M14: W/U skies

Yesterday, I drafted a W/U skies deck for the first time in M14. It had only 11 creatures (including 8 flyers and an Angelic Wall), but I still went 3-1, at least in part because Path of Bravery swung some races in my favor. The deck is not that different from W/U skies decks in other draft formats and relies on having some good defensive creatures and then winning in the air with flyers. This post will do an overview of the cards that go in this archetype.

Most of the defensive creatures are 2-3 mana. Some of them have flying and can double as attackers in the late game.

  • common: Angelic Wall (converted mana cost = 2), Seacoast Drake (2), Griffin Sentinel (3). Coral Merfolk (2) and Scroll Thief (3) are reasonable, especially if you have Trained Condors, and Scroll Thief often keeps 2 of your opponent’s creatures at bay since people are more scared of it than they probably should be. Capashen Knight (2) is great against X/1’s but should usually start out in your sideboard.
  • uncommon: Wall of Frost (3), Wall of Swords (4)

There are a lot of good evasion creatures in white and blue, but most cost 3-5 mana, so you should prioritize defensive creatures that cost 2 mana. Seraph of the Sword is also excellent on defense against large creatures, lifelink, and deathtouch.

  • common: Suntail Hawk (1), Trained Condor (3), Charging Griffin (4), Nephalia Seakite (4), Messenger Drake (5)
  • uncommon: Warden of Evos Isle (3), Phantom Warrior (3), Air Servant (5), Serra Angel (5)
  • rare: Galerider Sliver (1), Seraph of the Sword (4), Jace’s Mindseeker (6)
  • mythic: Windreader Sphinx (7)

Much of the permanent removal is in the form of enchantments, so I ran an Auramancer maindeck, but moved it to the sideboard after a couple of games since most of my Auras remained on the creatures they were enchanting. The temporary removal and counterspells work well with Archaeomancer, but its higher casting cost (which includes double blue) and smaller body make the interaction less exciting.

  • common: Claustrophobia, Pacifism, Sensory Deprivation (best against ground creatures that your defensive creatures can’t handle, or against Deadly Recluse and Deathgaze Cockatrice), Disperse, Time Ebb, Frost Breath, countermagic
  • uncommon: Rod of Ruin, Spell Blast
  • rare: Planar Cleansing, Rachet Bomb, Domestication

Of the creature enhancements, Divine Favor and Accorder’s Shield were both very good. Path of Bravery was amazing, giving my creatures +1/+1 if I’d managed to set up an early defense; even when I didn’t, the lifegain still shifted races in my favor whenever the board state allowed me to attack with multiple flyers. Illusionary Armor seems like it could be quite powerful since it takes the opponent out of the game very quickly if they don’t have an answer. It can usually be put on your smallest flyer, which can force your opponent to direct their removal at it instead of another threat, and it gets better if you have an Auramancer. Although I didn’t get to try it out, Fortify seems like it has a lot of potential in this deck since most of your attackers are likely to go unblocked. Furthermore, Fortify allows your Seacoast Drakes and Griffin Sentinel to switch from defense to offense for an alpha strike.

  • common: Divine Favor, Show of Valor, Fortify
  • uncommon: Accorder’s Shield, Fireshrieker, Illusionary Armor
  • rare: Haunted Plate Mail, Path of Bravery

My deck also had 2 Divinations and 2 Opportunities. I wasn’t particularly impressed by the former since they were at the same mana cost as a lot of my 3-drops. Opportunity was better and let me refuel my hand in the late game, but would probably have been better as a singleton.

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: Millstone and the mill deck

Now it’s on to evaluating artifacts, so we can determine whether it makes sense to maindeck artifact removal. Among the artifacts that I don’t have a good handle on yet is Millstone, even though I was forced to cobble together a U/B mill deck this weekend when I found both my colors cut off by the person to my right. I had Jace Memory Adept, Jace’s Mindseeker, Millstone, and 2 Tome Scours, but lacked early defense and was knocked out in the first round. Let’s look at the mill deck and evaluate how important Millstone is in that deck.

Other than Millstone, all the cards in the format that cause your opponent to mill/draw cards are blue:

  • Tome Scour (common) mills 5 cards.
  • Opportunity (uncommon) causes a target player to draw 4 cards, but you won’t usually want to target your opponent.
  • Traumatize (rare) mills half the library rounded down. If cast on turn 5, it will usually leave your opponent with 14-15 cards in their library.
  • Jace’s Mindseeker (rare) mills 5 cards and is a bomb even in the absence of any other mill cards because it’s still a 4/4 flyer that can give you a free spell.
  • Jace Memory Adept (mythic) can mill 10 cards each turn and is a bomb even in the absence of any other mill cards since it can single-handedly mill your opponent out in 2-3 turns if you can protect it.

An average draft will have only 1.2 Millstones and 2.4 Tome Scours, which are not enough to build a mill deck around, so you should only consider drafting the mill deck if you get Traumatize or are passed multiple Millstones late. (The mill on Jace’s Mindseeker is a one-time effect, and neither it nor Jace Memory Adept need a mill deck built around them. And late Tome Scours aren’t sufficient reason to draft a mill deck since you’d need to cast about 4-5 of them to win the game, which means you’d need to draft about 8-10 of them if that’s your only mill spell.)

Next, let’s figure out how fast you can mill an opponent out. Even if you play Millstone on turn 2 and mill your opponent on every subsequent turn, they still have 13 turns, which is usually enough for them to kill you, even in a slow format like M14. Even if you have a Tome Scour to go with your Millstone, they still have 11 turns to kill you. If you cast Traumatize on turn 5 instead of activating Millstone, your opponent still gets 10 turns. Even with a perfect draw consisting of a turn 2 Millstone, turn 5 Traumatize, and turn 6 Tome Scour (it’s better after the Traumatize), your opponent still has 8 turns to kill you; if you don’t have any creatures, they can accomplish that simply by playing a 2/2 creature on turn 2, a 2/2 creaure on turn 3, and attacking with both of them every turn. So clearly we need more than just the mill cards listed above.

Given this, I would say that Millstone is conditionally playable bordering on unplayable since it usually requires you to have certain rares before it is playable, and since takes a long time to mill out the opponent. However, it is still playable if you get those rares.

Blue does have several other cards that are quite effective in the mill deck:

  • Time Ebb allows you to get rid of a creature permanently if you can mill your opponent before their next draw step. And it slows them down significantly even if you can’t.
  • Frost Breath can buy you time by holding down your opponent’s 2 best creatures for 2 turns.
  • Essence Scatter and Negate have the same converted mana cost as a Millstone activation so you can decide whether you’d rather counter a spell your opponent is casting, or mill them and save the countermagic for another spell.
  • Archaeomancer allows you to reuse Tome Scours, Traumatize, or any of the spells listed above, and then chump blocks their largest creature.
  • Nephalia Seakite works well with countermagic.
  • Scroll Thief can block 2/2 creatures and force your opponent to play more defensively that they normally might. (Most people are far more scared of it drawing their opponent a card than they should be.)
  • Seacoast Drake and Armored Cancrix are unexciting but reasonable on defense.
  • Wall of Frost (uncommon) is one of the best defenders in the format because of its high toughness and because it effectively blocks 2 creatures if your opponent attacks each turn.
  • Elite Arcanist (rare) imprinted with Frost Breath, Fog, or Silence (rare) can potentially buy you a lot of time. Note that you can only imprint instants, so it does not work with Tome Scour.

What color is likely to work best with blue in a mill deck? On the one hand, white has great defenders in the form of Angelic Wall and Wall of Swords (uncommon), both of which fit quite well in this deck. Griffin Sentinel is also quite good on defense, and Pillarfield Ox and Siege Mastodon are okay if unexciting. Divine Favor can make a creature nearly impossible to get past, and if you’re lucky, you might also get Planar Cleansing (rare) which your opponent might be forced to overextend into if you have a Millstone on the table.

However, I think green actually has better defensive cards: Rumbling Baloth and Sporemound can gum up the ground effectively while Deadly Recluse and Giant Spider (and Plummet postboard) hold the air, Brindle Boar and Fog can neutralize entire combat steps (Fog is also great with Elite Arcanist, as mentioned above), Elvish Mystic and Verdant Haven help you get going faster, Briarpack Alpha (uncommon) and Rootwalla work well with countermagic, and Bramblecrush (uncommon) and Naturalize deal with troublesome noncreature permanents. The next time I try a mill deck, it will likely be U/G.

Finally, let’s look at the cards in M14 that are problematic for mill decks. Elixir of Immortality is the most concerning but is an uncommon, so an average 8-person draft will only have 1.2 of them. Cards that interact with the graveyard can also benefit your opponent if you’re milling them: Auramancer, Archaeomancer, Corpse Hauler, Rise of the Dark Realms, Shadowborn Demon, Vile Rebirth, Chandra’s Phoenix, Scavenging Ooze, and Trading Post. However, many of these are rare/mythic, and the rest aren’t scary enough that they make mill decks unplayable. So these cards shouldn’t concern you too much if it looks like you’re going to end up with a mill deck.

M14: Zephyr Charge

The value of Zephyr Charge is determined by a few different factors:

  • How many blue creatures already have flying
  • How likely blue is to be paired with another color that would benefit from Zephyr Charge
  • How many cards provide a benefit if you have more creatures with flying
  • How many blockers/answers are there for flyers

This spreadsheet of M14 creatures tells us that among blue creatures, 4 of the 9 commons have flying, as do 2 of the 5 uncommons, 2 of the 5 rares, and the only mythic, so 56% of the blue creatures in a typical draft will already have flying. The rest of the creatures are likely to be blockers for opposing ground creatures and don’t usually need flying, so a monoblue deck wouldn’t really benefit from Zephyr Charge.

Among the 4 possible color pairings, U/W and U/B decks in M14 already have access to sufficient numbers of flyers. U/R has access to Goblin Shortcutter, Seismic Stomp, Lightning Talons, and Shiv’s Embrace as cheaper ways to get through opposing defences, although Zephyr Charge might work in a deck with multiple Regathan Firecats and Marauding Maulhorns, or as a sideboard card against a control R/X deck to get your Academy Raiders through. I can imagine a U/G deck that uses Deadly Recluse, Seacoast Drake, Wall of Frost, and Giant Spider to stall the board and Zephyr Charge to get large green creatures past opposing blockers. However, this requires drawing your defensive creatures early and having both large creatures and Zephyr Charge before you can start attacking, so I would rather draft a G/R or G/W Slivers deck, or a G/R Beasts deck instead.

M14 has 2 cards that benefit from creatures having flying: Warden of Evos Isle and Windreader Sphinx. Warden of Evos Isle only affects flyers not in play, so it doesn’t benefit from Zephyr Charge. And if you’re attacking with Windreader Sphinx, you’re probably already winning, so Zephyr Charge would usually just be a win-more card.

Finally, M14 has a number of answers to flying creatures, including Deathgaze Cockatrice, Deadly Recluse, Giant Spider, and Plummet, in addition to the normal removal spells.

So Zephyr Charge is filler, at best. It is a common and comes around reasonable late, so you shouldn’t spend a high or even a mid pick on it. You should only consider it if it’s late in the draft and your deck don’t have many win conditions.

M14: Domestication

Like most Control Magic effects, Domestication is obviously a very good card. Normally, such effects are better than normal removal spells because they not only neutralize an opposing creature, but add a creature to your side and thereby provide card advantage (a 2-for-1) unless the enchantment is removed. However, M14 has a lot of Auras that increase a creature’s power, so the goal of this post is to determine whether Domestication is exceptional or just playable in M14 drafts so we know whether to pick it over Pacifism or Quag Sickness, for instance.

Let’s start by referring to the spreadsheet I’d previously created with a breakdown of all creatures by power and toughness. Of the must-kill creatures in M14, all 8 commons, 4 of the 6 uncommons, 13 of the 15 rares, and 1 of the 2 mythics have power <= 3, so Domestication can handle about 90% of the must-kill creatures in a typical draft (accounting for rarity). Of the flyers in M14, all 10 commons, 2 of the 5 uncommons, 4 of the 7 rares, and 1 of the 3 mythics have power <= 3, so Domestication can handle about 84% of the flyers in a typical draft.

Those are pretty good numbers, but we need to also account for effects that increase a creature's power. Since Domestication checks the enchanted creature's power at the beginning of the controller's end step, instant-speed pump spells (and some Auras like Blessing where the creature doesn't receive any benefits until you choose) are very effective against Domestication since you can pump the creature after its controller's combat step. Auras that increase a creature's power and sorceries that add +1/+1 counters are also quite effective; while they give your opponent a turn to attack with the enhanced creature, the enchantment remains when you get the creature back, so you've dealt with the Domestication without spending a card. Finally, certain spells are ineffective against Domestication: spells like Fortify and Ranger's Guile that only pump creatures you control work only if cast in response to Domestication and so cannot be relied upon to neutralize it, and sorcery-speed temporary pump spells like Enlarge don't work at all (unless used with Quicken) since the creature's power returns to its original value before your opponent's turn.

That means there are 14 spells that can effectively deal with Domestication even after you no longer control the creature:

  • White: Show of Valor (common), Divine Favor (common), Blessing (uncommon), Ajani Caller of the Pride (mythic)
  • Blue: Illusionary Armor (uncommon)
  • Black: Dark Favor (common), Mark of the Vampire (common)
  • Red: Thunder Strike (common), Lightning Talons (common), Shiv’s Embrace (uncommon)
  • Green: Giant Growth (common), Trollhide (common), Briarpack Alpha (uncommon), Oath of the Ancient Wood (rare)

So white, red, and green have the most number of effective ways to deal with Domestication. Not including the unplayable Oath of the Ancient Wood, there are 8 commons, 4 uncommons, and 1 mythic in the list, so a typical draft will have 24 spells that can potentially combat Domestication. That’s a lot of maindeck-playable answers to Domestication (an average of 3 per player) before we even account for Solemn Offering and Naturalize. While these spells won’t always increase a creature’s power to 4 or more, they will do it often enough for creatures that matter, so Domestication isn’t guaranteed to stick around even if you do have a good target.

In addition, black has a number of sacrifice effects that can turn Domestication into “just” a removal spell (Blood Bairn and Altar’s Reap at common, and Vampire Warlord and Gnawing Zombie at uncommon). Blue has Disperse which can be used after the fact without incurring card disadvantage. And while Ranger’s Guile has to be used in response to Domestication, it only costs one mana.

None of this means that you should not draft or play Domestication, but based on the analysis above I would rate it playable instead of exceptional, and would take Pacificm or Quag Sickness over it early in a draft; while they’re less likely to have as large an impact on the board state, they’re more likely to deal with a creature permanently. If you are playing Domestication and your opponent knows that, they can save their pump effects to deal with it, and side in additional pump effects and enchantment removal, so you might also considering siding it out, especially if you don’t have other enchantment or artifact targets (all enchantment removal in M14 also hits artifacts).

M14: Dismiss into Dream

As a precursor to determining whether it’s worth running enchantment removal maindeck, let’s complete evaluating the remaining enchantments whose quality is still to be determined (listed as “?” in the spreadsheet).

The first of these is Dismiss into Dream. 7 mana is a pretty hefty price tag for a enchantment that probably won’t affect the board on the turn you play it, and may not affect it at all unless you have the right cards to go with it. If you get passed it late, you can determine whether your deck has is sufficiently slow and has enought targeting effects to take advantage of this, but I’d like to determine whether it’s worth taking a little earlier in the draft.

Let’s start by looking at the reusable targeting effects in the format, along with their rarity and the mana cost associated with the ability and any restrictions:

  • White: Master of Diversion (common, 0), Ajani Caler of the Price (mythic, 0)
  • Blue: Zephyr Charge (common, 2), Air Servant (uncommon, 3, flyers only)
  • Black: Blightcaster (uncommon, 0, when you cast an enchantment spell), Liliana of the Dark Realms (mythic, 0, if she has 3+ loyalty counters)
  • Red: Barrage of Expendables (uncommon, 1, requires sacrificing a creature), Chandra Pyromaster (mythic, 0), Scourge of Valkas (mythic, X, when a Dragon enters the battlefield under your control)
  • Green: Oath of the Ancient Wood (rare, X, when an enchantment enters the battlefield under your control)
  • Artifact: Rod of Ruin (uncommon, 3)

So there are 2 common and 3 uncommon reusable targeting effects. The 2 commons are in white and blue, but a W/U deck would prefer to run tempo spells like Disperse, Frost Breath, and Time Ebb to fend off the largest creatures temporarily while it wins in the air. There are also 3 uncommons, but Rod of Ruin is the only one I’d be happy to use with Dismiss into Dream, and it won’t usually kill a creature until the turn after Dismiss into Dream is played.

Let’s look at the remaining targeting effects. I won’t list removal that can usually handle large creatures by turn 8, even if it is slightly conditional (e.g., Doom Blade), requires a permanent to remain in play (e.g., Banisher Priest, Pacifism) or requires a condition that can usually be met on turn 8 (e.g., Hunt the Weak), since those would often be just as effective without Dismiss into Dream.

  • White: Divine Favor (common, 2), Show of Valor (common, 2), Blessing (uncommon, 2), Indestructibility (rare, 4)
  • Blue: Disperse (common, 2), Frost Breath (common, 3), Time Ebb (common, 3), Illusionary Armor (uncommon, 5), Domestication (rare, 4)
  • Black: Dark Favor (common, 2), Festering Newt (common, 1, has to die for effect), Mark of the Vampire (common, 4), Wring Flesh (common, 1)
  • Red: Act of Treason (common, 3), Goblin Shortcutter (common, 2), Lightning Talons (common, 3), Pitchburn Devils (common, 5, has to die for effect), Shock (common, 1), Thunder Strike (common, 2), Flames of the Firebrand (uncommon, 3), Shiv’s Embrace (uncommon, 4), Thorncaster Sliver (rare, 5)
  • Green: Giant Growth (common, 1), Trollhide (common, 3), Briarpack Alpha (uncommon, 4), Enlarge (uncommon, 5)
  • Artifact: Vial of Poison (uncommon, 1+1)

Blue and red have the most number of playable targeting effects at common, but M14 U/R decks are usually aggressive and would prefer to use cards like Goblin Shortcutter, Trained Condor, Lightning Talons, Seismic Stomp, Disperse, Frost Breath, and Time Ebb, to underrun the opponent, than to cast a 7-mana enchantment that allows you to remove the opponent’s creatures permanently.

In short, M14 does not have a lot of cheap, reusable targeting effects to support Dismiss into Dreams. It may be playable as a sideboard card in certain control mirrors, but is otherwise just as unplayable as you probably think it is.