Second Spell
Use warp, cheap interaction, and small artifacts to cast two spells in the same turn.
Keep the curve low enough that your second-spell cards actually trigger.
Artifacts
Combine artifacts, card advantage, and removal to trade early and keep drawing into action.
Prioritize cards that are playable on their own before taking narrow artifact payoffs.
Void
Enable void through trades, removal, and sacrifice effects, then convert those turns into pressure.
Make sure the deck can affect the board while setting up void.
Landfall
Use green bodies, lander tokens, and red removal to trigger landfall while attacking with size.
Lander tokens are part of the plan, but the deck still needs normal creatures and removal.
+1/+1 Counters
Build a board early, grow it with counters, and use tricks or removal to push through combat.
The counter payoffs need cheap creatures first; do not start with only setup cards.
Go Wide
Curve out with small creatures, tokens, and removal, then use team bonuses or attrition to finish games.
Draft enough early creatures so the go-wide cards have bodies to support.
Artifacts
Pair cheap artifacts with red removal and artifact payoffs to keep pressure while generating value.
Artifact payoffs work better when the artifacts are cards you would play anyway.
Graveyard Midrange
Use black removal, green creatures, and occasional graveyard recursion to play a slower resource game.
Treat graveyard cards as support, not the whole deck, unless you have enough enablers.
Spacecraft
Use spacecraft, tap synergies, and cheap pilots to turn board presence into evasive pressure.
Balance spacecraft with creatures; too many ships without pilots creates awkward hands.
Ramp
Use green fixing and blue value to cast larger threats or splash a strong off-color card.
Do not spend the whole draft on expensive cards. You still need early blockers.