Defiant Bloodlord is known to be bad. Wheeling it and putting to our deck might be a scenario.

March from the Tomb may be a consideration. Dream of Marching a Bloodbond Vampire and 2 Kalastria Healers, drain 6, get 9/9 is real.

Drana’s Emissary is hardly a reward: it’s a very good card on itself.

WG go wide

White and green provide several creatures capable of pumping the whole team: Cliffside Lookout seems not very promising at first but once you have 5 mana open makes blocking for your opponent awkward, amazing Tajuru Warcaller gives and amazing buff if your team is big enough. If she survives until your next turn, drop 1–2 more allies and kill the opponent. Griverender Druids can significantly increase the size of your army especially if you manage to use Unified Front with it.

Combine it with some spells like Inspired Charge, Tandem Tactics to protect weaker creatures while swinging with team and maybe you even will be lucky enough to get Veteran Warleader and you have an amazing deck ready.

WR Aggro

Red provides us with some amazing aggressive Allies: Resolute Blademaster costs 5 mana and gives your team double strike which makes him similar to the bomby Berserkers’ Onslaught from DTK. Retreat to Valakut helps deal extra damage early and go through big blocker later on.

Red also has Allies which provide three other red combat abilities: Firemantle Mage gives menace and makes attacking much more profitable for you, Chasm Guide provides Haste, Ondu champion — Trample.

UW Awaken

Awaken primarily exists in BW. Sheer Drop is an amazing removal which becomes even better if you can use it’s Awaken cost. Other spells like Rush of Ice or Clutch of Currents can be tempo spells early game but also one for one if cast for Awaken in the late game.

Awaken deck capitalizes on going into late game and being more efficient on using large amounts of mana. Here Fortified Rampart will be the most useful, as well as some spell which let you survive early game or gain additional life: Courier Griffin, Ondu Rising.

Finally, an uncommon Halimar Tidecaller is the creature which lets you reuse spells with awaken (no matter if you cast them for normal cost or Awaken cost first time) as well as gives all your awaken lands flying. Don’t forget that you may use awaken on the same land twice to give it more counters as well as play Awaken spell targeting a manland to give it a permanent buff (however it will be vulnerable to creature removal). The only green Awaken spell Earthen Arms also synergizes nicely with manlands (you can target nonanimated land, or, say, Gideon with it).

Awaken spells exist in all colours, while white and blue provide the most support for the archetype, getting some descent black cards may be a good idea.

RG Landfall

Landfall is primarily Red Green archetype, green provides us with additional land drops, some of them on instant speed which combined with Landfall ability on creature gives as combat trick and mana ramp. Natural Connection is a mana fixing, and can be played on instant sped so you may save some mana for combat trick or use it as combat trick for a creature with Landfall, Swell of Growth is a combat trick + Landfall trigger and Blighted Woodland is a useful land which is a fixing, acceleration and instant speed Landfall trigger — all at once.

Valakut predator is a 4/4 for 3 mana while you have Landfall, Makindi Sliderunner has lower stats than Snapping Gnarlid. While Sliderunner trades with 2/2 even after Landfall trigger, RG is an aggressive deck so Trample will be useful.

Some spells provide you exhaust for extra mana: Murasa Ranger lets you pay 3G for 2 extra counters, Akoum Stonewaker lets you pay 2R for 3 extra damage to opponent. While Slab Hummer seems to put you turn behind in terms of land, it’s true purpouse it to give you chance to get Landfall trigger even when you don’t draw a land and also lets you reuse the spelllands (addition to the list of words in English with tripled letters).

GUwrb Converge

Converge is the most controversial mechanics of the set: some cards seem to terrible unless your deck has access to 4–5 different colours: look at Brilliant Spectrum, it is only good spell if you cast it with 4 colours but then it’s a descent draw 4, discard 2 spell. Prism array almost surely will wheel and will be useful in your deck, delaying your opponent for several turns while digging through your deck for answers. Bring to Light at best let’s you cast any 5 mana spell in your deck which gives a lot of flexibility.

Converge deck starts with colour fixing: Pilgrim’s Eye fixes your colours and buys some time, green is the strongest mana fixer, Lifespring Druid taps for any colour of mana Fertile Thicket lets you draw the basic lands you need.

Our reward is getting spells that other players at your table prioritize very low: Skyrider Elf may be as good as 5/5 flier for 5, Exert Influence steals a creature from your opponent indefinitely, Infuse the Elements is a powerful combat trick.

Converge mechanics seems to be a mechanics where most rewards are located in rare slot, however they are so niche that all other drafters will gladly pass the cards to you. When BFZ will be massively drafted we will be able how strong this archetype in field.

Acknowledgments: I thank Libero-Trojan for his help in archetype analysis and mythicspoiler.com for convenient access to full BFZ spoiler.