With each color and dual color, there is an equal amount of proactive engine pieces, reactive control pieces, and adaptive advantage pieces. Like in ESO how you can spec into tank, heal, or dps for each class. Powerful cards are included but not instant win cards like Craterhoof Behemoth, Insurrection, and Thassa's Oracle. The purpose is to have a fun, unrestrictive draft environment hence the 18 Arcane Signets which allows for a realistic commander environment where everyone runs rocks elevating artifact removal instead of land destruction. Most cards incentivizes proactive play like dealing combat damage and attacking, in order to gain advantage. This is to prevent board stalls that can be frustrating and prolong the game well past its fun mark. Because of this, Evasion and combat tricks are valued to the extent it gives enough value for Commander.
Draft RulesThis set is initially drafted with 1 pack of 6 cards from a 'Legendary Pack' this pack contains only legendary creatures. Then draft 3 packs of 18 from the cube, with one totem in each pack, picking two cards at a time. Then create a deck of 60. If you have no commanders in the identity of the cards you drafted, you may play without a commander.
Supplemental CardsArchaic beacon - Add a Legendary Booster Pack to your card pool
Emperor's Totem - Start the game as Monarch
False Totem - This card is a copy of your commander, and the Legend Rule doesn't apply
Blood Totem - A card has partner
Origin Totem - A card has the identity of a chosen color
The Colored Totems - Add that color to your identity