ORI: Follow-up on the enchantments deck

Shortly after concluding that an 8-person ORI/ORI/ORI draft cannot support an enchantments deck, I ended up drafting an Esper control deck with a minor enchantment subtheme.

Creatures (16):
– 2cc: 2 Screeching Skaab
– 3cc: 2 Scrapskin Drake, 2 Deadbridge Shaman, 2 Auramancer
– 4cc: 2 Separatist Voidmage, Tower Geist, Returned Centaur
– 5cc: Priest of the Blood Rite, Ringwarden Owl, Totem-Guide Hartebeest
– 6cc: Skaab Goliath

Non-creatures (6):
– 2cc: Swift Reckoning
– 3cc: Claustrophobia
– 4cc: Suppression Bonds, 2 Weight of the Underworld, Consecrated by Blood

Lands (18): 2 Evolving Wilds, 7 Islands, 6 Swamps, 3 Plains

Sideboard (18):
– Artifact: Alchemist’s Vial
– White: Healing Hands, 2 Yoked Ox
– Blue: Artificer’s Epiphany, Bone to Ash, Calculated Dismissal, Faerie Miscreant, Hydrolash, Nivix Barrier
– Black: Infinite Obliteration, Nightsnare, Rabid Bloodsucker
– Green: Dwynen Gilt-Leaf Daen, Llanowar Empath, Orchard Spirit, Might of the Masses, Sylvan Messenger

I first picked Priest of the Blood Rite over Whirler Rogue, followed by Swift Reckoning over Anchor to the AEther, and then Suppression Bonds over Separatist Voidmage. All of these were close calls that I expect others might disagree with. Unsurprisingly, the person to my left went blue after being passed 3 strong blue cards. When I saw a 4th pick Tower Geist, I decided I needed to be in blue, even though I realized that I’d probably already put the person to my left into blue. Unfortunately, he also went into black after opening Liliana, Heretical Healer in pack 2, so I didn’t get many good cards in either of my primary colors in that pack.

I ended up going 1-2 in matches with this deck (it was a casual draft where you can continue to play after you lose). Some of it was because I was in the same colors as the person to my left, some of it was due to the color issues associated with playing a 3-color deck, and some of it was because the deck couldn’t handle fast starts backed up by 1-2 removal spells, but some of it was also due to bad luck (multiple mulligans and multiple opponents with Gilt-Leaf Winnower). With better luck, this deck is probably capable of going 2-1.

Some lessons from the draft:

  • U/B/w is a good color combination for an enchantments deck. While W/B may seem like the natural color combination for this archetype, blue provides Claustrophobia and Separatist Voidmage, and most of the white cards in the deck (Totem-Guide Hartebeest, Suppression Bonds, Auramancer) work well even if they are in the splash color.
  • Totem-Guide Hartebeest is even better than I’d expected. Not only does it find you a removal spell, the 2/5 body is so relevant that I began to wonder if Catacomb Slug might be playable in this format. When I also had an Auramancer in hand, I would usually get Weight of the Underworld so I could kill multiple creatures.
  • Returned Centaur was also surprisingly good. It can block the numerous 2/2’s and 3/3’s in the format and can’t be killed by most of the removal in the format. And with 5 enchantments in the deck, there’s a 36% probabiility that this will put an enchantment in the graveyard for Auramancer to retrieve. (Obviously, the probability goes down if you draw a higher than average number of enchantments before playing it, and goes up if you draw a lower than average number.)
  • Screeching Skaab provides a much-needed 2-drop for the deck and has a 22% chance of putting an enchantment in the graveyard.
  • Consecrated by Blood was very weak in this deck and was sided out every match. I’d thought it might be a good finisher, but it doesn’t belong in a control deck.

ORI: The enchantments deck

Magic Origins has a number of cards that get better if your deck has enchantments/auras. Other than Helm of the Gods and Herald of the Pantheon, all these cards are white and/or black.

  • Helm of the Gods, Blessed Spirits, Sigil of the Empty Throne, Blightcaster, Herald of the Pantheon, and Blood-Cursed Knight get better if you’re playing more enchantments.
  • Totem-Guide Hartebeest gets better if you’re playing more auras.
  • Auramancer and Starfield of Nyx get better if you’re playing more enchantments that are likely to end up in your graveyard (usually black removal auras).

Next, let’s look at all the enchantments that are might be playable. The usual evaluation key applies: B means bomb, + means exceptional, / means playable, ~ means filler/conditional, ? means I don’t know yet, and I’ve left out sideboard/unplayable cards. Cards are commons unless specified otherwise, and underlined cards are auras.

  • White: Grasp of the Hieromancer (?), Suppression Bonds (/), Knightly Valor (+, uncommon), Sigil of the Empty Throne (?, rare)
  • Blue: Claustrophobia (/), Stratus Walk (/), Sphinx’s Tutelage (?, uncommon), Thopter Spy Network (R, bomb)
  • Black: Infernal Scarring (~), Weight of the Underworld (~), Consecrated by Blood (~, uncommon)
  • Red: Molten Vortex (B, rare)
  • Green: – (all green enchantments are unplayable)

Things don’t look promising: green has no playable enchantments, red has 1 at rare, and black has 3 but they’re all filler (although I did lose to Consecrated by Blood last week, so maybe I’m undervaluing it). White has 1 common and 1 uncommon, for an average of 3.3 playable enchantments in an 8-person draft. Blue has 2 commons and 1 rare, for an average of 5.2 playable enchantments. Other than Stratus Walk, the playables are not likely to be passed by drafters in those colors. If we assume 3 drafters at the table are in each color, then you can expect to get passed 1.1 playable white enchantments and 3.3 playable blue enchantments. Even if we’re W/U and draft all 4.4 playable enchantments in our colors, we can only expect to draw 1 enchantment most games.

Based on this computation, the enchantments theme appears to be a trap. Helm of the Gods, Sigil of the Empty Throne, and Blightcaster are unplayable. Blessed Spirits, Herald of the Pantheon, and Blood-Cursed Knight are playable on their own merits, but if you’re playing Herald of the Pantheon or Blood-Cursed Knight, you’re probably not W/U and so you’re likely to have even fewer enchantments. Most of the playable enchantments are auras, so Totem-Guide Hartebeest is a reasonable draft pick if you have some auras in your deck, especially the removal auras. However, the only enchantment likely to end up in your graveyard regularly is Weight of the Underworld, so Auramancer and Starfield of Nyx are not worth drafting either.

If we assume that Grasp of the Hieromancer, Sigil of the Empty Throne, and Sphinx’s Tutelage are also playable but not valued outside this archetype, then you can expect to get passed 3.9 playable white enchantments and 4.2 playable blue enchantments. However, even if you’re in W/U and draft all 8 of these cards, you only end up with 3 enchantments, so my conclusions above don’t change.

In short, you’re unlikely to be able to draft enough enchantments to build this archetype in an 8-person ORI/ORI/ORI draft. However, Blessed Spirits and Totem-Guide Hartebeest are still playable, especially if you’re W/U.

ORI: Evaluations

This is an initial set of evaluations of the cards in Magic Origins. The main purpose is not to share deep insights into the new cards, but to figure out which cards need further analysis and to help evaluate those cards. For instance, artifact removal spells were very good in Mirrodin block, but are less relevant in Magic Origins.

Here’re what my various evaluations mean:

  • Bomb (B): Will usually win the game if not dealt with and also difficult to deal with or play around, e.g., large flyers or mass removal.
  • Exceptional (+): A superior card that will turn the tide in your favor, e.g., cheap unconditional removal or a 3/3 flyer for 4 mana.
  • Good (/): The bread and butter of most decks, e.g., a 2/2 flyer or a vanilla 3/3 for 3 mana.
  • Situational/Filler (~): Good in the right deck, filler in most others, e.g., a vanilla 2/2.
  • Sideboard (S): Useful to have in your sideboard, but not usually playable maindeck, e.g., artifact/enchantment removal or color hosers.
  • Unplayable (x): Should not be played except in the right deck or under exceptional circumstances, e.g., a vanilla 1/1. Some unplayable creatures can be sided in against the right deck, e.g., a vanilla 1/3 for 3 mana might still be sided in against an aggressive deck.
  • TBD (?): Requires more analysis or more experience with the format to evaluate, e.g., a card that depends on how many +1/+1 counters there are in the format.

The spreadsheet also has explanations for many of my evaluations in the Notes column. Here are some evaluations that might not be obvious at first glance.

  • Cleric of the Forward Order (~), Faerie Miscreant (S), Undead Servant (~), Infectious Bloodlust (x), Timberpack Wolf (/): there will be an average of only 2.4 of each of these in an 8-person ORI/ORI/ORI draft
  • Hallowed Moonlight (S): good against tokens and reanimation
  • Valor in Akros (x): worse than Ampryn Tactician since it doesn’t give the bonus immediately, and doesn’t come with a 3/3 body
  • Mizzium Meddler (+): can also move enhancing Auras spells to itself
  • Consecrated by Blood (~): difficult for B/R, B/G, or R/G to deal with
  • Graveblade Marauder (/): good even as a 1/4 deathtouch for 3 mana
  • Evolutionary Leap (x): note that the creature goes in your hand, not into play

Here are the cards that need additional analysis to fully evaluate, and what the evaluation will depend on. Some of these cards have an initial assessment based on a standalone evaluation, but that may change after further analysis.

  • Blessed Spirits, Sigil of the Empty Throne, Blightcaster, Herald of the Pantheon (/), Blood-Cursed Knight (~), Helm of the Gods: #/quality of enchantments
  • Totem-Guide Hartebeest: #/quality of auras
  • Auramancer, Starfield of Nyx (x): #/quality of removal auras that go to the graveyard
  • Enlightened Ascetic (S), Demolish (S), Smash to Smithereens (S), Caustic Caterpillar (S), Conclave Naturalists (+): #/quality of artifacts/enchantments
  • Eyeblight Massacre (+), Dwynen Gilt-Leaf Daen (+), Sylvan Messenger: #/quality of Elves
  • Nantuko Husk (/), Fiery Conclusion (~), Blazing Hellhound (/): #/quality of borrow effects, tokens, and creatures with leaves-the-battlefield triggers
  • Act of Treason: #/quality of sacrifice effects
  • Dreadwaters (x), Sphinx’s Tutelage: #/quality of mill cards
  • Chief of the Foundry: #/quality of artifact creatures
  • Goblin Piledriver: #/quality of Goblins
  • Orbs of Warding, Grasp of the Hieromancer: experience with the card/format
  • Reave Soul (/), Eyeblight Assassin (/), Gilt-Leaf Winnower (+): power/toughness distributions
  • Aerial Volley (S): #/quality of flyers