OGW: List of removal

My usual list of the removal in Oath of the Gatewatch, categorized by type, color, and rarity, is available at http://www.mtggoldfish.com/articles/oath-of-the-gatewatch-removal.

BFZ: Observations on removal

Some observations on the removal in Battle for Zendikar:

  • There are 8 global removals spells. Boiling Earth is common, Rising Miasma and Breaker of Armies are uncommon, Void Winnower is mythic, and the rest are rare. Boiling Earth, Breaker of Armies, Gruesome Slaughter, and Void Winnower are not symmetric, while Rising Miasma, Radiant Flames, Aligned Hedron Network, and Planar Outburst are. The black and red spells kill creatures with toughness 1-3, while Planar Outburst and Void Winnower don’t care about a creature’s power or toughness. Half of the global removal is colorless.
  • Most of the reusable removal requires a land to enter play, an Eldrazi to attack, a creature to be sacrificed, or a significant mana investment. Some of the other themes in the set also have 1 associated piece of reusable removal: a colorless creature or an Ally entering play, a card being processed, or reuse based on the number of colors of mana used to cast the spell.
  • There are only 3 removal auras: Tightening Coils, Stasis Snare, and Quarantine Field. (The latter 2 are not actually auras, but function very similarly to them.) Apart from those, Aligned Hedron Network and Void Winnower are the only pieces of removal that have to remain in play for the effect to continue.
  • Looking at removal by color:
    • There are 9 colorless removal spells: 4 are global removal, 2 affect multiple targets, and 3 are reusable.
    • White has 1 global removal spell, 2 spells that affect multiple targets, and 1 reusable removal spell. Its removal suite includes 2 spells that can only be used during combat and 2 more that don’t care about the creature’s size (Sheer Drop and Stasis Snare). Many of white’s removal spells are better in a controlling deck since an aggressive deck prefers spells that remove untapped creatures before they can block.
    • Blue has only 1 removal spell that affects more than 1 creature, but has 6 reusable tap effects, which is usually the domain of white. It has only 1 permanent creature removal spell (which steals a creature), and doesn’t have the usual aura that can keep a creature tapped. Unlike in most sets, there are no instant-speed bounce or repulse effects.
    • Black has 1 global removal spell, 1 spell that affects multiple creatures, and 2 reusable removal spells. Black can kill larger creatures than in some other sets. Demon’s Grasp kills 5-toughness creatures, and Bone Splinters and Grip of Desolation don’t care about a creature’s toughness.
    • Red has 2 global removal spells, 2 spells that affect more than 1 creature, and 5 reusable removal spells. Most red removal that does a fixed amount of damage usually does 1-3 damage; the only exceptions are Serpentine Spike (4 damage) and Processor Assault (5 damage, but it also requires processing a card). In addition, Outnumber does damage equal to the number of creatures you control, Stonefury deals damage equal to the number of lands you control, Rolling Thunder deals X damage, and Barrage Tyrant deals damage equal to the power of another sacrificed creature. Borrowing creatures at instant-speed is back, this time at 5 mana.
    • Green has a fight spell, a flyer removal spell, and an artifact/enchantment/land removal spell, all at common.
    • There is only 1 multicolor card that affects more than 1 target, a rare that resembles Jilt with kicker. All multicolor removal spells require either blue or green mana.

BFZ: List of removal

This is a list of all the removal in Battle for Zendikar, divided into permanent creature removal, temporary creature removal (such as bounce, tap, and falter effects), non-creature removal, and off-battlefield removal (hand, stack, and graveyard). The column labeled T (to the right of the permanent creature removal column) indicates how tough a creature the removal can handle; if there is no number in that column, the removal is independent of the creature’s toughness. Conditional removal is indicated after the card name.

Italics indicates that one or more permanents have to remain in play for the effect to continue. Bold indicates a reusable or ongoing effect. Yellow highlight indicates that multiple targets are affected. Red highlight indicates mass removal that you may be able to avoid overextending into. Within each color/rarity, cards are ordered by how tough a creature they can kill, then by converted mana cost.

Unlike the list of tricks, this list does not try to provide an abbreviated description of the effect, but just references how it affect the targeted permanents/players. Here’s how to interpret those effects:

  • Abbreviations used: A (artifact), attkr (attacker), blkr (blocker), borrow (untap & gain control until end of turn; the permanent gains haste), bounce (return to owner’s hand), bury (destroy & it cannot be regenerated), C (creature), CMC (converted mana cost), counter when used as a verb (counter a spell), dmg (damage), draw X (draw X cards), E (enchantment), ETB (enters the battlefield), flicker (exile, then return to the battlefield), flyer (creature with flying), freeze X (tap X and it doesn’t untap next turn), gain X (gain X life), GY (graveyard), I (instant), L (land), loot X (draw X cards, then discard X cards), lose X (lose X life), mill N (put N cards from a library into a graveyard), opp (opponent), opp’s X (X controlled by opponent), P (player or power, depending on context), prot (protection), PW (planeswalker), raise (return card from your graveyard to your hand), reanimate (return card from the graveyard to the battlefield), redirect X dmg from A to B (next X dmg that would be dealt to A is dealt to B instead), regen (regenerate), S (sorcery), sac (sacrifice), steal (gain control of permanent), T (toughness), your X (X you control).
  • Effects (+X/+Y, -X/-Y, hexproof, first strike, prot from a color, etc.) last until end of turn unless specified otherwise.
  • Effects only target creatures unless otherwise specified, e.g., X dmg without any qualifiers means that the effect does X damage to any creature. If the effect also targets players, that won’t be mentioned here.
  • Descriptions sometimes mention other spells to avoid lengthy descriptions.

ORI: Observations on removal

Some observations about the removal in Magic Origins:

  • Every color has access to some form of mass removal, even green (Joraga Invocation and The Great Aurora). The main ones to avoid overextending into are Tragic Arrogance, Chandra’s Ignition (does damage equal to the power of a creature you control), Languish (4 toughness), Eyeblight Massacre (2 toughness), and Chandra’s Fury (1 toughness), and you also need to be careful about overattacking into a Hixus Prison Warden if your opponent has WW2 available. Eyeblight Massacre, Hixus Prison Warden, and Archangel of Tithes are the only ones that aren’t symmetric or mostly symmetric. While most of the mass removal is rare or mythic, Chandra’s Fury is a common, and Eyeblight Massacre and Joraga Invocation are uncommons.
  • The only non-mass removal spell that affects multiple creatures is Kytheon’s Irregulars, which can tap multiple creatures.
  • Other than Sentinel of the Eternal Watch (uncommon), Kytheon’s Irregulars (rare), and Molten Vortex (rare), the reusable removal in the format requires you to jump through some hoops:
    • Grasp of the Hieromancer, Mage-Ring Responder (rare), and Gideon, Battle-Forged (mythic) require a specific creature to attack.
    • Akroan Jailer and Mage-Ring Responder (rare) require a significant amount of mana to reuse their abilities.
    • Disciple of the Ring (mythic) requires exiling 1 instant/sorcery in your graveyard per use.
    • Blightcaster (uncommon) requires you to play enchantments.
    • Ghirapur AEther Grid (uncommon) and Pia and Kiran Nalaar (rare) require you to have artifacts in play (although Pia and Kiran Nalaar bring 2 of their own).
    • Blazing Hellhound (uncommon) requires you to sacrifice creatures.
  • Observations about the removal available in each color:
    • All colors have access to Throwing Knife and Meteorite at uncommon, both of which deal 2 points of damage. There’s also Mage-Ring Responder at rare, and Alchemist’s Vial at common can prevent a creature from attacking or blocking for a turn.
    • White has a good permanent creature removal suite, with Celestial Flare and Supression Bond at common, and Swift Reckoning at uncommon. Among the temporary removal, the commons are unimpressive, and include an aura that’s unplayable in most decks, an expensive tapper, and Heavy Infantry, which you rarely want multiples of. However, Sentinel of the Eternal Watch (uncommon), Kytheon’s Irregulars (rare), and Archangel of Tithes (mythic) are bombs.
    • Blue has a varied removal suite. There’s the usual bounce (Disperse, Separatist Voidmage at uncommon, and Harbinger of the Tides and Displacement Wave at rare), Anchor to the AEther (uncommon) for repulse, Disciple of the Ring (mythic) for tapping, Send to Sleep for freeze, Claustrophobia for permanently tapping a creature, Willbreaker (rare) for stealing creatures, and Turn to Frog (uncommon) for turning a creature into a 1/1 temporarily.
    • At common and uncommon, black has to spend 3 mana to kill X/1’s (Eyeblight Assassin), 4 mana to kill X/2’s (Weight of the Underworld at common, and Eyeblight Massacre and Blightcaster at uncommon), and 5 mana to kill larger creatures (Unholy Hunger at common, and Cruel Revival at uncommon). At rare, black has 4-mana spells that kill X/4’s (Languish and Demonic Pact). Black also has a few other assorted removal spells: Reave Soul, Fleshbag Marauder (uncommon), and Gilt-Leaf Winnower (rare). Other than Reave Soul, black usually has to spend 5 mana to kill even an X/3.
    • Red can kill 1-3 toughness creatures at common, has Fiery Conclusion (5 dmg) and Ravaging Blaze (X dmg) at uncommon, and has Exquisite Firecraft (4 dmg) and Chandra’s Ignition (your creature deals P dmg to all others) at rare. While red doesn’t have many ways to kill creatures with a toughness of 4 or more (Fiery Conclusion requires sacrificing a creature, Ravaging Blaze requires 6 mana, and the other options are rares), it can use falter effects (Seismic Elemental at uncommon), borrow effects (Act of Treason at common, and Enthralling Victor at uncommon), and Ravaging Blaze as finishers once its creatures are outclassed.
    • Green has a fight spell and a flyer removal spell at common, as it often does. It also has Joraga Invocation at uncommon, which I played once and had mixed results with, possibly because I had only 13 creatures in that deck. It’s great on a stalled board, but doesn’t let you win out of nowhere like Overrun can, even though it costs 1 more mana. I think it’s still playable in G/W reknown or B/G Elves since those decks tend to play a lot of small creatures that can get outclassed as the game goes on.
  • There are a number of discard spells that force you to discard multiple cards, which is worth keeping in mind when deciding how to play your hand out. Black has Nightsnare (1-2 cards) at common, Tormented Thoughts (# cards equal to the power of a sacrificed creature) at uncommon, and Demonic Pact (2 cards) at rare.

ORI: List of removal

This is a list of all the removal in Magic Origins, divided into permanent creature removal, temporary creature removal (such as bounce, tap, and falter effects), non-creature removal, and off-battlefield removal (hand, stack, and graveyard). The column labeled T (to the right of the permanent creature removal column) indicates how tough a creature the removal can handle; if there is no number in that column, the removal is independent of the creature’s toughness (it is a destroy effect unless specified otherwise). Conditional removal is indicated after the card name.

Italics indicates that one or more permanents have to remain in play for the effect to continue. Bold indicates a reusable or ongoing effect. Yellow highlight indicates that multiple targets are affected. Red highlight indicates mass removal that you may be able to avoid overextending into. Within each color/rarity, cards are ordered by how tough a creature they can kill, then by converted mana cost.

Unlike the list of tricks, this list does not try to provide an abbreviated description of the effect, but just references how it affect creatures. Here’s how to interpret those effects:

  • Abbreviations used: A (artifact), attkr (attacker), blkr (blocker), borrow (untap & gain control until end of turn; the permanent gains haste), bounce (return to owner’s hand), bury (destroy & it cannot be regenerated), C (creature), CMC (converted mana cost), counter when used as a verb (counter a spell), dmg (damage), draw X (draw X cards), E (enchantment), ETB (enters the battlefield), flicker (exile, then return to the battlefield), flyer (creature with flying), freeze X (tap X and it doesn’t untap next turn), gain X (gain X life), GY (graveyard), I (instant), L (land), loot X (draw X cards, then discard X cards), lose X (lose X life), mill N (put N cards from a library into a graveyard), opp (opponent), opp’s X (X controlled by opponent), P (player or power, depending on context), prot (protection), PW (planeswalker), raise (return card from your graveyard to your hand), reanimate (return card from the graveyard to the battlefield), redirect X dmg from A to B (next X dmg that would be dealt to A is dealt to B instead), regen (regenerate), S (sorcery), sac (sacrifice), T (toughness), your X (X you control).
  • Effects (+X/+Y, -X/-Y, hexproof, first strike, prot from a color, etc.) last until end of turn unless specified otherwise.
  • Effects only target creatures unless otherwise specified, e.g., X dmg without any qualifiers means that the effect does X damage to any creature. If the effect also targets players, that won’t be mentioned here.
  • Descriptions sometimes mention other spells to avoid lengthy descriptions.

MM2: Why removal auras are bad: Lessons from day 2 of GP Las Vegas, draft 1

Unfortunately, I scrubbed out on day 2 of GP Las Vegas. I drafted W/B spirits both drafts and went 2-4, and both my wins were actually byes 😦 I could have won my last round but conceded because my opponent had been paired down and had a better shot at prizes.

The first draft started with Dismember over Nameless Inversion, Pillory of the Sleepless over Hikari Twilight Guardian, and Arrest over Waxmane Baku, then a Blinding Souleater, and then another Arrest. At the time, I thought this was shaping up to be a pretty good draft deck. By the end of the draft, I had a 3rd Arrest, a 2nd Pillory of the Sleepless, a 2nd Blinding Souleater, and a Sunlance, but only about 6 spirits, and I didn’t have cards that could replace the spirits. I thought the deck would do well because of the extensive removal suite, but there were 3 problems.

The first was that the person to my left was also in spirits. I knew someone else at the table was playing spirits when the Waxmane Baku and a mid-pack Devouring Greed didn’t wheel, but it was too late to switch colors that close to the end of pack 1, and I didn’t realize that it was the person immediately to my left. He’d opened a Long-Forgotten Gohei and taken that pack 1, pick 1! He didn’t take the Nameless Inversion second pick (and didn’t remember what he took over it), but the 4th pick Waxmane Baku and the Devouring Greed put him solidly in W/B spirits. He had some reasonable spirits and a couple of Ghostly Changelings to help trigger their abilities.

The second problem is that Arrest, Pillory of the Sleepless, and the other removal auras (Narcolepsy, and to a lesser extent, Oblivion Ring) are not actually that good in this format. Each color has a number of cheap, maindeckable ways to neutralize them or make alternate use of the creature: white has Apostle’s Blessing, Otherworldly Journey, Kami of Ancient Law, and Moonlit Strider, blue has a number of bounce spells plus AEthersnipe (although at least those require them to spend mana to recast the creature), black has Bone Splinters and Plagued Rusalka, and green has Vines of Vastwood. There’s also Terashi’s Grasp and Sundering Vitae in postboard games. Red is the only color that doesn’t have good answers to the removal auras.

Even more important, the removal auras aren’t actually good against most of the archetypes in this format. In my opinion, they’re only really good against B/R bloodthirst, R/G domain/ramp, and to a lesser extent, U/R elementals.

  • W/U affinity: Disabled artifact creatures still help with affinity/metalcraft. Also, equipment can turn a different creature into a bigger threat.
  • W/B spirits: Thief of Hope’s triggers continue to occur, and ki counters accumulate on Waxmane Baku until they find a Kami of Ancient Law or Moonlit Strider. It sometimes helps that the removal auras don’t put the creature into the graveyard, but the deck often has Plagued Rusalka and Bone Splinters.
  • W/R equipment: They just move their equipment to another creature.
  • W/G tokens: You don’t usually want to arrest a 1/1 token, so the removal auras are only good against their larger convoke creatures and Scion of the Wild. However, W/G has access to both the white and the green protection spells, so you might have a difficult time keeping the creature disabled.
  • U/B proliferate: Unsure, since I haven’t actually seen anyone play a U/B proliferate deck.
  • U/R elementals: Incandescent Soulstoke and AEthersnipe are problematic, but this is good against some of their other cards.
  • U/G graft: Disabled creatures can continue to graft their +1/+1 counters onto your other creatures.
  • B/R bloodthirst: Removal auras are good against this deck.
  • B/G sacrifice: This deck runs Bone Splinters, Plagued Rusalka, Drooling Groodion, and other cards that allow them to sacrifice the disabled creature profitably. It might be worth it if their plan is to use Eldrazi Spawn tokens to accelerate into Eldrazi.
  • R/G domain/ramp: Removal auras are good against this deck.

    • The third problem is that I played poorly. My first opponent appeared to be playing Jund, although I suspect there might have been some Plains and Islands in the deck because he had at least 2 Dragonsoul Knights and 2 Tribal Flames. I won game 1 and had control of game 2 until I misplayed. The first time he went to attack with his Dragonsoul Knight, I tapped it with my Blinding Souleater. On subsequent turns, he declined to attack with it, so I was tapping it on his end step. After a couple of turns of this, he announced an attack step and I just automatically tapped his Dragonsoul Knight without thinking about why he was declaring an attack when he hadn’t been doing so previously. It should have occurred to me that he might have drawn Vines of Vastwood, and in that case I would have been better off just blocking with the Souleater. The Vines of Vastwood took me from 10 to 4, and he drew 2 Tribal Flames to kill me over the next 2 turns. Another possible mistake in this game was that I had an Arrest in hand and maybe I should have played that on the Dragonsoul Knight so I could attack with the Blinding Souleater in addition to my 2/2, since the Souleater could probably neutralize the next creature they played.

      Then I misplayed twice more in game 3 to punt the match. My opponent had a fast start that got me to 4 life, but I was starting to wrest control back. On turn 7, I had 6 lands and Thief of Hope on the table, and Pillory of the Sleepless, Plains, and Swamp in my hand, but didn’t have an answer for his 3/3 Chimeric Mass. I normally advocate never holding back more than 1 land, but I decided to hold back and not play a land that turn, hoping he would think I had a trick. He played a 2/2 on his turn. On my turn I drew a Conclave Phalanx, played Pillory on the Knight and then tapped 4 lands and the Thief of Hope to play the Conclave Phalanx, going from 4 to 6 life. He cast Sundering Vitae on my end step and then played Goblin War Paint on his 2/2 and attacked. If I chumped with my Phalanx, I would not have had any good blocks the following turn, so I went to 2 life and he had a Tribal Flames to finish me off the next turn.

      My opponent had sided in 2 Sundering Vitaes against me, and cast both of them in both our postboard games, usually immediately after I cast a removal aura, so he did get a little lucky. But this was definitely a winnable matchup against a mediocre deck and an opponent who also misplayed a few times.

      Unfortunately, I then got paired against the other spirits deck. My removal auras were useless against him since he still got his spirit triggers and had Kami of Ancient Law and Bone Splinters (which is extra good with soulshift). I sided out all 5 of my removal auras for game 2, but lost to Long-Forgotten Gohei.

      I received a bye the next round and so ended the first draft at 1-2.

MM2: Today I learned

Some things I learned over the course of day 1 at GP Las Vegas and Modern Masters 2015 release events:

  • I’d done some analysis previously to try to determine whether it made sense to maindeck artifact removal in Modern Masters 2015 limited. My conclusion was that it didn’t make sense in draft, and only made sense in sealed if you expected a lot of W/U artifacts or sunburst decks. However, there was no way to know predict the metagame would be. My 8th round match took only 15 minutes, so I decided to scout the rest of the tables to see what people were playing. There were indeed a lot of 4- and 5-color decks. For each game that was in progress and not in the first few turns, I looked at whether each player had at least one artifact in play that I’d be willing to expend a card to destroy. I was trying to do this quickly, so I didn’t evaluate the board state to determine whether a Cathodian or a Flayer Husk, for instance, was really relevant to the board state, and I didn’t keep track of how many artifacts each player had in play. I saw 42 tables with an appropriate game state and found that 49 players had an artifact that I’d want to destroy if I were their opponent, while 35 did not. This is just 58%, so my inclination is still to not play artifact removal maindeck. I will add, however, that a surprising number of those 49 artifacts (I didn’t keep a count, but it was about 8-10) were Chimeric Masses, which can become quite problematic if you don’t have an answer, since much of the removal that kills large creatures can’t kill Chimeric Mass (e.g., Arrest, Narcolepsy, Bone Splinters, and Spread the Sickness). Also, colorless bombs can go in any deck, so you’re also more likely to face them than you are to face colored bombs, and you may need to ensure you have a way to deal with them if you hope to make day 2 or the top 8 of a tournament.
  • Grim Affliction interacts differently with +1/+1 counters than I’d realized. I thought if the counter went on a creature with a +1/+1 counter, then the -1/-1 and +1/+1 counter would cancel each other out right away and that you could not add another -1/-1 counter to the creature. It turns out that the +1/+1 and -1/-1 counters don’t cancel each other out immediately, however. They both exist until the next time state based effects are checked, so the -1/-1 counter is still there while Grim Affliction is resolving, and you can give the creature an additional -1/-1 counter.
  • You can’t tap an Eldrazi Spawn token to pay a convoke cost and also sacrifice it for mana to pay for the same spell. An opponent tried to do this at a release event last week, but a judge confirmed that he couldn’t do that.

MM2: Maindeck artifact/enchantment removal

I’ve heard a number of people suggest that artifact removal is maindeckable in Modern Masters 2015 Limited since there are a number of playable artifacts that can go in any deck. My initial instinct is to disagree. Most of my decks have had 3-4 artifacts, which means that my opponents may never see an artifact. Even if they do, it may not be problematic, yet they will usually have to spend their removal on it since they may not see another artifact later. I’ve also seen a few B/X decks that have no artifacts, although I don’t know how common they are.

Let’s start by looking at the playable artifacts in the set by archetype / color pair:

  • W/U artifacts: Court Homunculus, Faerie Mechanist, Frogmite, Myr Enforcer, Rusted Relic, Ethercaste Knight (uncommon), Glassdust Hulk (uncommon), Cranial Plating (uncommon), Etched Champion (rare), Lodestone Myr (rare), Mox Opal (mythic) = 5 commons + 3 uncommons + 2 rares + 1 mythic = 16.7 in an average 8-person draft / 4.2 in sealed deck (excluding Darksteel Citadel since it’s indestructible)
  • R/G sunburst: Alloy Myr, Skyreach Manta, Sphere of the Suns, Etched Oracle (uncommon), Everflowing Chalice (uncommon) = 3 commons + 2 uncommons = 9.6 in draft / 2.4 in sealed (excluding Wayfarer’s Bauble and Expedition Map since they can usually only be taken out on turn 1)
  • G/W or B/G tokens: Culling Dais (uncommon), Mortarpod (uncommon) = 2.0 in draft / 0.5 in sealed
  • U/B or G/U proliferate: Tumble Magnet (uncommon) = 1.0 in draft / 0.2 in sealed
  • W/B Spirits: Long-Forgotten Gohei (rare) = 0.4 in draft / 0.1 in sealed
  • W/X: Blinding Souleater, Glint Hawk Idol = 5.1 in draft / 1.3 in sealed
  • U/X: Gust-Skimmer = 2.5 in draft / 0.6 in sealed
  • Other equipment (any deck, but especially good in G/W or B/G tokens, or in R/W): Copper Carapace, Flayer Husk, Kitesail, Sickleslicer, Darksteel Axe (uncommon), Sunforger (rare) = 4 commons + 1 uncommon + 1 rare = 11.5 in draft / 2.9 in sealed
  • Most decks: Cathodion, Runed Servitor, Chimeric Mass (rare), Etched Monstrosity (rare), Lodestone Golem (rare), Precursor Golem (rare), Spellskite (rare) = 2 commons + 5 rares = 7.2 in draft / 1.8 in sealed

If you face W/U artifacts or R/G sunburst, you’ll be quite happy with your maindeck Smash to Smithereens. Otherwise, they player is sharing 19 artifacts with the table and so is likely to have about 2.4 artifacts, perhaps slightly more if you’re playing against a W/X or U/X deck. However, the average could also be lower than 2.4 since the W/U artifacts deck will probably pick some of these artifacts more highly than the other archetypes. This is certainly not enough to merit playing maindeck artifact removal, since you’re likely to never see either of the artifacts they’re playing in any given game.

A sealed deck that is not W/U artifacts or R/G sunburst will typically have about 5 artifacts it wants to play. About 3-4 will usually make the cut, so you’re likely to see about 1 in a typical game. If we assume we’re equally likely to face all archetypes, then maindeck artifact removal is only slightly more playable in sealed than in draft. However, if you believe, as some people do, that sunburst is going to be the most popular archetype, then it may make sense to run Smash to Smithereens maindeck.

Since a lot of the artifact removal spells also destroy enchantments, let’s also look at the playable enchantments in the format:

  • White: Arrest, Oblivion Ring (uncommon) = 3.5 in draft / 0.9 in sealed (excluding Daybreak Coronet and Leyline of Sanctity, which are unplayable in Limited)
  • Blue: Narcolepsy, Inexorable Tide (rare) = 3.0 in draft / 0.7 in sealed
  • Black: Bitterblossom (mythic) = 0.2 in draft / 0.05 in sealed
  • Red: Splinter Twin (rare) = 0.4 in draft / 0.1 in sealed (excluding Goblin War Paint, which is usually unplayable in Limited)
  • Multicolor: Necrogenesis (uncommon), Pillory of the Sleepless (uncommon) = 2.0 in draft / 0.5 in sealed

So white and blue have the most enchantments as well as the most artifacts. If you’re playing against a W/X or U/X deck, it may make sense to side in artifact/enchantment removal, even if you haven’t seen any particularly juicy targets yet.

MM2: Observations on removal

Some observations about the removal in Modern Masters 2015:

  • Other than Savage Twister and Shrivel, the global removal is rare or mythic and costs 6 or more (All Is Dust, Elesh Norn Grand Cenobite, Midnight Banshee, and Wildfire).
  • There are relatively few non-global removal spells that kill multiple creatures, and all those that exist require red mana (Wrap in Flames, Electrolyze, and Comet Storm).
  • Other than Blinding Souleater, Midnight Banshee, and Karn Liberated, the reusable removal in the format comes with limitations:
    • Mortarpod, Plagued Rusalka, and Drooling Groodion require mana and sacrificing a creature.
    • Bloodshot Trainee requires an effect that increases its power by 2 or more. Similarly, Spikeshot Elder only does 1 point of damage per activation without such an effect.
    • Niv-Mizzet the Firemind requires card draw effects to do more than 2 points of damage a turn.
    • Tumble Magnet requires proliferate effects, although an aggressive affinity deck might play it even without those.
    • Waxmane Baku requires Spirits.
    • Air Servant only affects fliers.
  • Observations about the removal spells available in each color:
    • All colors have access to Blinding Souleater and Gut Shot at common, and Dismember, Mortarpod, and Tumble Magnet at uncommon.
    • White has my favorite removal suite, with Sunlance and Arrest at common, and Dispatch and Oblivion Ring at uncommon. Sunlance is a sorcery-speed Lightning Bolt that can’t target white creatures or players, but is common instead of uncommon and is less likely to be splashed by non-white players. Dispatch requires metalcraft, but is otherwise an instant-speed Bone Splinters that prevents soulshift and doesn’t require you to sacrifice a creature. On the other hand, Arrest and Oblivion Ring may suffer splash damage if people maindeck Terashi’s Grasp and Sundering Vitae to deal with artifacts.
    • Blue has Narcolepsy, which is better on defense than offense, plus 5 bounce spells and 5 counterspells. There are no effects that steal creatures in this format.
    • Most of black’s common removal only kills creatures with 1 toughness. The only common black spells that kill larger creatures are Grim Affliction, Nameless Inversion, and Bone Splinters (which only shines in B/G or G/X/b since those tend to have tokens).
    • Red’s common removal is able to kill a larger range of creatures than black’s, but the cheaper spells usually only do 2-3 points of damage, and the ones that do 4+ points of damage usually require 5+ mana. There are no effects that steal creatures in this format.
    • Green has no fight effects in this format, and only has Plummet and Sundering Vitae for removal.
  • There’s only 4 discard effect in the format: Waking Nightmare at common, Dimir Guildmage at uncommon, and Vendilion Clique and Karn Liberated at mythic.

MM2: List of removal

This is a list of all the removal in Modern Masters 2015, divided into permanent creature removal, temporary creature removal (such as bounce, tap, and falter effects), non-creature removal, and off-battlefield removal (hand, stack, and graveyard). The column labeled T (to the right of the permanent creature removal column) indicates how tough a creature the removal can handle; if there is no number in that column, the removal is independent of the creature’s toughness (it is a destroy effect unless specified otherwise). Conditional removal is indicated after the card name.

Italics indicates that one or more permanents have to remain in play for the effect to continue. Bold indicates a reusable or ongoing effect. Yellow highlight indicates that multiple targets are affected. Red highlight indicates mass removal that you may be able to avoid overextending into. Within each color/rarity, cards are ordered by how tough a creature they can kill, then by converted mana cost.

Unlike the list of tricks, this list does not try to provide an abbreviated description of the effect, but just references how it affect creatures. Here’s how to interpret those effects:

  • Abbreviations used: A (artifact), attkr (attacker), blkr (blocker), borrow (untap & gain control until end of turn; the permanent gains haste), bounce (return to owner’s hand), bury (destroy & it cannot be regenerated), C (creature), CMC (converted mana cost), counter when used as a verb (counter a spell), dmg (damage), draw X (draw X cards), E (enchantment), ETB (enters the battlefield), flicker (exile, then return to the battlefield), flyer (creature with flying), freeze X (tap X and it doesn’t untap next turn), gain X (gain X life), GY (graveyard), I (instant), L (land), loot X (draw X cards, then discard X cards), lose X (lose X life), mill (put cards from a library into a graveyard), opp (opponent), opp’s X (X controlled by opponent), P (player or power, depending on context), prot (protection), PW (planeswalker), raise (return card from your graveyard to your hand), reanimate (return card from the graveyard to the battlefield), redirect X dmg from A to B (next X dmg that would be dealt to A is dealt to B instead), regen (regenerate), S (sorcery), sac (sacrifice), T (toughness), your X (X you control).
  • Effects (+X/+Y, -X/-Y, hexproof, first strike, prot from a color, etc.) last until end of turn unless specified otherwise.
  • Effects only target creatures unless otherwise specified, e.g., X dmg without any qualifiers means that the effect does X damage to any creature. If the effect also targets players, that won’t be mentioned here.
  • Descriptions sometimes mention other spells to avoid lengthy descriptions, e.g., Silumgar Spell-Eater’s unmorph effect is described as “Mana Leak” to avoid having to write “counter target spell unless its controller pays 3.”