SOI: Madness and discard outlets

An analysis of cards with madness and the discard outlets that enable them in Shadows over Innistrad is available at http://www.mtggoldfish.com/articles/madness-and-discard-outlets-in-shadows-over-innistrad-draft.

SOI: The mill deck

http://www.mtggoldfish.com/articles/the-mill-deck-in-shadows-over-innistrad-draft looks at the mill deck in Shadows over Innistrad draft.

BFZ: Is there a G/U deck?

In Battle for Zendikar, blue and green have the most cards with converge and the most cards that generate Eldrazi Scion tokens. That means G/U could potentially function as a deck that uses manafixing to maximize converge and/or a deck that uses ramp spells and Eldrazi Scions to cast expensive spells. However, are there enough of either card to make this a deck that can be consistently drafted?

Let’s take a look at the blue and green converge cards first:

  • Blue: Brilliant Spectrum, Roilmage’s Trick, Exert Influence (rare), Prism Array (rare)
  • Green: Tajuru Stalwart, Infuse with the Elements (uncommon), Woodland Wanderer (rare)
  • G/U: Skyrider Elf (uncommon), Bring to Light (rare)

Neither of the blue commons with converge are particularly good, especially in multiples, so there’s little reason for a converge deck to be G/U. Green provides both the manafixing and the good commons and uncommons, so any G/X deck can play the green converge cards and splash Exert Influence and the G/U cards. G/W Allies is the most likely candidate since it often splashes additional colors for Unified Front anyway, and Tajuru Stalwart and Skyrider Elf are also Allies.

Next, let’s consider the cards that produce Eldrazi Scion tokens to see whether a G/U deck is likely to end up with enough of them to build a ramp deck.

  • Colorless: Spawning Bed (uncommon), Blight Herder (rare) = average of 1.3 cards in an 8-person draft
  • Blue: Eldrazi Skyspawner, Incubator Drone, Adverse Conditions (uncommon), Drowner of Hope (rare) = average of 6.1
  • Green: Call the Scions, Eyeless Watcher, Brood Monitor (uncommon), Void Attendant (uncommon), From Beyond (rare) = average of 7.0

An 8-person draft usually has about 3 people in each color, but many drafters tend to avoid green in Battle for Zendikar, so we’ll instead assume that there are 2 green drafters and 3.5 drafters in each other color. Then, we might expect to end up with 1.7 of the blue cards and 3.5 of the green cards, along with an occasional colorless card. Unfortunately, both the green commons are filler and a G/U ramp deck would have to play them in order to have more than a couple of cards that produce Eldrazi Scion tokens.

A G/U ramp deck would also have access to more traditional green ramp spells. However, green gains little from being paired with blue in that scenario, and is probably be better off as a R/G landfall deck since the ramp spells help it trigger landfall more frequently.

Unfortunately, a deck like this is likely to have draws that only have ramp spells/filler Scion producers or only have expensive spells with insufficient ramp. Also, the environment has a number of ways to deal with large creatures: white has Sheer Drop and Smite the Monstrous, blue has Clutch of Currents, Murk Strider, and Tightening Coils, black has Bone Splinters, and all colors have access to Scour from Existence, and that’s just at common.

Consequently, it seems that G/U(/x/y) is not a good color combination in this environment. Blue has little to offer in terms of converge spells and G/W Allies can make better use of the green converge spells. Similarly, blue has little to offer in terms of ramp spells and R/G landfall can make better use of the green ramp spells.

BFZ: Deconstructing W/U skies

There’s been some hype about the W/U skies archetype. However, the fliers in this format are relatively inefficient compared to recent sets and there are no good 2-drop fliers for the deck. Let’s crunch some numbers to determine whether there are enough cards available to support this archetype in a typical 8-person draft, which of these cards you’re competing with other decks for, whether there’s a need to prioritize flyers/defense/removal, and whether we need to focus on any particular converted mana costs while drafting the deck.

Let’s start by looking at all the colorless, white, blue, and W/U cards that I think are good options for this deck. The cards are divided into 4 categories, each with it’s own table: flying/evasion, defense, removal/tempo, and other (primarily cards that help you win faster or survive longer). Within a category, cards are organized by rarity and converted mana cost. The highlight indicates the card’s color(s): gray is used for colorless/artifact cards, yellow is used for white cards, blue is used for blue cards, and light blue is used for W/U cards. Monocolored cards require only one colored mana of their color unless indicated otherwise, so you can determine the mana cost of a card based on its color and converted mana cost. Cards with awaken have both costs indicated but are usually listed in the column for their awaken cost; since they are all in the removal or other categories, they are rarely cast on curve anyway. A thick border indicates that a card is playable by all other archetypes that share this color, a thins border indicates that a card is playable by some but not all of those archetypes, and no border means that the card will usually only be played by W/U skies.


From the table, we see that an 8-person draft has an average of about 17 fliers (plus Angelic Gift and Coralhelm Guide), 19 defensive cards, 20 removal/tempo cards, and 14 other cards. Let’s assume that there are 3 people in each color but that no one else is drafting W/U skies. In that case, we can expect to get roughly a third of the cards with thick borders, roughly half of the cards with thin borders, and most of the cards with no border. Adding up the numbers gives us “E(in final pool)”, the rough number of cards we expect to end up with given our assumptions: 11 fliers (plus 2-3 copies each of Angelic Gift and Coralhelm Guide), 11 defensive creatures, 11 removal/tempo spells, and 7 other spells. So it is possible to draft enough cards for a W/U skies deck, possibly even if you’re competing with another W/U drafter.

There are many flyers and defensive cards that cost 5+ mana, so you should focus on 2-, 3-, and 4-drops when drafting, especially since you want to start casting spells for their awaken cost once you have 5-6 mana available. There are no good 2-mana flyers in this format, so you should try to pick up some defensive 2-drops or, in their absence, any other playable 2-drops.

Why is W/U skies a powerful deck in this format even though the fliers are not that efficient? I think it’s because the deck can take advantage of spells with awaken better than most of the other decks in the format. With an aggressive draw, it can cast them without awaken for tempo. If the games goes longer, the 3/3 or 4/4 bodies are not that impressive on offense, but can gum up the ground long enough for your flyers to finish the job.

BFZ: Converted mana costs of colorless cards

A U/B exile/process deck I recently drafted had more 5-drops than I would have liked, so I’d like to determine whether there’s a glut of good 5-drops for that deck. Almost all my cards in that deck were colorless, so we’ll just look at colorless cards for the purpose of this analysis. Since there are also 2 other archetypes that rely on colorless cards (U/R devoid and B/R aggro), we will also examine those.

The 3 tables below list the most important cards for each of these 3 archetype by converted mana cost and rarity, with bold indicating that a card is particularly strong in the archetype. I’m more concerned about the first few turns of the game, so the lists do not include splash cards and finishers. I’m hoping this analysis will help me decide which converted mana costs I need to focus on for each of these 3 archetypes in order to end up with a good creature curve.


Some observations:

  • U/B exile/process does not have an unusually high number of colorless 5-drops, it was my deck that was unusual (it had 2 Oracle of Dust and an Ulamog’s Reclaimer, plus a Windrider Patrol).
  • In addition to Mist Intruder and Culling Drone, U/B exile/process decks also have access to 2 uncommon 2-mana non-creature spells that can exile cards (Horribly Awry and Transgress the Mind). Similarly, it has access to Complete Disregard, Grave Birthing, and Spell Shrivel (all commons) at 3 mana. Unlike ingest creatures, these only exile a single card, but they can nevertheless get your first processor online.
  • All 3 archetypes have 4+ playable 3-drops at common, so you should prioritize 2-drops when drafting. This is especially true for U/R, which has another 4 playable 3-drops at uncommon, especially since a number of its common and uncommon 3-drops are particularly strong.
  • All 3 archetypes also have a number of strong mythics and rares that cost 6+ mana that you will rarely pass. However, U/B has a number of strong uncommons at that mana cost, so you probably shouldn’t prioritize those cards unless you really need a win condition.
  • Sludge Crawler is the only playable colorless 1-drop (Salvage Drone is unplayable, and Endless One will rarely be played as a 1/1). It fits in both the B/X archetypes that want colorless creatures, but I don’t have enough experience with it yet to determine how playable it is.

BFZ: The exile/process deck

I recently drafted a U/B exile/process deck with 6 ingest creatures, no other exile effects, and 7 processors. Here’s the decklist:

Creatures (18):
– 2cc: Fathom Feeder, 3 Culling Drone
– 3cc: 2 Benthic Infiltrator, Eldrazi Skyspawner, Hagra Sharpshooter
– 4cc: 3 Murk Strider, Mind Raker, Silent Skimmer
– 5cc: Ulamog’s Reclaimer, 2 Oracle of Dust, Endless One, Windrider Patrol

Non-creatures (4):
– 1cc: Clutch of Currents
– 2cc: –
– 3cc: Swarm Surge
– 4cc: Dampening Pulse
– 5cc: Demon’s Grasp

Land (18): 9 Islands, 8 Swamps, 1 Blighted Fen

I thought the deck looked strong, but I had several opening hands with no ingest creatures. Other times, my opponents would prevent me from getting my processors online by trading with or killing my Culling Drone. I still managed to go 4-1 with the deck, but only because many opponents had slow starts, which allowed me to stall the game using my X/5’s and then use Fathom Feeder, Oracle of Dust, Hagra Sharpshooter, and/or Windrider Patrol to win the long game. I also managed to curve out in a couple of games and then cast Swarm Surge for the win.

I realized that 6 exile effects is insufficient for this archetype. While the expected number of exile effects in my opening hand is 1, there’s a 29% chance of having none. Here’s a table showing the probability of having 1+ and 2+ exile effects in a 7-card hand (assuming a 40-card deck).

# exile effects in deck 1+ exile effects in hand 2+ exile effects in hand
4 55.22% 13.43%
5 63.93% 20.40%
6 71.14% 27.86%
7 77.09% 35.50%
8 81.95% 43.06%
9 85.90% 50.35%
10 89.08% 57.23%
11 91.63% 63.60%
12 93.65% 69.40%
13 95.24% 74.60%
14 96.47% 79.18%

Given these numbers, and given that opponents may be able to kill my ingest creatures, I’d like to have 9+ exile effects the next time I draft this archetype. Let’s take a look at the playable exile effects in the format to determine whether this is a reasonable expectation. The table below categorizes them, as well as process effects, by rarity and whether the effect is reusable. Within each category, cards are sorted by color and then mana cost. Exile effects with a strikethough are ones I believe can’t be relied on to exile a card; for one-time exile effects, they also need be able to exile a card on curve (i.e., once you have the mana needed to cast the card).


Some observations:

  • The best exile and process effects are both in blue. While most exile/process decks will usually be U/B or U/b, a U/r deck is possible if you get multiple copies of Touch of the Void, Vile Aggregate, and Processor Assault. A monoblue deck may even be possible on occasion since 8-person drafts have an average of 13 exile and 10 process effects that are blue or colorless.
  • I was not impressed with Culling Drone in this deck, so I would prefer to have Mist Intruder instead when I draft this archetype next, even though it is less playable in the absence of process effects. Since U/B exile/process decks should be heavier blue, this should also reduce the likelihood of having a 2-drop ingest creature that you cannot cast because you don’t have the right color of mana.
  • An 8-person draft has 6.5 reusable and 11.6 one-time exile effects that are playable in U/B. If you want to have 9 exile effects in a U/B exile/process deck, you have to play either some reusable exile effects that are unreliable and/or some one-time exile effects.
  • Most process effects are one-time, and the reusable ones are less impressive, so it should be okay to run a number of one-time exile effects. (Reusable exile effects are still better, since a single one can enable multiple one-time process cards.)
  • There are fewer process effects than exile effects (14 vs. 18 playable ones for U/B). While it makes sense to draft exile effects before process effects, you should not usually draft exile cards over powerful processors like Murk Strider with the expectation that you will be able to pick up the processors later.

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.

M15: Convoke

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 forĀ 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.

M15: G/U creature reuse

Magic 2015 has a plethora of ways to return permanents, especially creatures, to your hand. Some of these, such as Into the Void, can be used on opponents’ creatures and so are always playable if you’re in the color. Others, such as Peel from Reality and Quickling, are instant speed and so are usually playable even if you don’t have particularly cheap creatures or creatures with enters-the-battlefield (ETB) triggers. However, cards such as Invasive Species and Roaring Primadox usually need to be in a deck with multiple ETB triggers in order to shine, so let’s take a look at what Magic 2015 has to offer in that department.

The list below has all the permanents in Magic 2015 that have ETB triggers, sorted by color and rarity. I’ve bolded the common/uncommon creatures that we really want to recur, or that provide a reasonable benefit when we recur other creatures. Italics mean that this permanent has an ETB effect that allows you to reuse creatures.

  • White:
    • commons: Heliod’s Pilgrim (x), Kinsbaile Skirmisher (/, ETB is irrelevant), Midnight Guard (~, ETB is irrelevant), Tireless Missionaries (x)
    • uncommons: Boonweaver Giant (x), Constricting Sliver (B, but it’s only useful to recur Slivers played before Constricting Sliver was played, and the set has very few good Slivers)
    • rares: Resolute Archangel (B), Spirit Bonds (+)
    • non-creatures: Divine Favor (common, x)
  • Blue:
    • commons: Coral Barrier (/, but ETB is rarely relevant), Frost Lynx (/)
    • uncommons: Kapsho Kitefins (+), Quickling (+)
  • Black:
    • commons: Necromancer’s Assistant (~, ETB is useful only in a very specific archetype), Rotfeaster Maggot (S)
    • uncommons: Gravedigger (/)
  • Red:
    • commons: Forge Devil (/), Foundry Street Denizen (~, ETB is irrelevant)
    • rares: Hoarding Dragon (B, ETB is irrelevant since you lose access to the exiled artifact if you bounce Hoarding Dragon), Siege Dragon (B, ETB is rarely relevant)
    • non-creatures: Hammerhand (common)
  • Green:
    • commons: Invasive Species (?), Living Totem (/), Satyr Wayfinder (/), Shaman of Spring (/), Undergrowth Scavenger (?, ETB is irrelevant except perhaps in a B/G self-mill deck)
    • uncommons: Reclamation Sage (+)
    • rares: Genesis Hydra (+), Hornet Queen (B), Kalonian Twingrove (+)
    • non-creatures: Verdant Haven (/, ETB is irrelevant)
  • Artifact/Land (all non-creatures):
    • commons: Radiant Fountain (S)
    • uncommons: Meteorite (~), Staffs of the X Magus (x)
    • rares: Obelisk of Urd (?, ETB is rarely relevant), Phyrexian Revoker (~, ETB is rarely relevant)

Looking over this list, it is clear that there are only a small number creatures that we want to replay or that cause us to want to replay other creatures. Most of these creatures are in blue and green, which are also the colors with the most ways to bounce your creatures. Blue has Peel from Reality at common, Quickling at uncommon, and Mercurial Pretender at rare. It also has other cards that let you bounce your own creatures or your opponents’ creatures: Void Snare at common, Into the Void at uncommon, and Jace the Living Guildpact at mythic. Green has Invasive Species at common and Roaring Primadox at uncommon. Of these cards, only Void Snare and Jace the Living Guildpact let you bounce non-creatures, so we do not have a reliable way to reuse ETB effects on those.

Consequently, a creature reuse deck will usually be G/U, and the colors do have enough bounce and ETB effects that the 2 groups of cards can build off each other. The colors also have cheap creatures with ETB effects, so Invasive Species and Roaring Primadox can be played relatively on curve. It is worth noting that Satyr Wayfinder is the only creature in these colors that would be played on turn 1-2 and still have a useful ETB effect, so you should make sure to pick up a few of them if you’re drafting this deck. They can also fix your colors to some extent, so they can give you the option to splash ETB creatures from other colors.

M15: U/R artifacts

The playability of Aeronaut Tinkerer, Chief Engineer, Ensoul Artifact, Scrapyard Mongrel, and Shrapnel Blast all depend, at least in part, on the number and quality of artifacts in M15. The set has 29 artifacts, including Darksteel Citadel (which I’ve downgraded from good to conditional). Here’s a breakdown by rarity and quality (based on their own merits, not their interactions with other cards in M15).

Quality
Rarity Bomb Excep-
tional
Good Filler/
Conditional
Side-
board
Unplay-
able
TBD TOTAL
Common 2 1 1 4
Uncommon 4 2 1 7 1 15
Rare 2 1 3 1 7
Mythic 1 1 1 3
TOTAL 1 3 5 7 2 9 2 29

Let’s ignore the 9 unplayable and 2 sideboard cards. There are only 2 TBD cards, 1 each at uncommon and rare; they won’t have much impact on the results, so I will ignore them too. That leaves us:

  • Common: 2 filler/conditional cards
  • Uncommon: 4 good and 2 filler/conditional
  • Rare: 2 exceptional, 1 good, and 3 filler/conditional
  • Mythic: 1 bomb and 1 exceptional
    • In an 8-person draft, there will be an average of 0.2 bombs, 1 exceptional card, 4 good cards, and 7.8 filler/conditional cards, for a total of 13 cards. Any player can play an artifact card, so if they are shared evenly, we can only expect to end up with 1.6 on average. However, if we already have some cards that benefit from the presence of artifacts, we can draft artifacts a bit higher. In particular, the filler/conditional cards are likely to come around mid to late pick. Let’s assume that the bomb and exceptional cards are shared evenly among players, that we draft about twice the average share of good cards, and that we draft half the filler cards at the table (the other half might be lost to another player drafting a similar deck, or they might be a better pick in the pack). That would give us 5 artifacts, 4 of which would be filler. Consequently, we would expect to have 1 artifact in our opening hand and draw another one over the course of the game.

      Given that, here’s my evaluation of the cards listed above:

      • Aeronaut Tinkerer (/): It will usually have flying as long as your opponent does not destroy the artifact from your opening hand. Even if they do, you are left with a 2/3 that might regain flying later.
      • Chief Engineer (~): Since we only expect to see 2 artifacts over the course of the game, this will mostly function as a 1/3 blocker.
      • Ensoul Artifact (/): The dream is to play this on turn 2 on a 0/1cc artifact (ideally an Ornithopter) and attack for 5 on turn 2, or play it on a Darksteel Citadel and attack on turn 3 with a 5/5 indestructible creature. However, both those cards are uncommons so a draft will only have about 1 of each, on average. Even if you manage to draft them, there’s no guarantee you’ll start the game with them. Instead, they’re more likely to go on a random artifact and trade for 2 of your opponent’s creatures, resulting in no card advantage. Consequently, this is likely to be better as a late game play on a Darksteel Citadel, Ornithopter, or Gargoyle Sentinel. (Note that Ornithopter is not playable unless you have multiple cards that benefit from artifacts.)
      • Scrapyard Mongrel (/): A 4-mana 3/3 is filler, but this will often be a 5/3 trampler.
      • Shrapnel Blast (/): 5 damage is a lot, but if you have other blue/red cards that benefit from artifacts, then you won’t want to sacrifice your artifact unless you’re killing a particularly troublesome creature or your opponent.
        • Aeronaut Tinkerer and Scrapyard Mongrel are both commons, and ones that other blue and/or red players probably won’t value highly, so U/R artifacts is probably a reasonable archetype in M15 draft.