Drafting for Combos
Wheelin' and Dealin'
Drafting your starting hand is almost like a game in and of itself. I am oversimplifying, but the three main priorities in drafting are:
- Draft strong cards
- Draft cards that combo with your strong cards
- De-draft (block) cards that combo with your opponents
This post is going to focus on a style of drafting where you prioritize drafting cards that combo, instead of always taking the strongest card available. This drafting strategy benefits from an important dynamic with drafting: In a four player game, you will see each player's starting hand twice except for the fourth hand you see.
| Draft Turn | Hand | Cards to choose from Per Hand (In Draft 8 mode) |
|---|---|---|
| 1 | Hand 1 (your starting hand) | 8 |
| 2 | Hand 2 | 7 |
| 3 | Hand 3 | 6 |
| 4 | Hand 4 | 5 |
| 5 | Hand 1 (2nd time) | 4 |
| 6 | Hand 2 (2nd time) | 3 |
| 7 | Hand 3 (2nd time) | 2 |
Drafting for combos is usually most effective when you see two cards in your starting hand that combo together (and one is often weaker in isolation). You take the stronger of the two cards and hope to "wheel" the second combo card when you see your hand for the second time. In between, you draft any and every card that combos with your initial strategy to develop a fun set-up for the game.
Recently I had a draft (game link) that perfectly showcased this strategy and how it can lead to some fun combos using cards you don't see in every game.
The Draft
Turn 1
Here's my starting hand:

The drafting for combos here is mainly limited to the Occupations, so my focus will be on them (there's not many combo cards I'd pass up Swing Plow for!). Before we see my selection, lets look at the power of these cards using Lumin's Agricola Statistics Report:
| Card Name | Card Power | Card Weighted Rank (out of 503 cards) |
|---|---|---|
| Chimney Sweep | 6.59 | 62 |
| House Steward | 6.13 | 63 |
| Basket Weaver | 5.1 | 119 |
| Conjurer | 3.83 | 269 |
| Storehouse Steward | 1.08 | 462 |
| Hewer | 3.5 (on playagricola.com) | |
| Sheep Agent | (no stats yet) | |
| Drudgery Reeve | (no stats yet) |
If I go off power, I would take one of Chimney Sweep / House Steward / Basket Weaver. In isolation, I'd personally take Basket Weaver turn 1; no other player would know I have it and often reed is plentiful in Agricola Revised Edition.
However, I see an interesting combo appear with Conjurer + Storehouse Steward. As their powers would suggest, each on its own is pretty weak. This plays in my favor though, because if I take Conjurer, I can be confident Storehouse Steward will return "on the wheel". So let's play out the rest of the draft with some more commentary...
Current hand after 1 turn:
Turn 2

Here, I am immediately rewarded with another card that combos: Kindling Gatherer. Now Traveling always comes with 2w, 1g! Requires some set-up but it has a nice payout. I continue to prioritize combo cards over strong cards that don't combo like Wood Carrier (5.88 power). Not much to add for Carpenter's Axe. The other minor options would have been good, too.
Current hand after 2 turns:

Turn 3

My luck continues as Spin Doctor is in this hand and really completes the combo! Now the disadvantage of using Spin Doctor (Traveling Players on its own is a weak action) is fully mitigated since my other Occupations transform it into a great action space. Shepherd's Whistle could combo with Carpenter's Axe, but even if these are all the cards I see, this draft is a success.
Current hand after 3 turns:
Turn 4

We already know my thoughts on Midwife... So I went with Patch Caregiver as a way to get a Vegetable and Lifting Machine looks fun. Next turn is my original hand, did anyone take Storehouse Steward?
Current hand after 4 turns:
Turn 5

Success! No surprise, Storehouse Steward is still here. I was surprised to see Nest Site, since that was my second choice behind Swing Plow. Very glad to take that this late.
Current hand after 5 turns:
Turn 6

Normally I would take Bricklayer, but I have no Clay minors and wanted to try something different with Lumber Virtuoso. Animal Bedding should be an easy point with this hand.
Current hand after 6 turns:
Turn 7

I don't think I'll need either Occupation, but Seed Pellet should be easy to activate. With that, I have my hand and I'm ready to see how good this combo can be!
Final hand after 7 turns:
Post-draft Thoughts
Analyzing the draft has already made this post long enough, but the game replay is available to view for those interested. Without spoiling, I feel like I put the combo to good use (getting many Traveling Player for 2w, 3f, 1g, 1r into second actions), and now have learned that Spin Doctor needs this level of support to really shine. Using Spin Doctor on Traveling Players without bonuses is only really good for one or two activations a game when you really need it. At that point is it really worth the play?
Overall, this is one of my favorite ways to draft and why I love this game so much! Getting to play some uncommon cards and seeing them shine is a lot of fun.
If you have any feedback, please reach out to me via email! I can append any comments you email me to the bottom of this post.
Thanks for reading!