and a real top end matter more.

How much removal is in Lorwyn Eclipsed?

Lorwyn Eclipsed has 50 removal spells across 268 cards, 14 of them at common and 18 at instant speed. 3 damage kills 61% of its 168 creatures, 8 points below the average of recent sets, and 39% have toughness 4 or more.

What are the draft archetypes in Lorwyn Eclipsed?

The draft archetypes are Golgari (Elf tribal), Azorius (Merfolk tribal), Rakdos (Goblin tribal), Izzet (Elemental tribal) and Selesnya (Kithkin tribal), read from which cards feed which in the set and from its signpost cards. The guide's pick is Golgari.

Is there mana fixing in Lorwyn Eclipsed?

The dual lands are the five shock lands and they are rares, so a draft's fixing is Evolving Wilds, Tend the Sprigs, Lys Alana Dignitary in elves, and the Vivid cards that make lands any colour. The gold signposts are hybrid or two-colour and one is enough reason to be in a tribe; a third colour is for a Vivid deck or a bomb, not a habit.

How many cards are in Lorwyn Eclipsed?

Lorwyn Eclipsed has 268 cards and 5 draft archetypes.

Does this cover Lorwyn Eclipsed sealed and prerelease too?

Yes. This Lorwyn Eclipsed study guide is read from the cards, so the removal, the curve and each color pair's plan hold for draft, sealed and prerelease alike. For a sealed or prerelease pool, paste it into the deck analyzer to find its strongest two colors and deal its opening hands.