ORI: Compact FAQ
July 8, 2015 Leave a comment
This is a compact version of the Magic Origins FAQ (16 pages vs. 39 pages for the original).
Magic: The Gathering number crunching for limited
July 8, 2015 Leave a comment
This is a compact version of the Magic Origins FAQ (16 pages vs. 39 pages for the original).
July 8, 2015 Leave a comment
This is a list of all the instant-speed tricks in Magic Origins. The first table has the spell names while the second one has abbreviated spell descriptions in case you don’t remember what the spell does. Note that the latter table may not accurately represent all uses of the spell and often leaves out certain details. Also, I sometimes make mistakes while filling out these tables; please let me know if you spot any issues.
Both tables categorize the tricks by converted mana cost, color, and rarity. Unless specified otherwise, each colored spell has one colored mana in its mana cost with the rest being generic mana, so a 3-mana white spell with no explicit cost listed has a mana cost of 2W. I also specify mana costs if the spell has X in its mana cost, is multicolored, or costs more than the column it is specified in. Spells in bold can leave a creature in play, e.g., flash creatures, spells that create token creatures, or spells that allow you to cast creatures at instant speed.
Here’s how to interpret the second table:
July 6, 2015 Leave a comment
This is a 9-page version of the full Magic Origins spoiler. The card image gallery at DailyMTG is 70 pages, so I’m hoping this saves a couple of trees, while also being easier to carry in your pocket for reference. This spoiler is also text instead of images, so it’s easier to search for card types or keywords before the set is available on Gatherer.
July 4, 2015 Leave a comment
While Modern Masters 2015 has an archetype for each color pair, it doesn’t have equal numbers of cards for each of those archetypes. And sometimes, the key cards for one archetype are also valued by other archetypes, which means you’re less likely to get passed that card. Let’s take a look at how many cards are available for each archetype, and how many other archetypes are likely to want those cards, to try to get a rough estimate of how many drafters each archetype can support at a table.
The table below lists what I think are the key commons and uncommons for each archetype, as well as the other archetypes those cards are shared with. If a card is listed with italics, that means the card is a splash for that archetype. If the other archetype is listed in parentheses, it means it is slightly less valued by the other archetype. “all” (which I’ve also highlighted in yellow) means that the card is valued highly by most or all of archetypes in those colors.
Some observations from this table:
– The artifacts archetype has the most number of key cards at 24, while elementals has the least at 4 (primarily because I’m only including elementals with tribal abilities or that are key to the archetype). The rest of the archetypes have between 10 and 17 key cards.
– The domain/sunburst archetype has the most number of cards that are valued by other archetypes (Evolving Wilds, Wayfarer’s Bauble, Skyreach Manta, and Savage Twister). This means that you should prioritize taking these cards, especially the mana fixing, in the early portion of the draft. Shortly after the set was released, I had a draft where I did the opposite, taking Tribal Flames and Matca Rioters over the mana fixing in pack 1, because I didn’t want someone else at the table to go into the archetype. I ended up with 4 Matca Rioters, 3 Tribal Flames, and 2 Skyreach Mantas, but the only mana fixing I saw after the first pack was a Fiery Fall and a Sylvan Bounty, and my domain count was frequently 2 π¦
– The artifacts and equipment archetypes share a number of key cards, primarily equipment. While these archetypes can be drafted in adjacent seats, you may want to prioritize good equipment if you suspect you’re next to a player in the other archetypes, since you’re less likely to see those cards late.
– The sacrifice archetype share cards with both the tokens and the domain/sunburst archetypes. While there may be enough of these cards to support each archetype, you may need to prioritize the shared cards if you believe you’re drafting next to a player in one of those archetypes. (Nest Invader, Kozilek’s Predator, and Bone Splinters are shared with tokens, and Ulamog’s Crusher, Artisan of Kozilek, and Pelakka Wurm are shared with domain/sunburst.)
– Graft and proliferate share a lot of cards, primarily the blue and black spells with proliferate. (While graft is base G/U, it can easily splash Spread the Sickness and Grim Affliction since they only require 1 black mana.) These cards are often better in graft, since they can proliferate +1/+1 and charge counters on your permanents, while proliferating -1/-1 counters on opponents’ permanents. The bloodthirst and domain/sunburst archetypes are also likely to take the black proliferate cards highly since they are likely to have creatures with +1/+1 counters. Because of this, and because U/B proliferate is usually a very slow control deck (although I have seen aggro builds with Vampire Lacerators and Duskhunter Bats), I don’t think it is a viable archetype in this format.
Next, I’m going to attempt an exercise to help get a rough estimate of how many drafters each of these archetypes can support. There are an average of 2.5 copies of any given common and 1.0 copies of any given uncommon in an 8-person draft. The Unshared #Cards column computes the number of cards available to an archetype in an 8-person draft by computing (#commons * 2.5) + (#uncommons * 1.0), ignoring the fact that some cards are shared with other archetypes. The Unshared #Drafters uses this to compute the average number of players the archetype can support in an 8-person draft. The Shared #Cards column assumes that this is the average number of players for each archetype, and assumes that an archetype’s chance of ending up with a card is proportional to its representation at the table. And the Shared #Drafters column uses the relative proportions of Shared #Cards to try to estimate how many drafters each archetype can support. (Ideally, this computation would be repeated until it converged, but I didn’t have time to do that.)
| Archetype | Unshared #Cards | Unshared #Drafters | Shared #Cards | Shared #Drafters |
| Artifacts | 48.0 | 1.5 | 40.9 | 1.7 |
| Bloodthirst | 20.5 | 0.6 | 15.6 | 0.7 |
| Domain/sunburst | 31.0 | 1.0 | 20.8 | 0.9 |
| Elementals | 8.5 | 0.3 | 8.5 | 0.4 |
| Equipment | 26.0 | 0.8 | 18.5 | 0.8 |
| Graft | 22.0 | 0.7 | 12.3 | 0.5 |
| Proliferate | 19.0 | 0.6 | 11.8 | 0.5 |
| Sacrifice | 29.0 | 0.9 | 19.9 | 0.8 |
| Spirits | 23.0 | 0.7 | 19.0 | 0.8 |
| Tokens | 28.5 | 0.9 | 21.5 | 0.9 |
Based on this rough computation, it seems that artifacts can support about 2 drafters in an 8-person draft, and that bloodthirst, domain/sunburst, equipment, sacrifice, spirits, and tokens can usually support 1 drafter each. However, in every other draft, elementals and/or graft (and perhaps also proliferate) might take the place of 1 or more of these decks.
June 18, 2015 Leave a comment
(Quick note: I’m walking in Relay for Life tomorrow to raise money for cancer research. My team will have at least one person walking around the track at any given time for 16 continuous hours. If you’d like to support me, you can make a donation on my fundraising page. All amounts raised will go to the American Cancer Society, and help in the fight to eliminate cancer.)
This is my initial evaluation of the cards in Modern Masters 2015. Since these cards are reprints, we already have have a good sense of how good they are in general, so I will focus on how good they are in the various archetypes. The general column indicates how good I think the card is in a generic deck playing the appropriate color(s); if there is an evaluation in an archetype column, I believe the card is better (or sometimes worse) than the general evaluation, e.g., Fortify is filler in most decks, but exceptional in G/W tokens. If my evaluation in the archetype column is the same as in the general column, I believe the card is slightly better in that archetype, but not sufficiently better to be bumped up to a higher valuation.
For this evaluation, I’m only going to consider the archetypes defined by the 10 color pairs:
Here’re what my evaluations mean:
While most of my evaluations should not be a surprise, here are some where my opinion may differ from the mainstream:
June 2, 2015 Leave a comment
Yesterday, I discussed some of the problems with my first draft deck on day 2 of GP Vegas: the person to my left was also in W/B spirits after first picking a Long-Forgotten Gohei, and I drafted too many removal auras and then discovered they aren’t as good in Modern Masters 2015 Limited as they are in other formats. For reference, here is my decklist from that draft.
Creatures (13):
– 1cc: Vampire Lacerator
– 2cc: Dimir Guildmage, 2 Sickle Ripper, Raise the Alarm
– 3cc: 2 Thief of Hope, Restless Apparition, Waxmane Baku, 2 Blinding Souleater
– 4cc: –
– 5cc: Scuttling Death, Hikari Twilight Guardian
Non-creatures (9):
– 1cc: Dismember, Sunlance, Apostle’s Blessing
– 2cc: Otherworldly Journey
– 3cc: 2 Pillory of the Sleepless, 3 Arrest
Lands (18): 9 Swamps, 9 Plains
Sideboard (23):
– Artifact: Alloy Myr, Runed Servitor
– White: Conclave Phalanx, Fortify, Mighty Leap, Terashi’s Grasp
– Blue: 2 AEthersnipe, Air Servant, Faerie Mechanist, Narcolepsy, Somber Hoverguard. Steady Progress, Vigean Graftmage
– Black: Bone Splinters, 2 Death Denied, Duskhunter Bat, Instill Infection, Shrivel, 2 Waking Nightmare
– Multicolored: Agony Warp
This deck has a lot of removal but lacks synergy, so maybe it wasn’t surprising that I went 1-2 with it. But I figured I’d learned some useful lessons, and was hoping to redeem myself in the second draft. That draft started with Spread the Sickness, Nameless Inversion, Blinding Souleater over Arrest, and Thief of Hope over Waxmane Baku (since it can Soulshift the Nameless Inversion). I got passed another Waxmane Baku mid-pack, and realized spirits was wide open when the first one wheeled. This time, my W/B spirits deck had less removal, but had a ton of synergy. I had 6 (six!!) Waxmane Baku, almost thrice the 2.2 you’d expect to see in a 7-person pod. I also had 2 Thief of Hope, 2 Nameless Inversion, Dismember, and Sunlance. Here’s the decklist from that draft.
Creatures (17):
– 1cc: 2 Plagued Rusalka
– 2cc: Spellskite, Reassembling Skeleton, Sickle Ripper
– 3cc: 2 Thief of Hope, 6 Waxmane Baku
– 4cc: 2 Moonlit Strider
– 5cc+: Chimeric Mass, Scuttling Death
Non-creatures (6):
– 1cc: Dismember, Sunlance
– 2cc: 2 Nameless Inversion
– 3cc: Waking Nightmare
– 4cc: –
– 5cc: Spread the Sickness
Lands (17): 9 Swamps, 8 Plains
Sideboard (22):
– Artifact: 2 Blinding Souleater, Cathodion, 2 Runed Servitor
– Colorless: 2 Ulamog’s Crusher,
– White: Skyhunter Skirmisher, 2 Spectral Procession, Terashi’s Grasp
– Blue: Tezzeret’s Gambit, 2 Wings of Velis Vel
– Black: Instill Infection, 2 Sickle Ripper, Sign in Blood, 2 Vampire Lacerator
– Green: Thrive, Tukatongue Thallid
Sickle Ripper is a speedbump against aggro decks. Reassembling Skeleton does that to a lesser degree, but also combos with Plagued Rusalka. Waking Nightmare triggers spiritcraft abilities and is a proactive answer to bombs. Everything else is good enough to not even require explanation, yet I also ended up 1-2 with this deck. While the second loss was a concession to an opponent who’d been paired down, just before I would have won, the 1 official win was once again a bye. This was obviously quite disappointing, especially since I thought I had a pretty good deck. It was lacking Kami of Ancient Law and did have a lot of creatures at 3cc, but was otherwise a model W/B spirits deck.
My first opponent was playing W/U affinity and we split the first 2 games. In game 3, my 7-card hand had 3 Swamps and 4 white spells. It was a sketchy keep, but I figured I had a decent chance of drawing a Plains or a black card. Instead I only drew Swamps and white spells until my last turn, while my opponent played Glint Hawk Idol, Cathodion, another Glint Hawk Idol, and Rusted Relic on turns 2-5, a sequence of plays that my deck would not typically be able to withstand.
My second round was a bye (both my drafts were 7-person pods). My third round opponent was playing G/W/r ramp with 4 Ulamog’s Crushers, a strategy that Waxmane Baku is particularly strong against. I conceded the match just before I would have won, since my opponent had been paired down and had a better shot at prizes and Pro Points.
So, what did I do wrong? It’s possible that I should have built a more aggressive deck, with 2 Vampire Lacerators, 2 Runed Servitors, and the remaining 2 Sickle Rippers replacing Spellskite, Reassembling Skeleton, 2 Moonlit Strider, Scuttling Death, and a land. In that deck, Thief of Hope and Waxmane Baku would hopefully serve as the nail in the coffin after an aggressive start. But I am convinced that a controlling W/B spirits deck is not a good choice for a competitive event. It may be well positioned against W/R equipment and R/G domain/ramp, but it’s too slow against the format’s aggro decks (W/U affinity, B/R bloodthirst, and U/G graft/proliferate) because they pay 2 mana for 2/2’s, while spirits usually pays 3. W/B spirits also has trouble with flyers since it has only 3 flyers of its own, none of which are at common, and has no creatures with reach.
June 1, 2015 2 Comments
Unfortunately, I scrubbed out on day 2 of GP Las Vegas. I drafted W/B spirits both drafts and went 2-4, and both my wins were actually byes π¦ I could have won my last round but conceded because my opponent had been paired down and had a better shot at prizes.
The first draft started with Dismember over Nameless Inversion, Pillory of the Sleepless over Hikari Twilight Guardian, and Arrest over Waxmane Baku, then a Blinding Souleater, and then another Arrest. At the time, I thought this was shaping up to be a pretty good draft deck. By the end of the draft, I had a 3rd Arrest, a 2nd Pillory of the Sleepless, a 2nd Blinding Souleater, and a Sunlance, but only about 6 spirits, and I didn’t have cards that could replace the spirits. I thought the deck would do well because of the extensive removal suite, but there were 3 problems.
The first was that the person to my left was also in spirits. I knew someone else at the table was playing spirits when the Waxmane Baku and a mid-pack Devouring Greed didn’t wheel, but it was too late to switch colors that close to the end of pack 1, and I didn’t realize that it was the person immediately to my left. He’d opened a Long-Forgotten Gohei and taken that pack 1, pick 1! He didn’t take the Nameless Inversion second pick (and didn’t remember what he took over it), but the 4th pick Waxmane Baku and the Devouring Greed put him solidly in W/B spirits. He had some reasonable spirits and a couple of Ghostly Changelings to help trigger their abilities.
The second problem is that Arrest, Pillory of the Sleepless, and the other removal auras (Narcolepsy, and to a lesser extent, Oblivion Ring) are not actually that good in this format. Each color has a number of cheap, maindeckable ways to neutralize them or make alternate use of the creature: white has Apostle’s Blessing, Otherworldly Journey, Kami of Ancient Law, and Moonlit Strider, blue has a number of bounce spells plus AEthersnipe (although at least those require them to spend mana to recast the creature), black has Bone Splinters and Plagued Rusalka, and green has Vines of Vastwood. There’s also Terashi’s Grasp and Sundering Vitae in postboard games. Red is the only color that doesn’t have good answers to the removal auras.
Even more important, the removal auras aren’t actually good against most of the archetypes in this format. In my opinion, they’re only really good against B/R bloodthirst, R/G domain/ramp, and to a lesser extent, U/R elementals.
Then I misplayed twice more in game 3 to punt the match. My opponent had a fast start that got me to 4 life, but I was starting to wrest control back. On turn 7, I had 6 lands and Thief of Hope on the table, and Pillory of the Sleepless, Plains, and Swamp in my hand, but didn’t have an answer for his 3/3 Chimeric Mass. I normally advocate never holding back more than 1 land, but I decided to hold back and not play a land that turn, hoping he would think I had a trick. He played a 2/2 on his turn. On my turn I drew a Conclave Phalanx, played Pillory on the Knight and then tapped 4 lands and the Thief of Hope to play the Conclave Phalanx, going from 4 to 6 life. He cast Sundering Vitae on my end step and then played Goblin War Paint on his 2/2 and attacked. If I chumped with my Phalanx, I would not have had any good blocks the following turn, so I went to 2 life and he had a Tribal Flames to finish me off the next turn.
My opponent had sided in 2 Sundering Vitaes against me, and cast both of them in both our postboard games, usually immediately after I cast a removal aura, so he did get a little lucky. But this was definitely a winnable matchup against a mediocre deck and an opponent who also misplayed a few times.
Unfortunately, I then got paired against the other spirits deck. My removal auras were useless against him since he still got his spirit triggers and had Kami of Ancient Law and Bone Splinters (which is extra good with soulshift). I sided out all 5 of my removal auras for game 2, but lost to Long-Forgotten Gohei.
I received a bye the next round and so ended the first draft at 1-2.
May 31, 2015 2 Comments
Some things I learned over the course of day 1 at GP Las Vegas and Modern Masters 2015 release events:
May 31, 2015 3 Comments
Here’s my sealed pool from day 1 of GP Las Vegas. It was a difficult pool to build, and I’m not certain I built it correctly, but I managed to go 5-0 after starting 2-2, so I made day 2!! How would you have built this pool? (The pool is also posted on TappedOut if you find that easier to work with.) I’ll post my build in the comments section later this week.
Lands
2 Blinkmoth Nexus
Darksteel Citadel
Gruul Turf
Rakdos Carnarium
Artifact
2 Alloy Myr
Cathodion
Chimeric Mass
Culling Dais
Glint-Hawk Idol
Kitesail
Myr Enforcer
Rusted Relic
Skyreach Manta
Tumble Magnet
Wayfarer’s Bauble
White
Hikari, Twilight Guardian
Kami of Ancient Law
Otherworldly Journey
2 Raise the Alarm
2 Sunlance
2 Sunspear Shikari
Waxmane Baku
Blue
2 Aethersnipe
Helium Squirter
Mulldrifter
Somber Hoverguard
Stoic Rebuttal
Telling Time
2 Tezzeret’s Gambit
2 Thoughtcast
Thrummingbird
Vigean Graftmage
Black
Bloodthrone Vampire
Daggerclaw Imp
Duskhunter Bat
Ghostly Changeling
Grim Affliction
Instill Infection
Nameless Inversion
Necroskitter
Scavenger Drake
Scuttling Death
Shrivel
Sign in Blood
Spread the Sickness
Surgical Extraction
Thief of Hope
2 Vampire Lacerator
Red
2 Blades of Velis Vel
Burst Lightning
Comet Storm
Fiery Fall
Goblin Fireslinger
2 Goblin War Paint
Gut Shot
Inner-Flame Igniter
Skarrgan Firebird
Smash to Smithereens
Smokebraider
Tribal Flames
Green
2 Aquastrand Spider
Gnarlid Pack
Kavu Primarch
Kozilek’s Predator
Matca Rioters
Pelakka Wurm
Rampant Growth
Scatter the Seeds
Scion of the Wild
3 Thrive
Vines of Vastwood
Multicolor
Boros Swiftblade
Plaxcaster Frogling
Hybrid
Ashenmoor Gouger
Hearthfire Hobgoblin
Selesnya Guildmage
May 30, 2015 Leave a comment
I’ve heard a number of people suggest that artifact removal is maindeckable in Modern Masters 2015 Limited since there are a number of playable artifacts that can go in any deck. My initial instinct is to disagree. Most of my decks have had 3-4 artifacts, which means that my opponents may never see an artifact. Even if they do, it may not be problematic, yet they will usually have to spend their removal on it since they may not see another artifact later. I’ve also seen a few B/X decks that have no artifacts, although I don’t know how common they are.
Let’s start by looking at the playable artifacts in the set by archetype / color pair:
If you face W/U artifacts or R/G sunburst, you’ll be quite happy with your maindeck Smash to Smithereens. Otherwise, they player is sharing 19 artifacts with the table and so is likely to have about 2.4 artifacts, perhaps slightly more if you’re playing against a W/X or U/X deck. However, the average could also be lower than 2.4 since the W/U artifacts deck will probably pick some of these artifacts more highly than the other archetypes. This is certainly not enough to merit playing maindeck artifact removal, since you’re likely to never see either of the artifacts they’re playing in any given game.
A sealed deck that is not W/U artifacts or R/G sunburst will typically have about 5 artifacts it wants to play. About 3-4 will usually make the cut, so you’re likely to see about 1 in a typical game. If we assume we’re equally likely to face all archetypes, then maindeck artifact removal is only slightly more playable in sealed than in draft. However, if you believe, as some people do, that sunburst is going to be the most popular archetype, then it may make sense to run Smash to Smithereens maindeck.
Since a lot of the artifact removal spells also destroy enchantments, let’s also look at the playable enchantments in the format:
So white and blue have the most enchantments as well as the most artifacts. If you’re playing against a W/X or U/X deck, it may make sense to side in artifact/enchantment removal, even if you haven’t seen any particularly juicy targets yet.
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