Reality Fracture MTG Draft & Sealed Guide
October 2026 · 280 cards · 10 archetypes · 3 damage kills 68%





- Removal at common1522 of 60 at instant speed
- 3 damage kills68%other sets 68%
- Toughness 4+32%other sets 32%
- Spells at 3 or less68%other sets 64%
- Fliers18%other sets 14%
- Fixing10common dual lands · 19 more that make or find mana · 2 Treasure
Our approach to guidesA Reality Fracture 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.
Rakdosnoncombat damagethe pick
Dimirthe graveyard
Selesnyalife
Azoriussurveil
Simicsoft theme
Gruulsoft theme
Borossoft theme
Izzetsoft theme
Golgarisoft theme
Orzhovsoft theme
The archetypes

Rakdos: noncombat damage
theme cards 30average mana 3.10two-drops 12removal 26
signpost Grim Repriser
Stingerquill is our pick, the black-red deck built on damage that is not combat. Vicious Verse is the cheapest source, 1 damage to an opponent for one mana, and the payoffs watch for exactly that. Whiplash Wordsmith // Vicious Verse, a common, has flying and haste on any turn it happened, and Massacre Girl, Most Wanted takes a +1/+1 counter each time. The signpost, Grim Repriser, is a two-mana 2/2 with prowess. On a turn an opponent was dealt noncombat damage, it returns from the graveyard for one black and one red, with a finality counter. Other commons supply damage too: Screeching Soulbreaker is a flier that deals 1 to each opponent whenever it attacks, and Cast Away Doubt draws two cards and deals 2 to each player.
No Admittance and Stingerquill Charm kill a creature or go to the face for two mana, Wrath of the Bloodmane is four damage at instant speed, and Last Gasp, Extended Absence and Fulminous Forte fill in behind them. The weakness is the curve: it is light on two-drops for a deck that wants to attack, and black has the fewest at common of any colour. If the pool adds none, the black removal is as good in blue-black, which has more two-drops, and the pick moves there.
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Dimir: the graveyard
theme cards 28average mana 3.01two-drops 14removal 20
signpost Recursive Recruitment
Seven cards in the graveyard is threshold, and Theorix is built to get there. Recursive Recruitment is the signpost: two 2/2 Cadets for four mana, and again by flashback for eight, when each Cadet also gets a +1/+1 counter for every three cards in your graveyard. Omit Variables costs one mana and mills three, so the commons that carry it fill the graveyard themselves. Void Extrapolator // Omit Variables is a two-mana 2/2 that gets +1/+1 at threshold, and Theorix Metamage // Omit Variables is a 2/3 that gets +1/+0 and flying. Proft, Sinister Mastermind cannot be cast before threshold and is a three-mana 5/5 with menace after it, and Theorix Charm is a choice of three: -2/-2 on a creature, mill three and draw a card, or a counter for a noncreature spell unless they pay two.
No other pair's enablers and payoffs feed each other as much, and it is one of the cheapest pairs, with more removal than most. The cost is the wait, because before the seventh card none of the threshold bonuses are on. If black-red is being cut, this is where we would move.
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Selesnya: life
theme cards 10average mana 3.35two-drops 15removal 13
signpost Bloombrute
Vigorbloom turns life into counters and cards. Seed Suture is both at once, a +1/+1 counter and 1 life for one mana, and Emergency Phytomedic // Seed Suture carries it at common for one mana. Bloombrute, the signpost, draws a card the first time you gain life each turn, and for six mana gives a creature trample and lifelink. Vigorbloom Vanguard // Seed Suture gives vigilance to every creature of yours with a +1/+1 counter. At common, Unflinching Hortimancer is a two-drop with ward that takes a counter whenever you gain life and Blossom-Blessed Angel // Seed Suture is a four-mana 2/4 flier with vigilance.
The bodies get big, but the curve is one of the highest and only blue-green is clearly shorter of removal. White's Surgical Precision and Memory Trap help, and Compel Brutality improves with every counter, because it deals damage equal to power. Take Prophesied End over any body here.



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Azorius: surveil
theme cards 14average mana 3.07two-drops 16removal 13
signpost Desperate Futurescribe
Fatehold looks at the top of the library and attacks on the strength of it. Scry and surveil are the triggers. Peer Review surveils and a Jace token surveils, so the pair's own creatures and every deck's engine both switch it on. The signpost, Desperate Futurescribe, is a four-mana flier that gives another creature +1/+1 at the start of each of your combats, and a +1/+1 counter instead on a turn you looked. Prudent Fateseer // Peer Review gives the team +1/+0 the first time you look each turn. At common, Fatehold Chronologist // Peer Review is a two-mana flier, and Surveillance Phantasm is a flying defender that may attack on any turn you looked.
Few pairs are as deep at two mana or as cheap overall. The weakness is removal: it has among the least of any pair, with only blue-green clearly behind, and blue's commons bounce a creature or lock it down rather than kill it. That makes Surgical Precision and Memory Trap worth an early pick, and Your Fate Ends Here is the uncommon to hope for: it destroys a creature or planeswalker with mana value three or more, and it surveils.
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Simic
castable spells 79average mana 3.27two-drops 16removal 11
signpost Mind Meanderertheme soft, drafted on card quality
The trap, on our read, is blue-green. It wants the biggest Jace on the table, and even the signpost is slow: Mind Meanderer is a six-mana flier that fights on entering and has vigilance while you control a Jace. Kiora of Salt and Sand untaps an attacker and makes it unblockable on any turn you activated a loyalty ability, and Tam's Resistance puts four loyalty on Jace and a counter on a creature for two mana. It has the least removal of any pair, and the loyalty it needs comes from cards every other deck wants as well. Take the Jace pieces for whatever you end up in, and leave the pair alone.









Gruul
castable spells 82average mana 3.39two-drops 15removal 18
signpost Craftwork Crushertheme soft, drafted on card quality
Heartwood tokens are the Konstrari plan. They are artifacts that tap for red or green, and Soul Tether makes one for three mana. Konstrari Improviser // Soul Tether is the common that carries it, a two-mana 2/2, and Woodwork Prodigy can cast it every turn. Pia, Determined Rebuilder is the payoff at uncommon: for six mana she gives a creature +X/+0 for the artifacts you control. The top of the curve is the signpost, Craftwork Crusher, a seven-mana trampler that picks two on entering, from 4 damage to a creature or planeswalker, a 2/2 Cadet and a card. Greenhouse Propagator and Murmuring Volume are more mana at common.
The curve is the highest of any pair, and the mana is what lets it get away with that. Vinelasher Adept and Awaken the Inferno both have basic landcycling, so the expensive cards find a land when drawn early. It is not the pick because its removal is middling and nothing it does is fast, but it is the deck to be in when the Soul Tether creatures come round late.









Boros
castable spells 81average mana 3.23two-drops 13removal 20
signpost Warrior's Bladestheme soft, drafted on card quality
Counters on whatever just entered are the red-white plan. Warrior's Blades is the signpost, an Equipment that deals 3 damage to any target and gains 3 life on entering, then equips for less on a creature with +1/+1 counters. Mabel, Valley Hero puts a counter on a creature that entered this turn whenever a creature of yours enters, and Gallia, the Merrymaker gives every other creature with a counter haste. At common, Graft Surgeon enters with a counter and hands it on when it dies. Without Mabel and the Blades it is a burn deck with white creatures.









Izzet
castable spells 81average mana 3.11two-drops 15removal 17
signpost Clash of Elementstheme soft, drafted on card quality
Every noncreature spell grows something in blue-red. The signpost is a tempo spell. Clash of Elements gives the owner of a nonland permanent a choice: put it on top of their library and take 2 damage, or put it on the bottom. Chandra's Emberling has haste and takes a +1/+1 counter per noncreature spell, and Cryotheory Adept is the two-mana prowess common. No Admittance is a noncreature spell that empowers, so a Jace token comes with the plan. It has far less removal than Stingerquill, so it wants red's burn open before it commits.









Golgari
castable spells 78average mana 3.28two-drops 11removal 21
signpost Primal Witchstalkertheme soft, drafted on card quality
Deathtouch does the trading in black-green, and the signpost gets its lands back. Primal Witchstalker is a three-mana menace creature that mills four and returns a land from your graveyard to the battlefield tapped. Rampart Hunter and Arcane Amphisbaena are the deathtouch bodies at common, and Compel Brutality makes either one deal damage equal to its power, which from a deathtouch source is lethal to a creature. It is a fair deck that wins the long game one trade at a time, with plenty of removal and few two-drops.









Orzhov
castable spells 80average mana 3.10two-drops 11removal 23
signpost Twisted Fatestheme soft, drafted on card quality
White-black is a removal deck with a sacrifice angle, not the other way round. Only black-red has more removal, and the signpost is more of it: Twisted Fates is five mana to destroy any nonland permanent and put a +1/+1 counter on each creature a player of your choice controls. Edgar, Ancient Bloodlord makes the sacrifice pay: a life whenever another creature or planeswalker of yours dies, and for two mana he eats one for a counter and menace. Silence the Echo kills a creature or planeswalker for two mana if you sacrifice one of your own, and a Jace token counts. Draft it as black removal with white bodies, and do not expect to race: few pairs are lighter on two-drops.








Where the removal is
Reality Fracture has 61 removal spells, and 32% of its creatures have toughness 4 or more.








The colors at common
White
commons 10removal 2two-drops 2fliers 1
Blue
commons 9removal 2two-drops 2fliers 2
Black
commons 10removal 3two-drops 1fliers 1
Red
commons 10removal 4two-drops 2fliers 0
Green
commons 11removal 3two-drops 2fliers 0The echoed pairs
32 characters appear twice in Reality Fracture, as one card and its rewrite, usually in different colors. Each pair sits side by side, and either card opens in the panel.
































































The most common mechanics
Empower Jace
cards 35at common 11mostly blue and black



Surveil
cards 43at common 14mostly blue and white



Prepared
cards 24at common 10mostly multicolor and blue



How to draft it
Jace is the engine, and every colour is in on it. A card that empowers Jace puts that many loyalty counters on a Jace token you control, and makes the token first if you have none. The token surveils for one loyalty and draws a card for three. The loyalty rides on ordinary spells. No Admittance is three damage that also starts a Jace, and Protege's Awakening alone puts six loyalty on it and draws a card.








Prepared is the other engine. A prepared creature carries a spell, and while it is prepared you may cast a copy of that spell, which unprepares it. Each allied pair has its own spell on creatures at common and uncommon, and the spell is the pair's plan in small. Peer Review makes a 2/2 Cadet and surveils, Omit Variables mills three, Vicious Verse deals 1 damage to an opponent, Soul Tether makes a Heartwood token, and Seed Suture puts a +1/+1 counter on a creature and gains 1 life. The commons enter prepared and cast it once on their own. The uncommons Stingerquill Voxmancer // Vicious Verse, Paradox Shaper // Omit Variables and Woodwork Prodigy // Soul Tether become prepared at your upkeep whenever they are not, so they cast it every turn.








The format plays at the usual speed, and the answers are cheap. Three damage kills 68% of the creatures and the average mana value is 3.2, both in line with recent sets, so nothing pushes the format fast. Cheap spells are a bigger share of the pool than usual, and Last Gasp and No Admittance answer an early creature for two mana at common. Our read is that a Jace token left alone decides more games than a two-drop does. Our pick is black-red: no colour has more removal at common than red or black, and the pair has the most overall. Blue-green is our read of the trap: it has the least removal of any pair, and the Jace cards it wants are the ones every other drafter is taking too. The pool may still grow: a cheap black or red creature would firm up the pick, and a kill spell in blue or green would weaken the case against blue-green.
The picks at common
Removal first. Last Gasp and No Admittance ask nothing of you, Silence the Echo wants a sacrifice or three more mana, Compel Brutality wants a body, and Surgical Precision wants a target with toughness four or more. Blue's answers are Unsummon and Infinite Coursework, an Aura that taps a creature, strips its abilities and keeps it tapped.











After the removal, take the cheap fliers, the deathtouch bodies and the cards that are two bodies in one, such as Bestial Incursion, a 4/4 trampler twice over.







Interactions worth knowing
The token is a resource. Compel Brutality has a second mode, in which a planeswalker you control deals damage equal to its loyalty, so a Jace that Protege's Awakening just built is removal. Silence the Echo takes a planeswalker as its sacrifice, a fine end for a spent token.



A Jace token fixes the duals. Every pair has a dual land at common, 10 in all, and each enters tapped unless you control a planeswalker. A Jace token is one. Arcane Amphisbaena and Academic Ascent empower Jace for two mana, and Campus Crier does it from the graveyard for one.




What to play around
White kills at instant speed. Prophesied End destroys any creature for two mana, and draws its controller a card unless it was attacking. Your Fate Ends Here, at three, needs a target with mana value three or more. Blue holds Unsummon for one, and Icy Reception counters a creature or legendary spell unless they pay three, or takes five power off a creature. Black has Last Gasp, red has Wrath of the Bloodmane, and green has Compel Brutality.












The splash
Big commons across the colours have basic landcycling for two mana, and they find a splash colour as easily as a main one. With the duals as well, a third colour for one removal spell is affordable.





The read
Reality Fracture is a format of cheap answers and shared engines: the allied pairs put their plans on prepared commons, and the Jace token pays whoever protects it. Walk in wanting black-red, take the removal first, and then read which pair's prepared creatures are coming round late. Both verdicts are reads of a pool that may still grow.
Questions about Reality Fracture
How fast is Reality Fracture Limited?
68% of the spells in Reality Fracture cost three or less, 4 points above the average of recent sets, and the average mana value is 3.2. It plays at the usual speed.
How much removal is in Reality Fracture?
Reality Fracture has 60 removal spells across 280 cards, 15 of them at common and 22 at instant speed. 3 damage kills 68% of its 159 creatures, about average for recent sets, and 32% have toughness 4 or more.
What are the draft archetypes in Reality Fracture?
The draft archetypes are Rakdos (noncombat damage), Dimir (the graveyard), Selesnya (life), Azorius (surveil), Simic (signposted by Mind Meanderer), Gruul (signposted by Craftwork Crusher), Boros (signposted by Warrior's Blades), Izzet (signposted by Clash of Elements), Golgari (signposted by Primal Witchstalker) and Orzhov (signposted by Twisted Fates), read from which cards feed which in the set and from its signpost cards. The guide's pick is Rakdos.
Is there mana fixing in Reality Fracture?
Big commons across the colours have basic landcycling for two mana, and they find a splash colour as easily as a main one. With the duals as well, a third colour for one removal spell is affordable.
How many cards are in Reality Fracture?
Reality Fracture has 280 cards and 10 draft archetypes.
Does this cover Reality Fracture sealed and prerelease too?
Yes. This Reality Fracture 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.








