M14: The Gladecover Scout deck

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

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

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

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

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

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

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

M14: Plummet vs. Windstorm

When drafting green decks, I’ve faced the choice of drafting either Plummet or Windstorm from the same pack, or having both in my draft pool but not knowing whether either is worthy of maindecking. Another choice I’ve faced is deciding which one to side in against an opponent who has one or more flyers in their deck. Let’s see if we can figure out the right choices in these scenarios.

If you’re running green as a main color, Deadly Recluse and Giant Spider are great ways to deal with flyers. They can also defend quite well against non-flyers, and sometimes even get to attack. Deadly Spider is easier to kill than Giant Spider, so our analysis will look at 3 different categories of flyers:

  • must-kill non-defender flyers (see the spreadsheet from my post on creature evaluations)
  • flyers with power >= 4 (or deathtouch) and toughness >= 3, since they can kill Giant Spider without dying in the process
  • all non-defender flyers

There are only 5 must-kill flyers in M14: 1 common, 1 uncommon, 1 rare, and 2 mythic. An average draft will have 0.57 of these flyers per player, all in white, blue, and black. Must-kill means that you can’t reliably block or gang block the creature with flyers/spiders to neutralize it, or that it has a static ability that makes it dangerous even if it’s not in combat, which is why Nightwing Shade, Air Servant, and Galerider Sliver fall into this category, along with the more obvious inclusion of Archangel of Thune and Windreader Sphinx.

There are 6 flyers with power >= 4 (or deathtouch) and toughness >= 3: 2 uncommons (only Serra Angel and Sengir Vampire, since we’ve already counted Air Servant above), 2 rares (Jace’s Mindseeker and Shivan Dragon), and 2 mythics (Shadowborn Demon and Scourge of Valkas). An average draft will have 0.45 of these flyers per player, primarily in black. Note that although Shivan Dragon and Scourge of Valkas can attack for a lot of damage, I don’t consider them must-kill since firebreathing doesn’t pump toughness, so they can still be blocked and killed by multiple opposing flyers/spiders.

Adding these numbers tells us that the average draft will only have about 1 flyer per player that falls into either of these 2 categories, so you probably don’t want to run either Plummet or Windstorm in your maindeck. Obviously, there are exceptions to this. For instance, if you have Diabolic Tutor or Ring of Three Wishes in your deck, you could run a singleton Plummet or Windstorm as a silver bullet. If you have a U/G control deck with limited creature removal, you’re more likely to face a bomb flyer that you can’t handle, so Plummet or Windstorm might have a place in that deck, especially if you can regrow it using Archaeomancer. And if you have an otherwise really strong monogreen or G/R deck that lacks flying defense, you might run Plummet and/or Windstorm maindeck to shore up that weakness and as insurance against your opponent having a flying bomb.

Finally, let’s look at all non-defender flyers in M14. All of them are playable, except perhaps Dragon Hatchling. Let’s exclude those creatures and then look at the number of flyers we would expect a player in those colors to have in an 8-person draft, assuming there are 3 drafters in each color. (This analysis is more useful here than looking at the average number of these flyers per drafter.)

  • White: 3 common, 1 uncommon, 1 rare, 1 mythic -> 8.9 at the table, or 3.0 per white drafter
  • Blue: 4 commons, 2 uncommons, 2 rares, 1 mythic -> 12.9 at the table, or 4.3 per blue drafter
  • Black: 2 commons, 1 uncommon, 1 rare, 1 mythic -> 6.6 at the table, or 2.2 per black drafter
  • Red: 1 uncommon, 2 rares, 1 mythic -> 2.2 at the table, or 0.7 per black drafter

From this analysis, we can see that only U/X decks are likely to have more than 1 flyer on the table at a time, and so are the only ones against which you’d rather bring in Windstorm. There are only 2 rare and 2 mythic flyers with toughness >= 5 (I’m including Nightmare but not Nightwing Shade here), so Windstorm will usually be able to take down all your opponent’s flyers. (And sometime they’ll play a Galerider Sliver and you’ll knock out most of their side :)) Of course, if your deck also has flyers, you may still prefer Plummet, even when playing against a U/W or U/B deck.

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: 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.

M14: Slivers

Okay, now that we have the preliminaries out of the way, let’s see if we can use that information to figure out whether Slivers is a good deck to draft in M14. Here’s a list of all the Slivers in the set along with their rarity, mana cost, and my prior evaluation of them:

  • White: Sentinel Sliver (C, 2, good), Hive Stirrings (C, 3, filler), Steelform Sliver (U, 3, good), Bonescythe Sliver (R, 4, bomb)
  • Blue: Galerider Sliver (R, 1, exceptional)
  • Black: Syphon Sliver (R, 3, good)
  • Red: Striking Sliver (C, 1, good), Blur Sliver (C, 3, good), Battle Sliver (U, 5, exceptional), Thorncaster Sliver (R, 5, bomb)
  • Green: Predatory Sliver (C, 2, exceptional), Groundshaker Sliver (C, 7, unplayable), Manaweft Sliver (U, 2, exceptional), Megantic Sliver (R, 6, bomb)
  • Artifact: Sliver Construct (C, 3, filler)

White, red, and green have the most and best Slivers. There is relatively little manafixing in M14 — only Verdant Haven at common, and Darksteel Ingot, Manaweft Sliver, and Shimmering Grotto at uncommon — so we probably want to stick to a 2-color Sliver deck (possibly with a third splash color) unless we get multiple Manaweft Slivers, which is unlikely since it’s an uncommon and is playable in non-Sliver decks. How do we decide whether to aim for W/R, W/G, or R/G?

We can start by looking at the quality of the Slivers in each color. In my opinion, green has the best Slivers across all rarities, followed by red, and then white. By this measure, G/R is the best color pair for Slivers, followed by G/W and then R/W.

Another thing to keep in mind is the mana costs of the Slivers in each color. Green and red may have the best Slivers, but if they all fall at the same spot in the mana curve, we may be better off drafting a different color pair. This spreadsheet shows the number and quality of Slivers at each mana cost and rarity for the 3 color pairs being considered (Sliver Construct is listed for each of them). From this, it seems like G/R has the best distribution of Slivers across the mana curve, while R/W has a bit of a glut at 3.

A third thing to consider is whether any of the common/uncommon Slivers in a color pair have particular synergy. The main synergy that stands out to me is that power-enhancing Slivers — Predatory Sliver (G) and Battle Sliver (R) — work well with Striking Sliver (R), Steelform Sliver (W), and Hive Stirrings (W). While W/R has the most creatures in the list above, Battle Sliver is an uncommon, and first strike, +0/+1, and 2 1/1 Slivers are all less exciting if you don’t have a way to increase their power. This suggests that most Sliver decks should run green if possible so they have access to power enhancement at common.

Finally, let’s look at is which Slivers are most likely to be drafted by non-Sliver players. In my estimate, Predatory Sliver, Manaweft Sliver, and Bonescythe Sliver are most likely to be poached by non-Sliver players. (I had 2 Predatory Slivers and 1 Battle Sliver in a G/R Beast deck recently, and they were great — my deck really needed 2-drops, and there was more than one game where I had 2 3/3 Predatory Slivers attacking on turn 4.) This is unfortunate for green Sliver players, and may lead to Sliver decks having to go R/W in some cases.

Two more things to consider. First, Slivers are likely to be very popular at casual drafts, especially early in the format where other archetypes are less known, so it may be worth staying away for a bit unless you find yourself being passed Predatory Slivers. Also, I haven’t considered other non-Sliver cards in green, red, and white that may work particularly well with Slivers, such as Hunt the Weak if you have some power/toughness enhancing Slivers. Look for such cards and keep them in mind when figuring out what color pair you want to be in when drafting Slivers.

EDIT: I forgot one other piece of analysis I sometimes do. M14 has 101 commons, 60 uncommons, 53 rares, and 15 mythics. Of the playable Slivers, there are 6 commons, 3 uncommons, and 5 rares. That means than an average 8-person draft will have about 20 playable Slivers, which is probably enough to support 1-2 Sliver decks per table.