BNG: Floodtide Serpent and the enchantment reuse deck

Since the release of BNG, I’ve primarily drafted very aggressive decks, usually after being passed multiple copies of Loyal Pegasus, Fanatic of Xenagos, and/or red removal spells. I haven’t yet tried the archetypes I’d theorized that Born of the Gods might make possible. I’m particularly eager to try the enchantment reuse deck since I often see Floodtide Serpent late. I did once draft 2 Floodtide Serpents and 4 cantrip Auras (2 Dragon Mantles, 1 Stratus Walk, and 1 Fate Foretold) but left them in the sideboard because I had a U/R spells deck with Flamespeaker Adept, 2 Spellheart Chimeras, and a Prescient Chimera and so needed my noncreature slots for spells and not Auras.

Let’s consider which colors are best able to exploit Floodtide Serpent. Here are several ways to profit from bouncing and replaying enchantments, listed in order of descending importance for BNG/THS/THS drafts, along with the color(s) that benefit most (-C means that it interacts with rares or mythics in that color and so is less relevant):

  1. (U, G) Reusing enchantment with enters-the-battlefield effects: The format has several cantrip Auras — 1 in white, 3 in blue (including Eternity Snare), 2 in black, 1 in red, and 2 in green — plus Raised by Wolves and Ephara’s Enlightenment.
  2. (W, U, G) Retriggering heroic abilities: W/U and G/W have the most number of creatures with heroic, but both tend to be quite aggressive and probably wouldn’t run a 5-mana 4/4 maindeck.
  3. (all colors) Converting bestow creatures into bestow Auras: This is useful if you have a creature with bestow (either because you cast it as a creature early or because the creature it was enchanting died) and you’d prefer to have it be an Aura.
  4. (W, U, G) Moving Auras from one creature to another: You may want to move certain powerful Auras like Eidolon of Countless Battles, Ghostblade Eidolon, or Flitterstep Eidolon to a different creature as a game progresses. Or you can use it with Feral Invocation or Boon Satyr to make combat difficult. Or you can use it with the Ordeals to get additional +1/+1 counters (although you have to return a different enchantment, otherwise you won’t get the counter).
  5. (R) Bouncing borrowed enchantment creatures: This works with Akroan Conscriptor and Portent of Betrayal. The borrowed creature won’t get to do combat damage, but your opponent loses tempo and any Auras on the creature fall off.
  6. (U, -W/R) Moving a removal Aura to a different creature: This works with Eternity Snare, Chained to the Rock, and perhaps Viper’s Kiss. (You can’t use Chained to the Rock to trigger enters-the-battlefield effects on your creatures that aren’t also enchantments since it can only target an opponent’s creature.)
  7. (all colors) Rescuing an enchantment creature you control from some removal Auras: This is primarily useful against Eternity Snare and sometimes Viper’s Kiss. (Floodtide Serpent doesn’t work against Chained to the Rock since that exiles the creature.)
  8. (-R, -W/U, -G/W) Replaying enchantments to trigger enters-the-battlefield effects of other permanents: Purphoros God of the Forge, Ephara God of the Polis, and Karametra God of Harvests. These are all mythics, so this situation will rarely arise.
  9. (-G) Getting a second use out of an enchantment that has/confers a tap ability: This can potentially be used with Epiphany Storm (requires 3 mana + tapping 2 creatues), Ephara’s Radiance (5 mana + 2 creatures), Evanescent Intellect (5 mana + 2 creatures), Claim of Erebos (6 mana + 2 creatures), Bow of Nylea (7 mana), Oracle’s Insight (8 mana + 2 creatures), Hammer of Purphoros (9 mana). However, there are easier ways to reuse tap abilities granted by the Auras, and you’re unlikely to get to 9 mana if you have a Hammer of Purphoros in play, so this is mostly useful with Bow of Nylea, a rare that is rarely passed.
  10. (-B) Removing enchantments you no longer want in play: This is only useful if you need to get Herald of Torment out of play, a situation that should rarely arise.

(Note that the enchantment is returned as the attack is declared, so you don’t get the trigger from cards like Spiteful Returned and Thunderous Might before they return to your hand. It is also not a combo with Perplexing Chimera because it only allows you to return a creature you control you to hand, not a creature you own.)

Looking over this list, we see that white, blue, and green have the most cards that work with Floodtide Serpent. However, W/U and G/U both tend to be aggressive decks in this format, and Floodtide Serpent is better suited to a control deck that can win by eking out card advantage. The control decks in this format are usually B/X or U/R, and we’ve already observed that U/R is not a good color pair for Floodtide Serpent. That leaves U/B and perhaps B/G/u. And there might also be a G/U control deck that uses Sedge Scorpions and Omenspeakers to hold the ground and mana acceleration to cast Floodtide Serpent earlier, while gaining incremental card advantage with Floodtide Serpent and Meletis Astronomer.

The good U/B decks I’ve drafted tend to run a lot of removal, and don’t usually have a lot of space for Auras. A U/B inspired deck could be a good home for Floodtide Serpent, but inspired creatures + cantrip Auras that grant evasion + Floodtide Serpents is a lot to ask of a single pack of Born of the Gods. However, it might be more feasible if you’re drafting with 2-3 packs of Born of the Gods.

B/G decks tend to focus on devotion or the graveyard. There are few enchantments that interact with the graveyard other than Evanescent Intellect, but B/G/u devotion is a possible home for Floodtide Serpent. The deck is happy to run Auras to increase devotion and can afford to run a couple of splash cards even though they don’t contribute to devotion.

Let’s look at which cards in blue, green, and black would work well in a control deck with Floodtide Serpent:

  • Commons: Chorus of the Tides, Fate Foretold, Stratus Walk, Wavecrash Triton // Baleful Eidolon, Grisly Transformation, Scourgemark // Sedge Scorpion, Feral Invocation, Karametra’s Favor, Nylea’s Presence, Setessan Oathsworn, Staunch-Hearted Warrior
  • Uncommons: Eternity Snare, Flitterstep Eidolon, Meletis Astronomer, Triton Fortune Hunter // Ashiok’s Adept, Ordeal of Erebos (if drawn late), Tormented Hero // Centaur Battlemaster, Order of Nylea (if drawn late and you already have access to blue mana), Raised by Wolves
  • Rares: Agent of the Fates // Anthousa Setessan Hero, Boon Satyr, Bow of Nylea, Hero of Leina Tower // Prophet of Kruphix // Astral Cornucopia

There seem to be enough cards that this deck might be possible. As always, keep in mind that an 8-person BNG/THS/THS will only have an average of 1.3 copies of any Born of the Gods common, so you don’t usually want to draft this deck unless you’re already in these colors and have a couple of Floodtide Serpents.

BNG: Sunbond

Sunbond is a card that’s intrigued me since I first saw the Born of the Gods spoiler. The format has a fair bit of incidental lifegain (lifegain that comes with another effect), and has relatively little removal that deals with large creatures. Sunbond seems especially strong on creatures with lifelink since they double in size each time they deal damage.

Here’s a list of all the cards in the format that can gain you life. Cards in bold provide recurring lifegain (this includes creatures with lifelink). While they may gain you less life than some of the non-recurring cards like Ordeal of Heliod, they can help even if you played before you draw Sunbond. Cards in italics are either filler/situational or only gain you 1 life at a time.

  • White (average of 10.1 cards with lifegain in an 8-person draft, 4.5 of which are recurring):
    • common: Hopeful Eidolon, Lagonna-Band Elder, Mortal’s Ardor, Oreskos Sun Guide, Ray of Dissolution, Setessan Battle Priest (Ephara’s Radiance is almost never playable and Last Breath is almost never used on your own creatures)
    • uncommon: Ordeal of Heliod
    • rare: Soldier of the Pantheon
  • Black (average of 7.2 cards, 3.2 of which are recurring):
    • common: Gray Merchant of Asphodel, Pharika’s Cure, Servant of Tymaret
    • uncommon: Cutthroat Maneuver, Insatiable Harpy, Tormented Hero
    • rare: Whip of Erebos
  • Green (average of 5 cards, 0.5 of which are recurring):
    • common: Nylea’s Disciple, Snake of the Golden Grove, Time to Feed
    • rare: Bow of Nylea, Courser of Kruphix
  • Multicolor (average of 3.3 cards, all of which are recurring):
    • common: Scholar of Athreos (while it doesn’t require black mana to be playable, it does require black mana to be used for lifegain)
    • uncommon: Daxos of Meletis, Horizon Chimera
    • mythic: Chromanticore

Unsurprisingly, white has the most cards with lifegain and the most cards that provide recurring lifegain, followed by black and then green. This means that W/B has the most cards with lifegain, and therefore is most likely to be able to maximize Sunbond. W/B also provides access to Scholar to Athreos, both creatures with lifelink in the set, and if you’re really lucky, Whip of Erebos.

Including Scholar of Athreos, an 8-person BNG/THS/THS draft will have an average of 18.8 white or black cards with lifegain. Hopeful Eidolon, Ordeal of Heliod, Gray Merchant of Asphodel, Pharika’s Cure, Insatiable Harpy, and Whip of Erebos are high picks in most decks running their colors and constitute 5.7 of the 18.8 cards. If you draft a third of these cards and half of the remaining 13.1, you end up with 9.5 cards, which is enough to power Sunbond.

Keep in mind that Sunbond is an uncommon, so an 8-person BNG/THS/THS draft will only have 0.4 copies of the card on average. I don’t recommend taking Sunbond early and trying to draft around it. However, if you’re looking at a weak pack or if you’re already in W/B, you can pick it up and prioritize the cards with lifegain just a little higher.

THS: W/B control and Triad of Fates

I hadn’t had much success with control deck in Theros until recently when I did reasonably well with a couple of B/X control decks (2 W/B and a U/B/w deck). Each had at least one Gray Merchant of Asphodel and would have been a monoblack deck in the early days of Theros when it was still possible to draft multiple Gray Merchants of Asphodel. However, white and blue both offer cards that work well in a B/X control deck.

White offers some excellent defensive creatures (Scholar of Athreos, which also serves as lifegain and a win condition), removal (Divine Verdict, Last Breath), lifegain (Hopeful Eidolon, Lagonna-Band Elder), and win conditions (Evangel of Heloid, Sentry of the Underworld), and lets you run Gods Willing alongside Boon of Erebos. I’ve also found Triad of Fates to be seriously undervalued and have often been passed it late by players who see it as too slow. While it is certainly subpar in an aggressive W/B deck, it can be very powerful in control decks that are able to survive long enough to use its white ability to “blink” an Evangel of Heliod, Disciple of Phenax, or Gray Merchant of Asphodel. (Abhorrent Overlord and Ashen Rider are also excellent targets for the white ability, but if you manage to cast either of those, you’re probably already winning the game.) The deck tends to be heavier black than white, so you might end up picking Pharika’s Cure over Wingsteed Rider, especially since you are likely to have fewer targeting effects than an aggressive W/B deck.

Blue also offers excellent defensive creatures (Omenspeaker, Wavecrash Triton, and Coastline Chimera, which is playable even without white in a control deck), removal (Shipwreck Singer, Griptide, Sea God’s Revenge, Voyage’s End), counterspells (Annul, Dissolve), and win conditions (Horizon Scholar, Nimbus Naiad). As with white, it is the multicolor Shipwreck Singer that makes this a powerful color combination and, as we’ve seen previously, it is powerful multicolor cards like these that can make it worth delaying selection of a second color if you start out in either blue or black. (Also, remember to keep an eye out for Triton Tactics once you’ve drafted Shipwreck Singer.)

I tend to prefer W/B over U/B because Scholar of Athreos, Sentry of the Underworld, and Triad of Fates are all powerful cards that fill multiple roles, helping you stabilize and then serving as win conditions once you’ve locked down the board. In fact, a U/B control deck I drafted recently splashed white for Scholar of Athreos and Sentry of the Underworld when I found myself short a couple of cards after switching from W/B to U/B in pack 2 of the draft. Triad of Fates is a riskier splash in such cases because it doesn’t immediately impact the board when played, but it still does provide the ability to retrigger some strong enters-the-battlefield abilities on blue creatures (Horizon Scholar, Omenspeaker, and Mnemonic Wall).

THS: Follow-up on Minotaurs

I managed to pull off a Minotaurs deck in a recent draft. I was already in red and was passed a Kragma Warcaller pack 1, pick 4 (the other good card in that pack was Wingsteed Rider). I committed myself to a Minotaurs deck shortly thereafter and was rewarded with another Kragma Warcaller in pack 3. My deck also had 6 other Minotaurs: 3 Fellhide Minotaur, 2 Minotaur Skullcleaver, and 1 Borderland Minotaur.

The supporting cast included some aggressive early drops (Tormented Hero, Firedrinker Satyr, Akroan Crusader, Arena Athlete, Blood-Toll Harpy), some removal (2 Lightning Strike, 2 Ordeal of Purphoros, 2 Lash of the Whip), and some finishers (Portent of Betrayal, Ember Swallower, Cavern Lampad). The pair of Kragma Warcallers were the lynchpins of the deck and even led to a U/G opponent scooping immediately when the second one hit the table (he had no way to deal with them permanently).

The main thing the deck lacked was 2-drops. In particular, I would have loved to pick up a couple of Deathbellow Raiders, but I never saw one. Also, Fanatic of Mogis would have been a great finisher for this deck, but I managed to go undefeated even without it.

THS: Minotaurs

Theros is unusual in having 2 lords for a single tribe: Rageblood Shaman and Kragma Warcaller. How good are they in triple Theros drafts? Let’s figure it out.

Theros has 7 Minotaurs, including the 2 lords. There are 4 commons, 2 uncommons, and 1 rare, so the average 8-person draft will have 12.3 Minotaurs, including 1.6 Minotaur lords. The Minotaurs are listed below, along with my prior evaluation of them:

  • Common: Deathbellow Raider (2cc, good), Minotaur Skullcleaver (3cc, filler/conditional), Fellhide Minotaur (3cc, filler/conditional), Borderland Minotaur (4cc, good)
  • Uncommon: Fanatic of Mogis (4cc, exceptional), Kragma Warcaller (5cc, TBD)
  • Rare: Rageblood Shaman (3cc, TBD)

The Minotaurs are spread reasonably well across the mana curve, which is good. All are in either red or black. While the black Minotaur is not particularly strong, Kragma Warcaller is, and Deathbellow Raider requires black mana for regeneration, so a Minotaur deck is likely to be R/B or R/b (red splashing black).

Many of the Minotaurs are playable on their own merits, even without a lord: Borderland Minotaur, Fanatic of Mogis, and Kragma Warcaller. Deathbellow Raider and Minotaur Skullcleaver are also playable in a sufficiently aggressive red deck. Other than Fanatic of Mogis, however, none of these cards are likely to be taken highly by non-Minotaur players. So it is likely that a player drafting Minotaurs can expect to pick up about 8 Minotaurs over the course of the draft if no one else is drafting the same deck. (I say 8 instead of 12 because some Minotaurs will get drafted by other players, because you will have to pass Minotaurs for removal, and because Fellhide Minotaur isn’t worth playing unless you have multiple Minotaur lords.)

What does this mean for the playability of the Minotaur lords? Kragma Warcaller is good on its own merits as a 4/3 haste creature for 5 manas, so it’s worth drafting highly if you’re in those colors, even if you don’t have many Minotaurs. Rageblood Shaman is more conditional, but is very playable in a deck with about 8 Minotaurs, so it is a reasonable early pick that you can try to craft a deck around.

M14: Follow-up on the Gladecover Scout deck

I attempted to draft the Gladecover Scout deck at a casual draft yesterday. My first pick was Garruk Caller of Beasts, but the next few packs had very little to offer, so I took 2 Gladecover Scouts, Elvish Mystic, 2 Verdant Havens, and Howl of the Night Pack (not in that order). At this point, I figured I could easily splash strong enhancing Auras from most colors, so I was planning to take them, and any additional Gladecover Scouts, over anything but bombs. I stuck to that plan, taking 2 Trollhides over Pacifisms, even though I knew could splash the latter. I was monogreen until the middle of pack 2, when I finally saw some non-green enhancing Auras in the form of Mark of the Vampire, Dark Favor, Lightning Talons, and Illusionary Armor. (At that point, I had 4 Verdant Havens, so I had no concern about splashing cards from multiple colors.)

Unfortunately, I never saw any more Gladecover Scouts, or any Witchstalkers. I did pick up a Ranger’s Guile (and passed a second one) which someone else suggested is equivalent to a Gladecover Scout in my deck since I also had 3 Trollhides. I disagree with that assessment, however, because the creature can still be shut down by Pacifism, Claustrophobia, Time Ebb, Disperse, and a few other spells that regeneration doesn’t protect against. I didn’t want to splash the non-green Auras since there was a high likelihood that I would not have a Gladecover Scout in my opening hand, and I would not be excited to put these Auras on the other creatures in my deck.

Luckily, I had enough decent green cards to build a monogreen deck. I did run the 2 Gladecover Scouts I’d drafted, and they worked quite well with my Accorder’s Shield, 3 TrollHides, 3 Hunt the Weaks, and 3 other pump spells. The deck’s only paths to victory were Gladecover Scout + Trollhide, Garruk Caller of Beasts, or Howl of the Night, but I still managed to win all 4 matches I played, probably because no one at the table had a particularly strong deck. Also, this was a very casual draft, and you shouldn’t expect to do particularly well with a monogreen deck like mine at most drafts.

Conclusion: it’s risky to attempt to draft the Gladecover Scout deck. An average 8-person draft will have only 2.4 Gladecover Scouts. That number goes up to 2.8 if you include Witchstalkers, but that is likely to be drafted highly by other green players, and possibly even raredrafted if you’re at a casual draft. Even though I had 2 Gladecover Scouts before we were halfway through the first pack, I never saw another one, even though I was one of only 2 green drafters at the table, and there aren’t any good alternatives to him in M14.

M14: The tokens deck

Another deck that I have yet to try is the tokens deck. It is usually centered around Young Pyromancer, Molten Birth, and Barrage of Expendables. This spreadsheet lists all the cards in M14 that produce tokens, and also attempts to list most of the cards that interact particularly well with tokens. Cards in bold are particularly important to the strategy, while cards in italics help tokens get through blockers. (I haven’t listed pumps spells here, only effects that have a more permanent impact.)

From this, it seems that the deck wants to be R/W, with:

  • Young Pyromancer, Molten Birth, and Hive Stirrings to produce tokens
  • Goblin Shortcutter, Master of Diversion, and Seismic Stomp to help the tokens get past blockers
  • Fortify, Lightning Talons, Shiv’s Embrace, and Ogre Battledriver to help push damage through
  • Barrage of Expendables, Congregate, Path of Bravery, and Bubbling Cauldron to buy time, plus Act of Treason if the deck has a reasonable number of sac outlets (or to enable an earlier alpha strike)

If you have a chance to pick up Dark Prophecy and/or Gnawing Zombie, you can also try to make a B/R tokens deck that looks a lot like the B/R sacrifice deck I’d written about previously. In addition to these cards and the red cards from the list above, Altar’s Reap, Blood Bairn, and Vile Rebirth are also important, especially if you have a Young Pyromancer on the table.

One downside of this deck is that Young Pyromancer is good in just about every red deck, so you won’t get passed it very often. But if you do draft an early Young Pyromancer, keep this deck in mind as an option.

EDIT: Shrivel can be a problem for this deck since most of its key token producers make 1/1 tokens. Be careful to not overextend into it against opponents playing black, especially post-board.

M14: The Gladecover Scout deck

The Gladecover Scout deck involves putting Auras on a Gladecover Scout or a Witchstalker and smashing in with a large hexproof creature. I’ve been meaning to try this deck out for a while, but haven’t yet been willing to prioritize Gladecover Scouts highly enough, and this deck obviously does not work without them. A friend recently assured me that this is a strong deck, so I will try to give it a shot at some point and report back. Meanwhile, the goal of this post is to figure out what colors this deck usually is and which other cards I’ll need to prioritize when attempting to draft this archetype.

This spreadsheet lists all the Auras, global enchantments, instants, sorceries, and planeswalkers that can enhance a creature’s power/toughness or grant it additional abilities, whether temporarily or permanently. Green and white have the most cards that go in this archetype, but black also offers some key cards at uncommon, especially Mark of the Vampire, which can make it very difficult for your opponent to race.

  • Green (permanent effects): Hunt the Weak, Trollhide, Oath of the Ancient Wood (rare), Primeval Bounty (mythic)
  • Green (temporary effects): Giant Growth, Ranger’s Guile, Enlarge (uncommon)
  • White (permanent effects): Divine Favor, Blessing (uncommon), Indestructibility (rare), Path of Bravery (rare), Ajani Caller of the Pride (mythic)
  • White (temporary effects): Fortify, Show of Valor
  • Blue: Zephyr Charge, Illusionary Armor (uncommon)
  • Black: Dark Favor, Mark of the Vampire
  • Red: Lightning Talons, Shiv’s Embrace (uncommon)
  • Artifact: Accorder’s Shield (uncommon), Fireshrieker (uncommon), Door of Destinies (rare), Haunted Plate Mail (rare)

Looking more closely at the cards listed above, it seems that this deck should usually be G/B, with Trollhide and Mark of the Vampire being the key commons, as well as Ranger’s Guild if you are running several creatures without hexproof to complement your Gladecover Scouts. At other rarities, Oath of the Ancient Wood, Primeval Bounty, and the artifacts listed can also contribute to a strong deck. The deck is also happy to splash white, blue, and red for Divine Favor, Illusionary Armor, and Lightning Talons respectively.

When playing this deck, you need to be very careful to not walk into Celestial Flare when either attacking or blocking. Shrivel can also be an issue if your Gladecover Scout is enchanted only with Lightning Talons and/or Indestructibility. This, along with the fact that you won’t always draw Gladecover Scout (or be willing to try to mulligan to it) means that the deck also needs other creatures. The deck generally wants to run cheaper creatures so it can put an Aura on them and start attacking, so here are the 1-3 mana creatures in green and black that seem to be good candidates for this archetype:

  • 1cc: Elvish Mystic, Festering Newt, Tenacious Dead (uncommon)
  • 2cc: Child of Night, Corpse Hauler, Predatory Sliver, Gnawing Zombie (uncommon), Manaweft Sliver (uncommon), Voracious Wurm (uncommon), Scavenging Ooze (rare)
  • 3cc: Brindle Boar, Rootwalla, Lifebane Zombie (rare), Syphon Sliver (rare), Witchstalker (rare)

Blightcaster is also a key card since the deck already runs several Auras. If the deck has sufficient mana fixing, other cards from the enchantments and lifegain decks can also be included.

M14: Strionic Resonator and the U/R control deck

Let’s try to evaluate Strionic Resonator today and determine whether it’s worth drafting early. This spreadsheet has a list of all cards in M14 with a triggered ability (see this post for the card quality key). It includes updated card quality evaluations as well as an assessment of the quality of the triggered ability, which can differ from the card quality (e.g., Sengir Vampire and Angelic Accord). These trigger quality assessments are very similar to the card quality assessments:

  • + means you would happily pay 2 mana to copy the trigger.
  • / means you would pay 2 mana to copy the trigger.
  • ~ means the ability is difficult to trigger or less useful to copy.
  • E(xpensive) means that you are unlikely to have 2 mana to spare when the trigger goes off, or that you’re already winning the game if the trigger goes off.
  • R(are) means that you’ll rarely want to copy the triggered ability or that it won’t trigger very often.
  • x means that there is never a reason to copy this trigger, barring very unusual game states.

The spreadsheet also indicates which archetype(s) each of these cards fits best in. If the archtype is in parentheses, it means that the card is playable even outside the archetype. If no archetype is listed, the card is usually played on its own merits rather than because it interacts particularly well with other cards.

Pivoting by color (to the right of the main table in the spreadsheet) shows us that red has the most triggered abilities we’d want to copy (11 in an average draft), followed by white and blue (8 each). Since most players draft 2 colors in M14, each color will have 3 drafters. If they split these cards between them, it means you can expect to get about 6.3 triggers you want to copy if you’re in R/W or U/R, and about 5.3 triggers you want to copy if you’re in W/U. However, Goblin Shortcutter and Archaeomancer don’t usually go in the same deck, so let’s also look at the cards by archetype instead.

Pivoting by archetype (also to the right of the main table in the spreadsheet) shows us that B/R sacrifice and U/R control have the most number of cards with triggers we’d want to copy (8 each in an average draft). If you’re the only drafter at the table, you will probably have enough triggered abilities that you’d want to copy.

The B/R sacrifice deck has Festering Newt, Pitchburn Devil, and Dragon’s Egg (uncommon), whose abilities trigger when they die, either in battle or when sacrificed to Altar’s Reap, Blood Bairn, Barrage of Expendables, Gnawing Zombie, or Vampire Warlord. It also has Young Pyromancer, whose trigger produces more cannon fodder for your sacrifice outlets. However, Pitchburn Devil’s trigger is the only one (at common or uncommon) that you’d really want to copy, so I’m not sure how well Strionic Resonator would work in this deck.

I haven’t drafted U/R control yet, but it seems like it should be a viable archetype. Red has Shock, Chandra’s Outrage, Flames of the Firebrand (uncommon), and Volcanic Geyser (uncommon) for removal. Blue has Essence Scatter, Negate, Cancel, and Spell Blast (uncommon) for countermagic, Time Ebb, Disperse, and Frost Breath for stall, and Divination and Opportunity (uncommon) for card advantage. Combined with Academy Raider and Archaeomancer, it could be a fairly potent counterburn deck that wins with a large flyer or by recurring Volcanic Geyser. In such a deck, Strionic Resonator could help ensure that that you don’t run out of cards before your opponent does.

So Strionic Resonator is probably conditionally playable. I wouldn’t recommend taking it early in the hope that U/R control is open. However, if you’re already drafting that deck, it might be worth taking it and then drafting cards with useful triggers slightly higher. (It’s also useful if you don’t remember how many triggered abilities you have in your deck when you’re passed a Strionic Resonator; if you’re drafting U/R control, you’re more likely to have enough triggers to play it.) This card does have a tendency to get passed late, so if I’m already in either blue or red the next time I see it, I might draft it to try it out (as I did with Door of Destinies recently) and post a follow-up.

Btw, here are the card quality evaluations I’ve updated since I originally posted the evaluation spreadsheet, in case you’re interested:

  • Ajani’s Chosen (TBD -> exceptional): A 3/3 for 4 mana is already a reasonable body, and W/B enchantments is a strong archtype.
  • Angelic Accord (TBD -> conditional): It’s difficult to draft a good lifegain deck, but I still believe it’s possible.
  • Auramancer (TBD -> playable): Ajani’s Chosen works well with all enchantments, but Auramancer mostly works well with Quag Sickness.
  • Blightcaster (TBD -> exceptional): Like Ajani’s Chosen, but with 1 less point of power and a stronger trigger.
  • Sanguine Bond (TBD -> conditonal): See Angelic Accord above.
  • Xathrid Necromancer (TBD -> exceptional): It’s a 2/2 for 3 mana that at least nets a 2/2 when it dies, and can be nuts in the right deck.
  • Door of Destinies (TBD -> conditional): It’s playable in a Slivers deck or a W/B Humans deck.
  • Advocate of the Beast (TBD -> conditional): It’s good if you already have Beasts.
  • Dismiss into Dream (TBD -> unplayable)
  • Domestication (TBD -> playable)
  • Archaeomancer is still TBD.

M14: Follow-up on Door of Destinies

While I had drafted Door of Destinies previously, I’d never had enough creatures of any given creature type to justify playing with it — until yesterday. I was drafting a W/B enchantments deck and opened Door of Destinies in pack 2. Normally, I would have taken the Sengir Vampire from that pack, but this was a very casual draft and I was in the right colors for a Humans deck, so I decided to give it a try, even though I only had 3 Humans at that point. (Only do this at home, kids!)

I ended up with 10 Humans: 4 Auramancers (to go with 3 Quag Sicknesses; yes, it was every bit as sick as it sounds), 3 Corpse Haulers, 2 Masters of Diversion, and 1 Blightcaster. I left a Dawnstrike Paladin and a Soulmender in the sideboard since they aren’t playable on their own merits; I wouldn’t want to draw either of them if I didn’t also have Door of Destinies. I also didn’t have any cards that cared about lifegain, and my card quality was ridiculously high besides; I had Corrupt, Wring Flesh, and Accursed Spirit sitting in my sideboard!

I went 4-1 over the course of the evening, losing only to a monoblack deck with Nightmare (and a Grim Return to get it back), Dark Prophecy, Rachet Bomb, and Corrupt, and a Diabolic Tutor to fetch the most relevant one. The Door of Destinies contributed to 2 game wins, although I might have won one of both of those games anyway. I was rarely unhappy to draw it since it would at least give my next Human +1/+1, and it usually did more. There was often a temptation to try to optimize the casting order (Door of Destinies, then Blightcaster, then Quag Sickness, and then Auramancer) to maximize the utility of the cards involved, but you have to withstand that temptation if your opponent has attackers that you can’t already block effectively; sometimes you have to play Auramancer on turn 3 with no Quag Sickness in the graveyard and a Door of Destinies in your hand.

One interesting combo that I noticed was that with a Corpse Hauler in your graveyard and another in play, you can sacrifice the one in play to get the other one back, and then play that one to add a counter to Door of Destinies. You can rinse and repeat as many times as your mana will allow, so you should probably draft Corpse Haulers a little higher if you’re drafting a W/B Humans deck with Door of Destinies. (Corpse Hauler also allows you to reuse Auramancers, which can be very powerful if you also have a Quag Sickness.) Door of Destinies also would have worked well with the Liliana’s Reaver in my deck if I had named Zombies, but I was never willing to do that since the Door would be useless if they dealt with the Reaver.

I want to emphasize again that this was a very casual draft. While none of the Humans in my deck are high picks (other than Blightcaster), you won’t usually be able to snag the 3 Quag Sicknesses and 3 Pacifisms that made my Auramancers so good. In other words, your mileage might vary. However, I think it is possible to use Door of Destinies in a W/B Humans deck as long as you prioritize picking Humans that are playable on their own merits. Also, Door of Destinies is not usually a good target for Diabolic Tutor since if you cast Diabolic Tutor on turn 4 and Door of Destinies on turn 5, you’re spending a lot of time doing nothing. Unless your opponent isn’t playing anything, save the Tutor for later to fetch a bomb or a removal spell.