JOU/BNG/THS: Followup on the mill deck

Last week, I’d hypothesized that mill decks in Theros block draft should be U/B, or perhaps U/W. I then proceeded to draft a mill deck that was actually U/G, like the mill decks in Magic 2014. I suspect this color combination is unusual for mill decks in this format; it came together primarily because I opened an Eidolon of Blossoms in my first pack, then took a Bassara Tower Archer (over a Thassa’s Devourer), a Golden Hind, and a Thassa’s Devourer hoping that the first one would lap the table (it did). In Born of the Gods, I picked up a pair of Evanescent Intellects, and then focused on rounding out the deck in the Theros pack. Here’s the deck I played:

Creatures Spells/Land Sideboard
Sedge Scorpion
Bassara Tower Archer
Golden Hind
Triton Fortune Hunter
War-Wing Siren
Nyxborn Triton
Nyxborn Wolf
Nylea’s Disciple
Cloaked Siren
Eidolon of Blossoms
Prescient Chimera
2 Thassa’s Devourer
Archetype of Endurance
2 Evanescent Intellect
Triton Tactics
Savage Surge
Ordeal of Nylea
Pin to the Earth
Kruphix’s Insight
Eternity Snare
Interpret the Signs

Temple of Plenty
8 Forests
8 Islands

Guardians of Meletis
Pillar of War
Hunt the Hunter
Defend the Hearth
Unravel the Aether
Fade into Antiquity
Aerial Formation
Lost in a Labyrinth
2 Stratus Walk
Pull from the Deep
Ephara’s Enlightenment
Leonin Iconoclast
Ephara’s Radiance
Font of Vigor
Glare of Heresy
Ray of Dissolution
Claim of Erebos

There were several tough cuts from the final build:

  • I really wanted to run the pair of Stratus Walks for the constellation/heroic triggers they offered and the interaction with Kruphix’s Insight, as well as the cantrip effect. However, I decided to run Prescient Chimera and Cloaked Siren instead, even though my deck only has 2 sorceries, 2 instants, no other flash creatures, and 2 instant-speed activated abilities. This is because I really didn’t want to go down to 12 creatures while running 5 Auras, 2 bestow effects, and 2 combat tricks. I also wanted to ensure I had enough aerial defense since this deck can take a while to get set up. (I should probably have prioritized Shredding Winds when drafting this deck, since it is fairly short on removal.)
  • Ephara’s Enlightenment combos well with my constellation creatures, but I would have had to run at least 2 Plains in addition to the Temple of Plenty, and I didn’t want to mess up my mana base. If I’d seen any other color fixing, I would have happily picked it up and run Ephara’s Enlightenment and Leonin Iconoclast.
  • Guardians of Meletis and Pillar of War would have fit the deck’s goal, but I had enough ground defense and enough 3cc creatures. I also didn’t want to expose myself to incidental artifact removal such as Reckless Reveler and Wild Celebrants since I wasn’t running any other artifacts.
  • Fade into Antiquity and Unravel the Aether would have provided my deck some much needed removal, but I couldn’t afford to run potentially dead cards.

The deck ended up going 1-2, but both the matches I lost were quite close, and I felt like things could have turned out differently if I’d had fewer mulligans or if my opponent has slightly slower starts. A particularly disappointing loss was to a B/G graveyard deck whose pilot was aiding me by milling his own library. However, I did win a game against him by playing Sedge Scorpion on turn 1 and Ordeal of Nylea on turn 2, and swinging for the fences.

JOU/BNG/THS: The mill deck

Theros and Born of the Gods had a smattering of mill cards, but no particularly effective ones at common or uncommon other than Evanescent Intellect, which gave your opponent an opportunity to 2-for-1 you. Journey into Nyx brings Thassa’s Devourer and Countermand to the table. Does this give us a critical mass of mill cards in a block draft?

Let’s start by looking at all the cards in the format that help you get cards out of your opponent’s library, organized by set, rarity, and color. The number after the color indicates how many cards it mills. N / X means it is a reusable effect that mills N cards each time X occurs, whether that be a mana cost or an ability trigger.

Journey into Nyx Born of the Gods Theros
Common Countermand (blue, 4) Evanescent Intellect (blue, 3 / 1U+{T}) Thassa’s Bounty (blue, 3)
Thassa’s Devourer (blue, 2 / constellation) Forsaken Drifters (black, 4) Returned Centaur (black, 4)
Returned Reveler (black, 3)
Uncommon Dakra Mystic (blue, 1 / U+{T}) Siren of the Silent Song (U/B, 1 / inspired)
Rare Mindreaver (blue, 3 / heroic) Pyxis of Pandemonium (artifact, 1 / {T})
Daxos of Meletis (W/U, 1 / dealing combat dmg to opp)
Mythic Phenax, God of Deception (U/B, T / creature) Ashiok, Nightmare Weaver (U/B, 3 / turn)

Thassa’s Devourer is the strongest of the mill effects at common since it has a reusable effect with a reasonable trigger condition, and provides a strong defence that buys you time to mill out your opponent. None of the other common or uncommon mill effects in Journey into Nyx are worth building a deck around, and an 8-person draft will only have 1.3 copies of Thassa’s Devourer, so a mill deck is only possible in a draft with an unsually high number of copies of the card or in a casual draft with more than 8 people. If you’re already in blue and see a couple of copies going around, you can plan to take them if they lap the table. (If someone else takes them, you don’t want to be drafting a mill deck anyway, since the format does not have enough mill cards to support 2 drafters.) If you don’t end up drafting a mill deck, they can still be a good sideboard plan against control decks. Since you have to draw at least 1 Thassa’s Devourer for the deck to get going, you’re not likely to have a strong mill deck unless you draft at least 3+ copies of the card, especially since the format has a fair bit of enchantment removal.

Once you have decided to draft a mill deck, it is probably worth picking up Evanescent Intellect in Born of the Gods. While playing it still involves a certain amount of risk, I believe Journey into Nyx makes the card more playable since it triggers Thassa’s Devourer (and so can mill 5 cards on the turn it comes into play) and Countermand can protect the enchanted creature from removal. Like Thassa’s Devourer, Evanescent Intellect is likely to lap the table, so you don’t need to take them the first time around.

If you’re building towards a mill deck but are not yet in black when you get to Born of the Gods, you can also consider white as your second color. The color provides Dawn to Dusk and Griffin Dreamfinder as ways to get Thassa’s Devourer back if it is killed. It also provides access to Daxos of Meletis and Gods Willing in the Theros pack, although those are not passed quite as often as Returned Centaur. If you’re drafting this deck, you should also prioritize Griptide higher since it allows you to mill away your opponent’s best creature after putting it back on top of their library.

JOU: Additions to the enchantment reuse deck

I’d previously written about a deck that might use Floodtide Serpent to reuse enchantments, primarily cantrip enchantments, but also some others. Journey into Nyx also brings us 3 additional ways to reuse enchantments: Kiora’s Dismissal, Riptide Chimera, and Triton Cavalry. An 8-person JOU/BNG/THS draft has an average of 0.4 copies of any given Journey into Nyx uncommon, so there are likely to be 1.2 copies of these 3 cards, roughly equal to the number of Floodtide Serpents you’re likely to see (1.3).

Reusing enchantments works well with constellation since you can retrigger each of your constellation abilities. In addition, there are a couple of Journey into Nyx cards that work especially well in this deck:

  • Harvestguard Alseids allows you to attack with Floodtide Serpent without worrying about losing it in combat.
  • Crystalline Nautilus becomes reusable removal if you bestow an opponent’s creature, target that creature, and then return Crystalline Nautilus to your hand once it’s a creature. Journey into Nyx also provides several reuable targeting effect on permanents with constellation: Harvestguard Alseids, Whitewater Naiads, Dreadbringer Lampads, Forgeborn Oreads, Goldenhide Ox, Oakheart Dryads, and Strength from the Fallen.
  • Dictate of Kruphix can become a one-sided Howling Mine if played on your opponent’s turn and returned to your hand during your turn. (It doesn’t work with Riptide Chimera, however, since that requires you to return the enchantment on your upkeep.)

(Note that Skybind doesn’t fit in this deck because it only allows you to flicker nonenchantment permanents.)

There are also 3 green cards that might fit well in this deck: Kruphix’s Insight, Reviving Melody, and Strength from the Fallen. Strength from the Fallen is likely unplayable since it has a very high setup cost; it requires you to have a large number of enchantments in your deck, to have creatures in your graveyard, creatures in play (to receive the +X/+X bonus), and to be on the offensive (since the set provides only a few ways to have an enchantment enter the battlefield at instant speed).

Given the above analysis, I will now rate 3 of the TBD cards from my evaluation of Journey into Nyx cards:

  • Triton Cavalry: good; defends while you set up your combos
  • Kruphix’s Insight: good; stocks your graveyard while drawing you cards
  • Strength from the Fallen: unplayable

THS/BNG: Enters-the-battlefield effects and reanimation spells

In my most recent post, I discussed how Rescue from the Underworld lets us reuse enters-the-battlefield effects. In the past, I’ve also discussed how Triad of Fates lets you do that. There are also other reanimation spells in Theros and Born of the Gods — Fated Return, Champion of Stray Souls, and the temporary reanimation of Whip of Erebos — as well as March of the Returned and Pharika’s Mender, which require you to recast the creature. However, I haven’t yet done a comprehensive review of all the enters-the-battlefield effects on creatures in the format, which could help us decide which color to pair with black if we find that we have more that a couple of reanimation effects in our deck. Let’s do that now. In the list below, italics denote a relatively weak enters-the-battlefield ability or an unplayable creature, [] denotes rares and mythics, and bold indicates that the trigger happens when other creatures enter the battlefield.

  • White: Evangel of Heliod, Griffin Dreamfinder, Lagonna-Band Elder, Leonin Snarecaster
  • Blue: Breaching Hippocamp, Horizon Scholar, [Master of Waves]*, Mnemonic Wall, Omenspeaker
  • Black: [Abhorrent Overlord], Blood-Toll Harpy, Disciple of Phenax, Gray Merchant of Asphodel, Mogis’s Marauder, Odunos River Trawler, Returned Centaur
  • Red: Fanatic of Mogis, Minotaur Skullcleaver, [Purphoros God of the Forge], Wild Celebrants
  • Green: Nylea’s Disciple, [Reverent Hunter], Satyr Wayfinder, Setessan Starbreaker
  • Multicolor: [Ashen Rider], Chronicler of Heroes, [Ephara God of the Polis], Pharika’s Mender

* The Elementals already in play die when Master of Waves is not in play, so this only helps if you’ve lost some of the Elementals in combat or if you now have a higher devotion to blue.

There are also a few creatures that have a trigger when they die: Forsaken Drifters, Loathsome Catoblepas, and [Ashen Rider]. [Reaper of the Wilds] and Fate Foretold also trigger when other creatures or the creature they’re enchanting dies.

Looking at the lists above, we see that black has the most and highest quality enters-the-battlefield effects, but that most of the other colors have 2-3 good enters-the-battlefield effects on creatures that are not rares or mythics.

Of course, Rescue from the Underworld and Fated Return can also be used purely for their reanimation. There are a number of cards in black, green, and blue that allow you to get cards from your library into your graveyard: Returned Centaur, Forsaken Drifters, Satyr Wayfinder, Commune with the Gods, Evanescent Intellect, Thassa’s Bounty, Steam Augury, and even Phenax God of Deception (although you’d usually want to use it to target your opponent). The best of these effects are in green, and they can be used to try to mill an expensive creature like Ashen Riders, or for a creature that is otherwise difficult to cast, such as Chromanticore. And if you end up drawing one of the cards accidentally, there are also a handful of discard outlets in the format (Epiphany Storm, Erebos’s Emissary, Prognostic Sphinx, and potentially also Disciple of Phenax, Ordeal of Erebos, and Thoughtseize). Given these colors of these effects, a reanimation deck would probably be a B/G graveyard deck with some reanimation, or a U/B control deck with perhaps some incidental self-mill.

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.

THS: U/R spells

Earlier this week, I had a chance to draft the U/R spells/scry deck that I’d theorized about in previous posts but that I hadn’t drafted yet. Here was my deck:

1 Omenspeaker
3 Crackling Triton
1 Spellheart Chimera
1 Spearpoint Oread
1 Borderland Minotaur
1 Ill-Tempered Cyclops
1 Purphoros’s Emissary
1 Prescient Chimera
1 Stoneshock Giant
3 Magma Jet
2 Lightning Strike
1 Voyage’s End
1 Hammer of Purphoros
3 Griptide
1 Steam Augury
1 Rage of Purphoros

9 Mountains
8 Islands

Sideboard:
1 Fleetfeather Sandals
2 Akroan Crusader
1 Satyr Rambler
1 Deathbellow Raider
1 Fanatic of Mogis
1 Wild Celebrants
1 Titan’s Strength
1 Spark Jolt
2 Boulderfall
1 Sealock Monster
1 Mnemonic Wall
2 Fate Foretold
2 Stymied Hopes
1 Reaper of the Wilds
1 Fleshmad Steed

This was an extremely casual draft and only one other drafter at the table was in red, which is how I ended up with 10 removal/bounce spells. The first pack I opened was weak and I took Griptide over a Steam Augury that I thought might table (it didn’t). I then took a Lightning Strike over a Vaporkin, and then a Magma Jet, followed by a second one later in the pack. I also picked up a Steam Augury (not the one I opened) and a Spellheart Chimera (over a Flamespeaker Adept) later in the pack, both cards that I would have usually ignored if I hadn’t previously thought through what a U/R deck might look like. I opened Hammer of Purphoros in the second pack and obviously took it. (I learned later that another Hammer of Purphoros was dedrafted fourth pick by the person next to me; red was wide open.) The rest of the draft was more removal and whatever creatures I could pick up, including a couple of late Crackling Tritons.

The deck didn’t end up being quite the U/R spells deck I’d envisioned. It didn’t have any Flamespeaker Adepts (I saw 2 but took removal over one and a Spellheart Chimera over the other) and I would have preferred more Spellheart and Prescient Chimeras. However, the plethora of removal made it really strong and I ended up going 5-1 (10-2 in games) over the course of the evening.

Some things I learned:

  • Make sure to pick up an Annul or 2 for your sideboard because this deck has no other ways to deal with enchantments. Similarly, it’s a good idea to have a Wild Celebrants or 2 for your sideboard or even your maindeck, in case your opponents have a weapon of the gods or an aggressive start followed by a Prowler’s Helm.
  • All but one of the creatures in my deck had toughness >= 3 which largely invalidated any Pharika’s Cures and Magma Jets that my opponents were running. There are only a few blue or red creatures with toughness <= 2 that you really want to run anyway (Master of Waves, Nimbus Naiad, Vaporkin, Labyrinth Champion, and potentially Fanatic of Mogis), so it doesn't make sense to run cards like Spearpoint Oread since those provide targets for these removal spells.
  • In the summary of archetypes in THS/THS/THS, I’d theorized which cards would work well in this deck. I was wrong about a couple of them. There are many 5cc spells you’d prefer to run over Mnemonic Wall, like Prescient Chimera, Rage of Purphoros, and Wild Celebrants. Triton Fortune Hunter and Wavecrash Triton also don’t work well in this deck as it has a relatively low creature count, so you don’t want many spells that target your own creatures. Bestow creatures are often a good way to add targeting effects to your deck without increasing your spell count, but all the common bestow creatures have a toughness of 2, which is suboptimal for the reasons described above. Finally, there are many other creatures at 3cc that you’d rather run in this deck — Spellheart Chimera, Flamespeaker Adept, Crackling Triton, and Meletis Charlatan — all of which have a toughness of 3.

THS: G/U skies

I had a chance last night to draft one of the archetypes I’d theorized about in my last post. After taking a Curse of the Swine from my first pack, I got passed a Mistcutter Hydra. (I guess the person to my right dislikes green even more than I do in this format!) After a few packs with uninspiring choices, I saw a Vaporkin and a Voyaging Satyr midway into the pack; knowing that G/U is more likely to be a skies deck than a ramp deck helped me realize that Vaporkin was the better pick. The prior analysis also helped me realize I should draft the Warriors’ Lesson I was passed late in the pack, even though it is a card I usually avoid (it often ends up just cycling, and is useless if you don’t have creatures with evasion). It turned out to be excellent in the deck but it might not have occurred to me to draft it if I hadn’t described the archetype in my last post. (Btw, don’t forget to gain life if you also have Horizon Chimera on the table.)

One of the weakness of G/U is that it lacks hard removal, but my deck lacked even the bounce and counterspells that help compensate for that. As a result, I decided to splash white for the Elspeth Sun’s Champion that I’d opened in pack 2 and a Divine Verdict. The final decklist was:

2 Vaporkin
2 Voyaging Satyr
1 Nimbus Naiad
1 Opaline Unicorn
2 Agent of Horizons
1 Wavecrash Triton
2 Horizon Chimera
1 Staunch-Hearted Warrior
1 Nessian Asp
1 Mistcutter Hydra
1 Horizon Scholar
= 15 creatures

2 Warriors' Lesson
1 Triton Tactics
1 Traveler's Amulet
1 Nylea's Presence
1 Divine Verdict
1 Elspeth Sun's Champion
1 Curse of the Swine
= 8 non-creatures

1 Prowler's Helm
1 Fleetfeather Sandals
2 Guardian of Meletis
2 Shredding Winds
2 Commune with the Gods
1 Vulpine Goliath
1 Satyr Hedonist
3 Benthic Giant
1 Mnemonic Wall
1 Spellheart Chimera
1 Demolish
1 Boon of Erebos
1 Viper's Kiss
1 Forest (foil)
= 19 sideboard cards

This list conforms somewhat to the G/U skies outline that I laid out in my last post, but lacks the early defense and bounce/counterspells that I’d believed were an important component of such decks. However, I did have mana acceleration in place of the early defense, and I had some hard removal in place of bounce/counterspells.

The deck went 3-1. Elspeth Sun’s Champion won a couple of games and Divine Verdict was also excellent, and was particularly devastating when the white mana for it came from Prized Unicorn or Nylea’s Presence since my opponent would usually play around Divine Verdict in that case if they hadn’t already seen Plains previously. Elspeth Sun’s champion did languish in my hand during one game, but was fine the rest of the time due to the Voyaging Satyrs which often provided the second white mana.

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: Combat damage triggers

I drafted a fairly weak W/U deck last week. It had a couple of heroic creatures, 3 Fate Foretold*, and 2 Thassa’s Emissary. Once I picked up the second Emissary, I started keeping an eye out for cards that could grant them evasion. I drafted a Nimbus Naiad, took a Sea God’s Revenge over an Aqueous Form, and then didn’t see any other cards that would have allowed the Emissaries to get through.

Theros also has several other cards that have combat damage triggers, such as Daxos of Meletis (which I’ve been passed multiple times previously, but unfortunately not this time). In order to better understand how likely it is that I can make these abilities trigger, I decided to make a spreadsheet of all the cards in Theros with such triggers, all the cards that grant evasion, and also all the cards that have evasion (since Bident of Thassa and Warriors’ Lesson let you draw a card if any creatures get through), sorted by color and rarity. Here are some notes on interpreting this spreadsheet:

  • In the Combat Damage Triggers column, italics mean the card doesn’t actually have a combat damage trigger, but has the potential to do a lot of damage if it get through, usually due to Firebreathing or double strike. I have not listed creatures with monstrous, mostly because they’re too many of them and they would dominate the list. Yellow highlight means that the effect can trigger multiple times if 2+ creatures get through.
  • In the Grants Evasion column (which also includes cards that prevent an opponent’s creature(s) from blocking), italics mean that the card grants evasion as a one-time effect. This includes cards like Arena Athlete that can be triggered multiple times, but require a spell to target them for each use. Yellow highlight means that the effect grants evasion to 2+ creature.
  • In the Has Evasion column, italics mean that the creature has a form of evasion other than flying, e.g., intimidate. I have not listed effects that grant trample because it is not a reliable way to trigger these abilities. Yellow highlight means the card gives you 2+ creature with evasion.
  • Red text means that the card appears in more than one column, e.g., Nimbus Naiad has evasion but can also grant evasion to other creatures if played as an Aura.

From the spreadsheet, we can see that blue has the most cards with combat damage triggers: Thassa’s Emissary (uncommon) and Bident of Thassa (rare), as well as the multicolor cards Daxos of Meletis (W/U rare) and Medomai the Ageless (W/U mythic). Red has most of the italicized cards in this column: Dragon Mantle (common), Two-Headed Cerberus (common), and Firedrinker Satyr (rare), as well as the multicolor cards Akroan Hoplite (R/W uncommon) and Polis Crusher (R/G rare with an actual combat damage trigger).

Looking at the next column, white has 2 cards that grant evasion permanently + 1 that grants evasion temporarily (sort of; it only taps one creature). Blue has 3 + 1, black has 0 + 1, red has 1 + 2, green and multicolor have none, and there are 2 + 0 artifacts that grant evasion**. So blue also has the most number of ways to give creatures evasion.

Finally, white has 3 commons + 1 uncommon + 1 rare with evasion (8.7 in an average 8-person draft), blue has 4 + 1 + 1 (11.1), black has 2 + 1 + 1 (6.3), red has 1 uncommon and 1 mythic (1.4), green has 1 common (2.4), and there are 0 + 4 + 1 + 3 (5.8) multicolor cards with evasion and 1 uncommon artifact. Once again, blue leads the pack, but it followed very closely by white.

If you are trying to build around some cards with combat damage triggers but aren’t able to draft a monoblue deck, what is the best color to pair it with? Red seems like it would go well in this deck since it provides a few ways to give creatures evasion, multiple removal spells that allow creatures to get through, as well some creatures that can get through for a lot of damage if unblocked. In particular, Nimbus Naiad on a Two-Headed Cerberus can make short work of an opponent. And you can splash green for Warriors’ Lesson, Polis Crusher, Horizon Chimera, and perhaps Agent of Horizons.

The other possibility is W/U, either a flyers deck or a heroic deck. Since the deck runs several creatures with evasion anyway and has ways to give more creatures evasion, killing your opponent with flyers is a great plan B (or even plan A) for this deck. A heroic deck also has potential since some of the effects that grant evasion also trigger heroic. White also gives you access to Daxos of Meletis and has Gods Willing to protect your creatures once they have been given evasion or a combat damage trigger. As above, you can also splash green for Warriors’ Lesson, Horizon Chimera, and perhaps Agent of Horizons.

* This was my first time playing Fate Foretold and I was not impressed. However, that may have been because I only had a couple of heroic creatures and/or because I played against a lot of blue decks with bounce + Griptides.

** Note that Theros has only 1 Wall, so Prowler’s Helm essentially makes your creature unblockable. It’s very similar to Fleetfeather Sandals, except that it gives up haste in exchange for a near guarantee that the creature will be unblockable.

M14: Archaeomancer

To date, I’ve mentioned Archaeomancer in the context of a few different archetypes: U/R control, U/G control, U/G mill, and W/U skies. And intuitively, it would seem that U/R or U/B are the best color pairs for Archaeomancer since you can regrow instant/sorcery removal in those decks. (Much of the removal in white and blue is in the form of enchantments, and the removal in green is largely conditional, hitting flyers and non-creature permanents.) However, I always prefer hard numbers (hence this blog), so let’s get crunching.

M14 has 61 instants and sorceries. This spreadsheet breaks them down by color, rarity, and quality. It’s clear that red and black have the most number of exceptional instants/sorceries per player in an average M14 draft (0.6 and 0.4 respectively). If you combine bomb, exceptional, and playable instants/sorceries, red and green have the most (1.4 and 1.2 respectively). This corroborates some of my intuition above, and seems to reinforce U/R control as the best home for Archaeomancer.

However, this also include spells that are better in aggro decks (e.g., Act of Treason and most combat tricks) or spells that usually win you the game when cast (e.g., Devout Invocation and Planar Cleansing). Let’s take a slightly different look at this; let’s look at which instants/sorceries we’d most want to recast:

  • White: Celestial Flare
  • Blue: Cancel, Divination, Essence Scatter, Frost Breath, Negate, Time Ebb, Tome Scour, Opportunity (uncommon); you won’t usually want to recur Traumatize since the second casting will typically mill about as many cards as a Tome Scour
  • Black: Altar’s Reap, Liturgy of Blood, Wring Flesh, Corrupt (uncommon), Doom Blade (uncommon)
  • Red: Chandra’s Outrage, Shock, Flames of the Firebrand (uncommon), Molten Birth (uncommon), Volcanic Geyser (uncommon)
  • Green: Fog, Hunt the Weak, Plummet, Howl of the Night Pack (uncommon), Windstorm (uncommon)

Blue itself has the most number of instants and sorceries we’d want to regrow with Archaeomancer, and white has the least. Black, red, and green have similar numbers of them, but red has the most number of good removal spells, followed by black. The green instants and sorceries have very specific purposes, with Plummet and Windstorm only being useful against flyers, and Fog usually only useful if you’re playing a mill deck or if your opponent has falter effects.

Conclusion: Archaeomancer is at its best in U/R control where it can recur removal and blue card draw and counterspells, and in G/U mill where it can recur mill spells and cards like Fog and Frost Breath that can buy you time to mill your opponent out. It may also be playable in U/G control and U/B. That is a fairly limited set of archetypes and Archaeomancer only leaves a 1/2 body behind, so I would consider it only conditionally playable.