Fantasy Football: Dynasty Superflex Startup Draft Tips

Daniel Jones Giants

Dynasty startups always shake things up when it comes to draft strategies but add in a Superflex and you have quite a combo that a lot of fantasy players are not comfortable with.  Superflex, for those who have never tried it, means you can put a Quarterback in the flex spot as well as the usual Wide Receiver/Running Back/Tight End.  That opens up a lot of point potential and really pushes the ADP of Quarterbacks.

Dynasty leagues will always skew the ADPs of young stars a bit since most fantasy football players want to have solid players for a long time.  Adding Superflex further messes typical ADPs, so it creates a very interesting situation that requires some studying and preparing for the draft.

In this article, we give you helpful tips in drafting in your Dynasty Superflex Startup.

Take Quarterbacks Earlier Than You’re Used To

If you’ve been following me over the years, you know that I always advise waiting to take Quarterbacks till later rounds.  The point spread between the QB5 and QB15 is usually very small, so drafting a solid Quarterback in Round 8 or later usually won’t hurt you.

This upcoming tip is probably the biggest advice I can give you for this type of league.

In Superflex, the Quarterback position is much more important since Quarterbacks generally score more points than your average Running Back or Wide Receiver.  In a lot of Superflex drafts, it’s not crazy to see Quarterbacks go in the first round like Running Backs do in normal leagues.  Sometimes seven to eight picks are Quarterbacks, which quickly empties the talent pool.

Even though a top Running Back might be available, it is probably in your best interest to grab a top quarterback in the first round.  From there you probably want to take your second Quarterback in Rounds 4-7 and follow that up with a third and final Quarterback that might be more of a high-risk, high reward type in the later rounds.

And finally, since it is Dynasty, don’t be scared to grab one of the rookie Quarterbacks that might not have the starting job(yet) over a Quarterback like Daniel Jones (sorry Giants fans).

Just make sure you have at least three Quarterbacks at the end of your draft.

Target Top Running Backs in Round Two and Three

Since Quarterbacks are so highly valued in Superflex, a lot of the top Running Backs are still available when the second round starts.  This round will probably go a lot like typical drafts, where any top Running Back will go off the board.  As tempting as it might be to draft another Quarterback here, your best bet is to grab your first Running Back in this round.  Depending on how the next picks go, you may also want to grab another Running Back in round 3.

Fill the Middle Rounds (6-10) With the Best Player Available

Once you get 2 Quarterbacks, 2 Running Backs, and a few Wide Receivers on your roster, focus less on positions and more on the best player available.  In Dynasty leagues the younger players will have more value than some of the veterans, but that shouldn’t scare you away from drafting some of the “old guys”.

Later in the draft, it may be easier to find solid Wide Receivers, so if you need to grab a third or fourth Running Back earlier in these middle rounds, don’t feel too bad.  Make sure you at least round out your starting lineup before getting into the double-digit rounds.

Take Some Shots in the Double-Digit Rounds

Just like in regular drafts, don’t shy away from taking some high-risk, high reward type players in the later rounds.  You may be able to find a veteran player that seems like they may be past their prime (A.J. Green, Ryan Fitzpatrick come to mind) here.  These are the types of players who may not have a ton of relevant years left but could pay dividends this year.

Also, look out for second-year players who didn’t see the field much last year but have gotten some hype in the offseason or in preseason. Underhyped rookies also could be worth a shot here for the chance that they surprise.

The nice part about these rounds is that if the player doesn’t pan out, you don’t have to feel bad about dropping them.

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