To allow you to build a synergistic deck around any card you find interesting, you can use Wildcards. At the start of the draft, each player is given two. They have:
Before you shuffle your deck to start the game, if you haven’t exiled any cards with a card named Wildcard, reveal this card from your deck and exile a nonland card you drafted that isn’t in your deck. For the rest of the game, cards you own named Wildcard are copies of the exiled card.
This effectively allows you to run two copies of a card you've drafted, so you can choose to build a deck that's more focused around specific interactions without forfeiting much in terms of consistent plays. Note: to use Lutri, the Spellchaser as your companion, you cannot use Wildcards in your deck.
Control the board through powerful removal, and grind out a win using creatures with evasion.
Artifacts and legendary synergies function like clockwork to repeatedly create value.
Utilize enter and leave the battlefield effects again and again.
Using the graveyard allows cheating on mana costs and guarantees you'll never run out of tricks.
Attack. Fling. Repeat.
In this theme, math is for attackers.
You get some cards, and you get some cards. Everybody gets some cards!
Use counters to boost your creatures or to construct a combo.
Win with low-powered creatures by having a critical mass or through evasion.
Damage everyone, but your opponent just a tiny bit more.