M14: Archaeomancer

To date, I’ve mentioned Archaeomancer in the context of a few different archetypes: U/R control, U/G control, U/G mill, and W/U skies. And intuitively, it would seem that U/R or U/B are the best color pairs for Archaeomancer since you can regrow instant/sorcery removal in those decks. (Much of the removal in white and blue is in the form of enchantments, and the removal in green is largely conditional, hitting flyers and non-creature permanents.) However, I always prefer hard numbers (hence this blog), so let’s get crunching.

M14 has 61 instants and sorceries. This spreadsheet breaks them down by color, rarity, and quality. It’s clear that red and black have the most number of exceptional instants/sorceries per player in an average M14 draft (0.6 and 0.4 respectively). If you combine bomb, exceptional, and playable instants/sorceries, red and green have the most (1.4 and 1.2 respectively). This corroborates some of my intuition above, and seems to reinforce U/R control as the best home for Archaeomancer.

However, this also include spells that are better in aggro decks (e.g., Act of Treason and most combat tricks) or spells that usually win you the game when cast (e.g., Devout Invocation and Planar Cleansing). Let’s take a slightly different look at this; let’s look at which instants/sorceries we’d most want to recast:

  • White: Celestial Flare
  • Blue: Cancel, Divination, Essence Scatter, Frost Breath, Negate, Time Ebb, Tome Scour, Opportunity (uncommon); you won’t usually want to recur Traumatize since the second casting will typically mill about as many cards as a Tome Scour
  • Black: Altar’s Reap, Liturgy of Blood, Wring Flesh, Corrupt (uncommon), Doom Blade (uncommon)
  • Red: Chandra’s Outrage, Shock, Flames of the Firebrand (uncommon), Molten Birth (uncommon), Volcanic Geyser (uncommon)
  • Green: Fog, Hunt the Weak, Plummet, Howl of the Night Pack (uncommon), Windstorm (uncommon)

Blue itself has the most number of instants and sorceries we’d want to regrow with Archaeomancer, and white has the least. Black, red, and green have similar numbers of them, but red has the most number of good removal spells, followed by black. The green instants and sorceries have very specific purposes, with Plummet and Windstorm only being useful against flyers, and Fog usually only useful if you’re playing a mill deck or if your opponent has falter effects.

Conclusion: Archaeomancer is at its best in U/R control where it can recur removal and blue card draw and counterspells, and in G/U mill where it can recur mill spells and cards like Fog and Frost Breath that can buy you time to mill your opponent out. It may also be playable in U/G control and U/B. That is a fairly limited set of archetypes and Archaeomancer only leaves a 1/2 body behind, so I would consider it only conditionally playable.

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