M15: Convoke
September 9, 2014 Leave a comment
Magic 2015 has 22 cards with convoke: 7 in green, 6 in white, 4 in black, 2 in red, 1 in blue, and 2 artifacts. Their quality varies considerably from exceptional (Devouring Light) to unplayable (Meditation Puzzle). There are also a few that remain to be evaluated: Seraph of the Masses, Feral Incarnation, and Overwhelm (which I’d initially evaluated, incorrectly, as a bomb). The quality of these cards depends largely on the number and quality of token producers in the set.
Magic 2015 has 17 cards that produce tokens. While the quality of these cards appears to be quite high at first glance (2 bombs, 7 exceptional, 4 good, 3 TBD, and only 1 unplayable), the expensive ones are less likely to be helpful in powering out expensive convoke spells early. Let’s just look at the ones that cost 4 mana or less:
- 2cc: Raise the Alarm (excellent), Waste Not (unplayable since Black Cat and Mind Rot are the only non-rare ways to make your opponent discard cards), Spirit Bonds (rare), Necromancer’s Stockpile (generating a token requires discarding a creature, so you don’t actually have more creatures in play, at least in the short term)
- 3cc: Coral Barrier (good), Hornet Nest (rare, and tokens are only produced when the creature dies), Chasm Skulker (rare, and tokens are only produced when the creature dies), Goblin Rabblemaster (rare)
- 4cc: Brood Keeper (high setup cost), First Response (high setup cost)
Surprisingly, there are only 2 non-rare cards that produce tokens, cost 4cc or less, and don’t have a high setup cost: Raise the Alarm and Coral Barrier. The first card on the list confirms an intuition I’ve had for some time now: Raise the Alarm is the key enabler for convoke decks, not just because it enables some of the god draws, but because it’s one of the only cheap ways to get multiple creatures on the table. However, having Coral Barrier be the only other card on the list challenges my preconceived notion that, since 59% of the convoke cards are in green or white, the convoke deck should be G/W.
Reviewing the list of convoke spells, it seems that all the exceptional spells are white or artifact anyway, so perhaps W/U can utilize convoke most effectively, perhaps in the form of a skies deck that uses Raise the Alarm and Coral Barrier to hold down the fort. Military Intelligence is likely to be quite good in a deck with fliers and tokens, and Seraph of the Masses is likely to be an excellent finisher.
Note that this does not mean that Siege Wurm is not good, just that you cannot expect to reliably play it on turn 4, even in a G/W deck. It also means that Overwhelm and Feral Incarnation are likely unplayable given the speed of the format.
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