THS: The remaining tribal interactions

Other than Minotaurs and Humans, there are only 2 tribal interactions in Theros, both quite minor.

Master of Waves, a mythic, gives Elementals +1/+1. However, there are only 2 Elementals in Theros (aside from those produced by Master of Waves himself):

  • Vaporkin, a blue common
  • Ember Swallower, a red rare

Both of them are very playable on their own merits, and Master of Waves is playable without either of them in your deck. Since neither of them have much impact on the playability of the other, this is not a tribal interaction you need to keep in mind when drafting triple Theros.

Hythonia the Cruel, also a mythic, kills all non-Gorgon creatures. Theros has 4 Gorgons:

  • Hythonia herself
  • Keepsake Gorgon, a black uncommon
  • Pharika’s Mender, a B/G uncommon
  • Reaper of the Wilds, a B/G rare

Hythonia is obviously very powerful if you’re able to hold the fort until you can make her monstrous. In the very unlikely case that you open or are passed a second copy, you will almost certainly draft it. All of the Gorgons are also quite playable on their own merits, and it is more likely that you will have a opportunity to draft one of them after you’ve drafted Hythonia. If you do, you should prioritize them a bit higher than you might otherwise since they do survive Hythonia’s monstrous trigger. Furthermore, all of them cost less than Hythonia and can buy you time to cast her and make her monstrous. If you have enough lands, you can play Keepsake Gorgon on turn 5, Hythonia on turn 6, make Keepsake Gorgon monstrous on turn 7, and make Hythonia monstrous on turn 8, allowing you to make use of your mana very efficiently. Pharika’s Mender also works quite well with Hythonia by buying you time to cast her, or allowing you to Regrow her if she is killed or countered. Finally, Reaper of the Wilds allows you to scry a bunch of times if you do make Hythonia monstrous with a few non-Gorgons in play between both players. However, as soon as you see a card you like enough, it stays on top of your library, so you don’t benefit from any remaining scry triggers.

(While Keepsake Gorgon’s monstrosity trigger is also technically a tribal effect, we won’t consider it here since the scenarios in which it would reward you for playing more Gorgons are extremely unlikely to occur in a triple Theros draft.)

THS: Humans

Other than Minotaurs, the other main tribal interaction in Theros is with Humans: Cavalry Pegasus gives Humans flying if they attack alongside it, and Titan of Eternal Fire gives Humans the ability the ability to tap to do 1 damage to a creature or player. Much of the value of these cards depends on how many Humans you have in your deck, so it helps to know whether Theros has enough playable Humans to make these cards worth taking early.

This spreadsheet lists all 33 Humans in Theros. White has about a third of these and a disproportionate number of the commons, so about 40% of the Humans in a typical draft will be white (this is not a commentary on the racial makeup of the Magic community :)). 1 of the white commons is unplayable and 2 are filler, but white does also have an exceptional Human at common (Wingsteed Rider, although it does not benefit from Cavalry Pegasus since it already flies). White also has 2 exceptional Humans at uncommon (Favored Hoplite and Phalanx Leader) so it will have 4.8 exceptional Humans in a typical 8-person draft, 4 times as many as any of the other colors, and none of which can be played as a splash by non-white players. If you don’t have Titan of Eternal Fire, Wingsteed Rider is not any better than a non-Human since it does not benefit from Cavalry Pegasus, but white will still have 2 times as many exceptional Humans as the other colors in a typical draft. Finally, all the multicolor Humans are also white except for Prophet of Kruphix: 2 are R/W, 2 are W/U, and 1 is W/B. This means that a Humans deck will need to run white as a main color rather than just splashing Cavalry Pegasus as a finisher.

Red and green are next with 5 Humans each, including 2 at common. The commons in both colors are playable, but red has an edge because it has 2 uncommon Humans instead of 1, provides access to 2 multicolor Humans, and has Titan of Eternal Fire. Black has 4 Humans, only 1 of which is a common, and that one is unplayable unless you’re drafting the black devotion deck. On the far end of the spectrum, blue has only 3 Humans, 2 of which are rare, although it does also have 2 of the multicolor Humans.

Let’s also look at Humans that particularly benefit from having the evasion that Cavalry Pegasus grants:

  • Daxos of Meletis (W/U rare): generates card advantage if it deals combat damage to an opponent
  • Favored Hoplite (white uncommon), Soldier of the Pantheon (white rare), and Tormented Hero (black uncommon): can enable aggressive starts with Cavalry Pegasus allowing you to keep up the pressure
  • Fabled Hero (white rare), Staunch-Hearted Warrior (green common), and Akroan Hoplite (R/W uncommon): these creatures can do a lot of damage if they are unblocked
  • Arena Athlete (red uncommon): can prevent opposing flyers/spiders from blocking your creatures

Looking at all of this information in concert, it appears that R/W is the best color for a Humans deck as it has both cards that interact with Humans, the most number of playable Humans, and the most Humans that benefit from the evasion granted by Cavalry Pegasus.

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.

THS: Creatures

This is a list of all creatures in Theros broken down along the following axes:

  • Flyers vs. non-flyers (defenders are listed separately, regardless of whether or not they fly).
  • Must-kill vs. other. I use “must-kill” to mean that the creature needs to be dispatched if it is controlled by an opponent, otherwise you are unlikely to win a long game. This helps determine the value of removal in the format, especially removal that kills/exiles creatures or turns off activated abilities. Powerful creatures that must attack in order to be problematic are usually not categorized as must-kill since they can potentially be blocked, e.g., Horizon Scholar. Creatures with other kinds of evasion (e.g., intimidate, unblockable) are usually listed as must-kill if they have power >= 2. This is necessarily a subjective evaluation — for instance, I categorized Advocate of the Beast as must-kill, but not Warden of Evos Isle and Banisher Priest.
  • Power/toughness.
  • Color/rarity.

The columns to the right provide summaries of the info for all must-kill, all non must-kill, all flyers, and all non-flyers, as well as the totals. The rows at the bottom provide summaries of the info across all colors.

This list includes all creatures, including those that are unlikely to see play (such as a vanilla 1/1 for 1 mana), since the playability of a creature is determined in large part by the power/toughness of other creatures in the format, and by the quantity and quality of removal in the set.

Some initial thoughts:

  • The vast majority of creatures, including must-kill creatures, have toughness <= 4.
  • About half of all creatures, and 63% of must-kill creatures, have toughness <= 2.
  • Must-kill creatures have lower toughness than other creatures.

M14: Essence Scatter vs. Negate

Which is better in M14 draft: Essence Scatter or Negate? This spreadsheet breaks down the creatures and non-creatures in M14 by color and quality, using the updated evaluations from my last post. The tables list the average number of cards of that color and quality per player. Looking at the totals, it is immediately clear that M14 has more creatures than non-creatures that are bombs, exceptional, good, or even situational/filler. So Essence Scatter is superior to Negate, although you may prefer the latter if your deck already has enough creature removal. Essence Scatter is also more likely to have targets since limited decks tend to run more creatures than non-creatures.

Are there any color pairs against which Negate is better? B/R is the only color pair with more bomb/exceptional non-creatures than creatures. Of course, your sideboarding decisions also have to factor in what you’ve seen of your opponent’s deck and what colors you’re playing; if you’re in G/U and lack hard creature removal, you may want to run Essence Scatter over Negate even against B/R decks.

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.

M14: Dragons

The only other tribal effect in M14 is Scourge of Valkas, which is a bomb even if it is the only Dragon in your deck, so let’s focus on whether it’s worth trying to draft additional Dragons if you already have a Scourge of Valkas.

M14 has 4 Dragons, 1 at each rarity: Dragon Hatchling at common, Dragon Egg at uncommon (note that it also triggers Scourge of Valkas’s ability when it dies), Shivan Dragon at rare, and Scourge of Valkas at mythic. Obviously, you take all the rare and mythic Dragons you see if you are in red. The uncommon is also great if your deck is not particularly aggressive since it can buy you time to draw and play your rare/mythic Dragon(s), and can serve as a threat if your opponent attacks into it or if you have a sacrifice effect. It is also great in the aggro mirror since it either stops their ground offense or fogs their largest creature for a turn and gives you another threat.

The common is less exciting since it doesn’t do any damage in combat unless you have red mana to spare, and since all the other Dragons in the format (and any creatures enchanted with Shiv’s Embrace) also have firebreathing. Also, every color other than red has multiple flyers or creatures with reach that can trade with it in combat. While it can be scary if enchanted with Lightning Talons, there are several removal spells that can kill 1-toughness creatures, so I consider Dragon Hatchling filler and will only play it if I really need additional creatures or a potential finisher. While it is better if you also draw Scourge of Valkas, I prefer to play creatures that are good on their own even if I don’t draw Scourge of Valkas since I should already be in good shape in most cases where I draw and play a bomb.

While an average 8-person draft will have 4.2 Dragons, 2.4 of those will typically be Dragon Hatchlings and the rare/mythic Dragons are unlikely to get passed very far, so it’s not likely that you will have multiple other Dragons to go with a Scourge of Valkas. But he’s still a bomb so you should draft him and hope you get to kill a Dragon Hatchling on the other side of the table when he comes into play.

M14: Humans

Humans are interesting as a tribe in M14 for 2 reasons: Door of Destinies (dicussed in my last post) and Xathrid Necromancer. While both cards are rare, you want to know if they’re sufficiently powerful in the right deck that they’re worth drafting early as a speculative pick.

Gatherer shows that most of the Humans in M14 are in white and black. Blue and red each have only one Human at common and another at uncommon/rare, and there are no green or artifact Humans. (Before you laugh, Magic actually has 16 artifact Humans, all but one from the Shards of Alara block.)

Of white’s 8 Humans, 5 are common, 1 is uncommon, and 2 are rare. Of black’s 5 Humans, 2 are common, 1 is uncommon, and 2 are rare. This spreadsheet sorts them by mana cost and lists my prior evaluation of them (I’ve changed my evaluation of Capashen Knight from unplayable to filler). Unfortunately, we have yet to determine how good several of the cards are because we have yet to determine how good enchantments and lifegain effects in M14 are. I will get to that in my next few posts. Meanwhile, I’m going to assume that Soulmender and Dawnstrike Paladin are filler, that Auramancer is playable (it works especially well with Quag Sickness, also a common), and that Blightcaster is exceptional (most colors have several good common/uncommon enchantments).

We can see that the common white and black Humans are either playable or filler, with only Shadowborn Apostle being completely unplayable. While you wouldn’t be excited if those were the only creatures in your deck, you’d probably do quite well if you had a couple of the uncommon/rare Humans and some removal. So I believe Xathrid Necromancer is quite playable and worth spending an early pick on. However, I would probably take most white or black removal spells over it since those would be exceptional in any W/B deck and not just a W/B Humans deck. Also, a sizeable amount of the removal in this set is in the form of enchantments, which makes any future Blightcasters, Auramancers, and Ajani’s Chosens you draft better.

M14: Door of Destinies

Okay, let’s figure out if Door of Destinies is worth drafting early, and if so, what tribes it should be drafted with. First, let’s figure out how tribal a deck needs to be in order for this card to be playable. If you play Door of Destinies on turn 4, play a creature of the named creaure type on turn 5, and never have any other creatures of that type in play, you give a creature +1/+1, which is not worth 4 mana and a card. If you had played another creature of that type previously or if you play a card that generates a token creature of that type, you give 2 creatures +1/+1 which is still not worth it. If you are able to get 3 creatures +1/+1 or 2 creatures +2/+2, the card is reasonable, but you’d really like to get a bit more to compensate for the risk of topdecking the card late or getting blown out by an instant-speed artifact removal spell.

For this analysis, I determined the number of cards of each creature type at each rarity, and used that to compute the expected number of each creature type in an 8-person draft. I also compiled a separate list of all cards that produce creature tokens. Token creatures do not add a charge counter to Door of Destinies, but the tokens do receive a bonus if they are of the chosen creature type. This list is a bit more complicated since several cards only produce tokens under certain conditions, e.g., Angelic Accord. However, some conditions are relatively easy to meet, e.g., Devout Invocation only requires that you have a creature in play. Cards that produce a token without conditions or with a condition that’s easy to meet are listed normally, otherwise I use a “c” to indicate that a card does not reliably produce token(s) of that type. (Dragon Egg is not included since it produces a token of the same creature type when the original creature dies.)

The results are in this spreadsheet. Summarizing:

  • An average 8-person draft will have 27 Humans, 20 Slivers, and fewer than 10 of each other creature type. (While a particular draft may have more than the expected number, you won’t know this if you’re picking Door of Destinies early in the draft, and the purpose of this analysis is to determine whether it’s worth picking this card early.) A Humans deck will usually be W/B, and a Slivers deck will usually be G/R, G/W, or R/W.
  • Even if you get all 9 Warriors in a draft, you will only draw about 3 in a typical game unless you have card draw or tutoring, and you may not draw Door of Destinies, or you may draw it after you have already cast some of the creatures. You also have to consider whether these 9 Warriors are playable on their own (in case you don’t draw Door of Destinies), whether they are spread across too many colors, and whether they are are sufficiently spread across the mana curve. That doesn’t seem promising. However, it may still be possible to use Door of Destinies with creature types other than Humans and Slivers if most of your creatures fall into 2-3 races/classes.
  • Most token producers are rare/mythic or conditional and so don’t make Door of Destinies more playable, even when they produce multiple tokens. The only potential exceptions are Zombies (Vile Rebirth, Xathrid Necromancer, and Liliana’s Reaver can complement the expected 7 Zombies/draft) and Elementals (Young Pyromancer and Molten Birth can complement the expected 6 Elementals/draft). Note that Door of Destinies does not work with Saprolings or Goats; while Sporemound and Trading Post allow you to produce tokens of these types, there are no Saproling or Goat (or Changeling) creature cards in M14, so Door of Destinies would never accumulate any charge counters.

M14: Beasts

Let’s look at another possible tribal deck in M14, namely Beasts. I drafted that deck recently after getting passed a few Advocates of the Beast, but only ended up with 3 Beasts to go with my 5 Advocates (I did pass a 4th Beast for a Chandra’s Outrage since I only had one other removal spell). Are there enough Beasts in M14 that I should have tried to draft that deck? Let’s crunch some numbers.

Gatherer lists 5 cards in M14 that are Beasts or produce them: Garruk’s Horde, Kalonian Tusker, Marauding Maulhorn, Primeval Bounty, and Rumbling Baloth.

  • Garruk’s Horde and Primeval Bounty are rare, so you can’t really expect to get either of them, plus they hit the table sufficiently late in the game that if you don’t already have another Beast before them, your Advocate is just a 2/3 for 3 mana until turn 7.
  • Kalonian Tusker is the best complement to Advocate of the Beast because it gets a counter at the end of turn 3 if you play it on turn 2 followed by Advocate on turn 3. Unfortunately, it’s an uncommon and is likely to be drafted highly by any green player, so you shouldn’t expect to see too many of them.
  • Marauding Maulhorn and Rumbling Baloth are commons, but both cost 4, which means you have to wait an extra turn to get a counter. They are also both quite playable in non-Beast decks, especially Rumbling Baloth, so you should not expect to pick them up late.

With 2 commons, 1 uncommon, and 2 rares, an average 8-person M14 draft will have about 7 Beasts, some of which we expect will be drafted by non-Beast players. So, G/R Beasts is a feasible deck but can only support one player at a table. Moreover, you should draft it only if you are being passed Beasts rather than because you’re being passed Advocates, as I did. Advocates are good in a Beasts deck, but they’ll come around late because non-Beast decks have better commons at 3 mana, such as Rootwalla and Verdant Haven.

Admittedly, I’d already drafted 2 Doors of Destinies, so I was looking to draft a tribal deck. I wanted to draft Slivers, but didn’t see any good Slivers until late in pack 2, although with 2 Doors I could have tried to force Slivers and hoped to reap the rewards in pack 2. In my next post, I’ll examine whether there are any other good tribes in M14 besides Slivers and Beasts that would have allowed me to play the Doors instead of having to leave them in my sideboard.