M14: Barrage of Expendables and the B/R sacrifice deck

The final enchantment left to evaluate is Barrage of Expendables. Its value will depend on 6 factors:

  • How many must-kill creatures and flyers have 1 toughness.
  • How many spells steal opponents’ creatures.
  • How many cards can an opponent play that would cause you to want to sacrifice a creature.
  • How many creatures provide a benefit when sacrificed.
  • How many creatures don’t mind being sacrificed.
  • Its effect relative to other sacrifice outlets.

Referring back to the spreadsheet of creatures in M14, we see that of the must-kill creatures, 2 of the 8 commons, 2 of the 6 uncommons, 4 of the 15 rares, and neither of the 2 mythics have 1 toughness. This means that 27% of the must-kill creatures in an average draft will have 1 toughness. Similarly, of the flyers in M14, 3 of the 10 commons, none of the 5 uncommons, 1 of the 7 rares, and none of the 3 mythics have 1 toughness, so 23% of the flyers in a typical draft will have 1 toughness. In addition, Barrage of Expendables can work with Shock and other removal spells to take down larger creatures. You can also sacrifice 2+ creatures to kill an opposing creature, but that’s unlikely to be a common occurrence.

Sacrifice effects combo especially well with effects that steal creatures temporarily and M14 has Act of Treason which is also red. In fact, unless you’re playing R/B, the only sacrifice effects a red deck has access to are Barrage of Expendables, Bubbling Cauldron, and Trading Post (a rare), and neither of the artifacts offer an impressive benefit for the sacrifice. If you have a couple of Act of Treasons, Barrage of Expendables could be worth picking up, especially if you don’t have other sacrifice effects yet. M14 also has Domestication, which steals the creature permanently. However, as we determined previously, there are a number of ways for the owner of the creature to pump its power and get the creature back, and Barrage of Expendables can help protect against that too.

M14 also has a few effects that may cause you to want to sacrifice a creature in response to an opponent’s spell. While M14 doesn’t have anything like Pillory of the Sleepless, you may want to sacrifice a creature that your opponent is trying to steal with Act of Treason or Domestication. In addition, you may on rare occasion want to sacrifice a creature in response to Congregate if your opponent is at a low life total and there aren’t many other creatures on the board.

Next, let’s look at creatures that you might want to sacrifice anyway because they provide a benefit when they die:

  • Blue: Messenger Drake (common), although you’d usually rather have a 3/3 flyer than do 1 damage to a creature
  • Black: Festering Newt (common), Dark Prophecy (rare), Xathrid Necromancer (rare)
  • Red: Pitchburn Devils (common), Dragon Egg (uncommon)
  • Green: Vastwood Hydra (rare)

Then, there are creatures that you don’t mind sacrificing, such as Tenacious Dead and Chandra’s Phoenix, or the tokens produced by Molten Birth (which produces an average of 4 tokens) and Sporemound. You might also want to sacrifice creatures if you have Planar Cleansing, Rise of the Dark Realms, Scavenging Ooze, or Haunted Plate Mail, although these are all rare/mythic so that board state won’t arise too often. Of these, Barrage of Expendables works especially well with Tenacious Dead since you can repeatedly do 1 damage to a creature or player for 1BR.

Given the analysis above, it seems like Barrage of Expendables would work best in a B/R deck since that has access to Act of Treason as well a handful of common and uncommon creatures that you’d want to sacrifice. Black does provide access to several other sacrifice effects (Altar’s Reap and Blood Bairn at common, and Gnawing Zombie and Vampire Warlord at uncommon), but Barrage of Expendables would be one of the better sacrifice effects in such a deck.

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: 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.