Monday, 19 December 2016

How Many Lands?

PlainsMy recent land ratios article has had me thinking hard about all the factors that go into establishing a land count. I wanted to see if I could distill them all and thus create some sort of rule. I have low hopes on the matter as rules (as in the "if X then do Y kind" rather than the official rules of the game) in magic are less consistent than those about the English language... Essentially I am just looking for more ways to validate my land counts that are based on experience with some logic.

There are some obvious things going on as well as some more subtle things. The trick is to appropriately gauge the relevance and interplay of those things in determining the overall optimal count. I will be touching on and expanding on a lot of the same concepts as in the land ratios article. It was trying to answer a couple of specific questions while this is trying to understand the general trends at work.

The first most obvious element in determining how many lands you want is the average CMC of your deck. The higher the average CMC the greater the land count, pretty simple stuff. This on its own however is pretty meaningless. For it to be useful we have to say what average CMC gives a certain land count and then know the rate of change for land relative to a change in CMC. The issue is that the scaling is not linear. Adding land has a double whammy effect of giving you a higher land count and therefore more mana to spend but it also reduces the overall average CMC of your deck. Doubling the CMC of your cards certainly does not equate to doubling your land count, that would be mental!

IslandAt the lower CMC end of things there are issues as well. For all normal magic decks there is simply a low end limit on the lands you want to play. Even if every spell you have costs exactly one mana you still just need a certain amount of lands in order to consistently draw some. It is also beneficial in terms of speed to have three land in your first three turns despite this being more than you "need". For such a deck, one or two lands would be optimal over the course of a game if you started without a hand. As you begin with this pile of resources you need a little more land to quickly and efficiently expend them. A two land draw in the deck of one drops takes six turns on the draw to use all its cards while a three land draw from the same deck is done on turn four. If your deck is all one drops and isn't benefiting from speed then I am sure something is being done wrong.

All that is to say that there is a point at which reducing your curve so that you can cut lands stops being useful. You are better off playing some heavier cards and keeping a sensible land count. Land ratios are all about hitting that Goldilocks sweet spot of not too many and not too few. Due to the direct link between average CMC of your deck and your land ratio the Goldilocks "rule" applies to your average CMC to some extent as well as your land count.

MountainThink of it like this, a heavy control deck runs two risks, either it draws too many lands and does not have enough stuff to win with or it draws too few lands and cannot cast enough of the heavy stuff. An aggro deck is afraid of exactly the same thing, too much land and not enough power or too much power without the ability to play it. The trick to making both decks better is identical but opposite because of where they start on the spectrum. The heavy 18 land control deck typically benefits from a reduction in average CMC alongside a reduction in land count. This means cutting a land for a spell but it also means cutting a couple of other expensive spells and replacing them with cheaper ones otherwise the average CMC will rise. A higher card density with a lower overall cost greatly helps the performance of the deck.

The aggro deck can improve its performance by increasing the average CMC although it is a little more complicated in this example and relates to the range of cards. Take Firebolt and Burst Lighting for example, both are essentially one drops and would be considered as such in your deck however both have much higher mana cost options. The least you can spend on either is one mana for it to be useful in your deck however you can spend five or six on them and milk them a little harder for gas.

PlainsWhen considering what the average CMC of your deck is you should very much consider both ends of your range on cards. Snapcaster Mage can be a two drop or a six plus drop, you usually want to be playing it around a four drop. It is not an exact science but you know it is two at least and can work out what it is at the top end from your deck. Most people base their average CMC on the low end of their cards ranges which is fine so long as you know you are doing that. For some reason only Den protector gets put at the curve on three, all the other cards like that get put on the curve at their lowest CMC range.  If you do just this you have to hedge on the side of more lands. If you have a look at the potential upper ranges on your deck you will find it is usually pretty insane by comparison. You could work out your mana base from this upper average CMC and very reasonably play a couple of extra lands based on that most of the time. Again, we are looking for the Goldilocks spot with a land ratio suited to a reasonable middle ground between our lowest possible needs and our most extravagant possible spending. Aggressive decks tend to suit having their range on lower to upper CMC extended without changing the low end point. This basically means playing Lightning Berserker over Jackal Pup, Kargan Dragonlord over Ash Zealot, Abbot of Keral Keep over Lightning Mauler and so on and so forth. None of these replacements cost any more to play at the low end yet all have a pretty vast range over the originals. This is how to improve aggressive decks in the cube. Play more lands so that you consistently curve out at the start but play cards with a high CMC range so that you are at far less risk loosing to a flood situation.


ForestThe importance of redundancy, consistency and speed in an aggro deck outweigh a lot of other concerns. You will forgo a lot of power for it and this is why you don't really want to increase the low end of your average CMC. Playing anything is still better than playing nothing and making sure you don't do nothing in the early turns is far more important than it is for the later ones. Considering the average is all well and good but it is not quite that simple. The top of your curve is also incredibly significant in determining your land ratios. Regardless of the average CMC of the deck the one which has nothing more expensive than a 3 drop will need less land than the deck containing five drops. While it is easy to know where your curve ends, much like it is easy to work out your average CMC, it is far from simple to know what to do with that information. There are both numerical factors like the average CMC affecting this as well as contextual things. All the contextual stuff gets instantly complicated as it requires an understanding of the cards and the game rather than just maths. It is not just about the CMC cap of your deck but when you need to hit that cap. If you are trying to curve out or win in a short order then your cap is pretty hard and it is important to have enough land in your deck that you are naturally drawing to your cap somewhere in the 70%+ region. A zoo deck for example that wants to curve out and ideally wants to goldfish on turn four and contains four drops that it wants to cast turn four. This means unless you draw four land in 10 or 11 cards your four drops have a high chance of being very weak in the deck.

Wooded FoothillsThe more proactive the deck the more it is trying to win on or as near to as possible its goldfish. This means that they have a much harder cap on CMC stuff. Top of curve stuff rapidly loses value without supplementing it with sufficient land. More midrange and control decks have slower and more variable expected game lengths. As they are not expecting to win on turn five they can include five drops without a high expectation of being able to play them on turn five and still have them be good inclusions. Control decks typically have six and even seven drops (Karn, Aetherling!) however these are soft CMC caps. These are just your finishers and super heavy cards that give you the required inevitability. A high soft CMC cap still requires attention in terms of land count but it is a far less significant factor in terms of land increase than a hard cap demands. Control decks still have a hard cap of sorts but it is context based. It is when you have enough power to take control of the game, usually four with Wraths and powerful planeswalkers and the ability to do two relevant things in a turn. This means a control deck might well have a seven drop but actually want the same land count as a Zoo deck than ends at four. There will be other things going on as well affecting this but the primary one is that both decks really want to see four lands in the first four turns. Knowing your CMC cap is easy but knowing if it is hard or soft is contextual. If it is soft then assessing which is the key point isn't always obvious.

SwampThe time in which you hope to win a game has a huge impact on your mana ratios and indeed the cards you will look to include in your deck. A lot of midrange decks are blessed in their sloth by having a hard CMC cap of three. They can happily wait a couple of extra turns for their four and higher drop cards to come online as they have such high power and value cheap stuff. While they might well "need" the four drops to win the game, the time and value they are gaining with the two and three drops ensures they will get there. Knowing when you can win with a deck, when you want to win and the turn ranges you typically win are all important factors for matching a mana base to it.


To illustrate this I want to look at the modern burn deck and a theoretical cube version of the deck that I looked at in the land ratios article. The cube deck has 16 lands, 12 one drops, 8 two drops and 4 three drops. The deck is 40% land and the spells have an average CMC of 1.66 mana. This is pretty much the template for which I aim to have my cube mono red aggro decks follow. The modern burn deck is 24 one drops, 16 two drops and 20 lands. It is 33% lands and the spells have a 1.4 average CMC. At a glance these decks look very different in their mana base and to a degree quite reasonably so. The cube deck has as a higher average CMC and a higher CMC cap and so playing the higher land count makes sense. The subtle thing going on that isn't obvious from the figures I have given is that both decks have an identical ideal goldfish. Both want to win on turn four and they want to do so in a very similar manner. If you look at the decks average CMC rather than just the spell average you find that they are incredibly similar. For the cube deck it is 40/40 or 1 mana per card and for the modern deck it is 56/60 or 9.33 mana per card. Both decks have pretty reasonable odds on being able to exactly use all their mana up to and all their cards on turn four. It is the turn ranges you aim to win with for your deck that are the strongest factors in determining what CMC average your spells should have more than any thing else. A deck aiming to win as quickly as possible wants the deck's average CMC to be around one. Too much over that and your goldfish average will be more like a 5 than a 4.

ForestIt is hard to build a viable cube deck with an average deck CMC above 2 (or a 3.5 spell average). Cards you are cheating into play don't count! The only way to get these kinds of high average CMC in a viable deck is with a lot of ramp and that is a whole nother section! Decks without a heavy ramp or burst mana theme are typically in the 1-2 range of average CMC. The closer to 2 average CMC you get the closer to turn ten you get with your expected or average win turn. A 1.5 average is around turn 6. For control decks this is less the turn you win and more the turn you generally turn the tide and take control of the game. There is a good reason that at the low end of the average CMC an increase only has a small number of extra turns added to the goldfish while nearer the 2 average CMC mark you are getting more turns added on to your goldfish than you would for the same increase at lower average CMCs. All decks regardless of their aims, ratios or whatever, will more consistently make lands at the start of the game than they will towards the end of the game. In Hearthstone you know you will have had 55 mana on your 10th turn. It is incredibly rare for a Magic deck to do this with lands au naturale. They might have had 55 mana by turn 4 though! Even a deck with a lot of land that should consistently hit four mana but turn four still won't consistently be making lands after that point and probably won't get much past 40 total mana by turn ten (assuming no ramp).

Ash BarrensIf you look at statistics for the % chances for getting a number of lands on a given turn with a given initial land count then they all look somewhat like a bell curve. If your ratios are such that you have the highest chance of having exactly four lands after 10 cards then you will find (rather unsurprisingly) that your next most likely outcomes are to have either exactly 3 cards or exactly 5. These will both be in the same sort of magnitude as your most likely outcome however further away from these middle options is increasingly unlikely. As you are dealing in whole numbers the chances either side of your mode land count are not necessarily equal, odds on they are not. When you change your land ratios in a deck you will essentially be moving the bell curve left or right. More lands moves the bell curve right and less to the left. When building a deck you want the appropriate bell curve for your hard CMC cap. If your hard CMC cap is 4 mana then you want a land ratio where 4 lands by turn four is the most common outcome and you probably want 5 lands by turn four to be favoured over just 3 lands on turn four outcomes. Context comes in quite significantly again here as you need to assess the risk of flood vs screw. If your soft CMC cap is no higher than your hard CMC cap (more common case for aggro decks) and flooding is a bigger risk than screwing then you want to shift the curve more to the left. As either of these things ceases to be the case the more you will want to shift the bell curve to the right with extra land.

ForestIdeally what you would do for those decks where the soft and hard CMC caps are equal or very near that is change the shape of the bell curve. The steeper you are able to make the sides so to speak the better. If by some magic you could increase your odds of hitting four land on turn four while reducing the chances of having 3 or 5 then you are onto a winner. This can be done to some extent but it comes with other costs. The only way to change the shape of the curve is by using the effects of cards and their interactions. Just adding or removing lands makes the curve bigger or small and shifts the peaks position relative the the axis but it isn't able to affect the shape. It still looks like a bell with all the same curves. Card quality is a way to achieve an actual change to the shape of the curve. If you assume that you loot/scry away every land in favour of cards when you are in excess of your ideal count and vice versa when you have not hit that mark then your bell curve will narrow. The more card quality you have the more this effect will happen. The thing is card quality is not free and means you are spending resources on not doing other things. Adding card quality into something like a burn deck does improve your consistency but it also increases the average CMC of your deck at the same time. Even if it looks like the average CMC remains the same this is not the case if you replace an action spell like a Shock for something like a Slight of Hand. Your mana per card may be the same but your mana per damage has increased and as that is how your deck is winning you have effectively slowed it down.

Deck thinning is a great way to make your bell curve asymmetric. The modern burn deck really never wants to see more than 3 land and can be quite content on 2. It is really important to hit those first two every game but almost just as important not to hit a 4th. In the modern burn deck if you used only 20 basic land you have just over a 12% chance of have 1 or fewer lands by turn 3 (on the play), a 24%(ish) chance to have exactly 2, a 30%(ish) chance to have exactly 3 yet still a 34%(ish) chance of having four or more lands. This is a bit of a problem as the bell curve is so wide relative to the range you want. Both one or less and four or more are pretty disastrous outcomes yet are pretty close to 45% of the possibles. Muligans take quite the edge off this as you can fairly well see which starting hands (7/9ths complete information) have a high chance of landing in the danger zones. Sac lands are the other thing that greatly help the situation specifically for the modern burn deck. With half or more of the lands they play also removing lands from the library the effect is to make the downslope of the bellcurve that much steeper than the upslope. It means if 3 lands is your goal and at the peak of the curve then 2 lands will be notably more likely than 4. Everyone knows that thinning your deck of lands reduces your flood risk however understanding the mechanisms behind that process and how best to apply it is useful.

Temple of EpiphanyNext up we have card draw. This is a good way of widening a bell curve and is the preserve of control decks that typically have the widest gap in their hard and soft CMC caps. Widening your bell curve means that you will have increased odds on continuing to make land drops each turn. This means you can play the correct number of lands to hit your hard CMC cap reliably and not flood overly in the early stages of the game while still reaching your soft CMC cap fairly close to the corresponding turn mark. A 17 land cube control deck fairly often lays land each turn all the way to turn six or seven while a zoo deck of the same count wont often hit its 5th land on cue and really doesn't want to have seven lands ever, even by turn seven. The difference between the two lists is pretty simply the card draw. Zoo has little and control has a bunch.

The difficult thing about considering card draw effects is when you are able or actually want to cast them. Fact or Fiction cannot affect your curve before 4 land or turn 4 and odds on you are only casting it then if you can't do something else. A heavy card like a FoF really only helps the very top end of your deck to come out in good time. Accounting for a FoF with the shape of your bell curve is somewhat of an approximation. It does nothing at all to affect anything pre 4 lands and turn 4 and then it has a very small affect on the area of the curve there after that slowly increases a bit with more turns. A card like a Peek will affect the curve much sooner. Obviously you don't always draw it so it really is quite a small effect. A single Peek you can always cast on turn one if you have it means you can roughly assume you start with 7.14 cards rather than 7 for the purposes of working out how many lands you will see by point X on average. Widening your bell curve once you reach the middle point is good if you want to hit more lands. Widening it potentially from nearer the start of things and you will affect things for both your hard and soft CMC cap targets. Basically what I am trying to say in a round about way is that heavy expensive card draw is great for going long but helps in no way to get you to that point. Cheap card draw (and cycling effects) help in some regards going long and in getting there but they are more impactful on your overall land to card ratio and may well require you to play fewer lands or risk flooding when you have a lot of them. If you have a load of two drop cyclers and reliably get to two mana than you can tweak things a little so that your you have slightly fewer lands than you might otherwise want to cast three and four drops on cue. Many of the cheaper card draw cards are also card quality effects and that is doubly good as it lets you alter both the shape of the curve and also the area under it. The draw just generically increase the area, in other words means you will see more land, the quality/filter lets you tweak the shape a little according to your needs.

Rampant GrowthLastly we have ramp effects. These have a similar effect to card draw and a similar effect to lands. There is a feedback going on where more ramp means you hit your CMC caps sooner and thus improve your expected win turn. By finishing sooner you are given incentive to lower the average CMC of your deck however as ramp cards also proxy as lands you are greatly increasing your capacity for casting things and this makes you want to increase the average CMC of your deck. As these are cross purpose the general solution is to raise the CMC caps on a deck with ramp but not try and win quicker. If you raise the CMC cap from say five to six but add sufficient ramp that you are likely to hit six mana on turn five then you will still be winning in about the same time frame but you will do so with a lot more power to back you up. Obviously you can use ramp to speed up a deck but then it is a different deck and needs a reworked mana base. If you just add ramp into a deck and keep the land count the same you want to add in more expensive cards otherwise your ramp is going to hurt you more than help you.

Ramp is like card draw in that it increases the area under you land chances bell curve but it doesn't do anything at all until you cast it. Two mana ramp cannot in any way be substituted for lands that you need to reliably get you to two mana. There is also the fact that ramp purely costs you tempo when you are using it instead of land drops. It is only helpful when you are ramping and making lands and then making something with it before you should be able to, or at least two somethings. All this is basically just a round about way of saying ramp shouldn't have that much impact on your actual land count. Play too few lands with your ramp and you will just wish your ramp cards were lands a lot of the time. Play too much land and ramp and you will either perpetually flood or just have the most inconsistent deck in terms of being able to efficiently spend its mana every turn. I am pretty sure you could make a cube deck that fairly consistently could cast an Eldrazi 10 drop style card by turn five however that is all it would do and it would frequently lose to a single disruption card or simply not drawing one of the actual threats. Ramp is good but it is not a replacement for lands, more an extension of them. It should be used to extend your mana curve higher and allow for increased average CMC of your cards but it shouldn't be used to replace lands. Replace a spell with a ramp card and then another spell with a bigger one is the sentiment. You can only replace a land with a ramp card sensibly when you have too many lands for the deck yet the right amount for the CMC caps. You can consider most ramp cards to be like lands or at least half lands (for the vulnerable or overly expensive ones) when you are looking at the average CMC and CMC cap of your list but not for your chances of drawing lands, often in fact ramp spells thin your deck (Sakura Tribe Elder etc) a thus command an increase in land counts to consistently make your lands drops. Ramp is perhaps the hardest to assess in how you need to change up your various ratios and compositions as it is so contextual. Grading the ramp that a Rofellos will offer is tough, he is usually nothing because he is killed on sight or more than you need to win right away! A simple Talisman is rather easier to evaluate but still requiring loads of approximations and assumptions.

MountainSo what have we learned? To summarise we have a few key concepts that determine a lot of the things you want to aim for with your deck. You have the average CMC of your list and the hard, and to an extent the soft, CMC caps which help determine how many lands you want. You also have the speed at which your deck wants to win or can expect to win in typical games. This has a significant impact on the average CMC of your list. You likely have the effects of card draw to consider and how that will increase the overall number of lands you see. You have to consider the cost of these card draw effects so as to determine which areas of your curve they will effect. There are card quality effects that can greatly help an imperfect situation but that shouldn't change you from aiming for the optimum build assuming that you had none. There are card draw effects that can greatly help bridge a gap between hard and soft CMC caps or with the cheaper ones be used to reach the hard cap. The latter use comes with the extra risk of flooding which in turn should be accounted for in the build. There are tricks you can use to offset the downsides of too much land without cutting land and increasing the dangers of too few such as deck thinning and mana sinks. Alternatively you can use ramp effects to increase your various CMC measures without having to play too many lands. You want to avoid cutting cheap cards out of your deck as having nothing to do in an early turn is an issue. This typically means ramp decks replace 3 through five drops with six and seven drops. The number of cards from 3+ is roughly the same yet they account for all the increase in the average CMC of the deck.

The thing that I learned from all of this is that it is actually mana bases that determine decks and not the other way round. I used to think I built a deck and then fitted a mana base to it however in reality I have always been building around the confines of what a mana base will allow and using tools at my disposal to bend those rules slightly. There are a few fundamental things about magic that ensure the land ratios for all kinds of deck observe some similar trends. You always start with a pile of resources and aim to expend them over the course of the game. The general flow is starting with seven and then only getting one card per turn there after. This means you have good odds on your early land drops but increasingly poor odds on subsequent ones. You can change these odds but you cannot alter that trend. There is also the fact that even a deck where every spell costs one, because of the starting hand size again, that you still want more than one land. Every deck wants some lands and because you are playing some lands you play a sensible amount that does something reliably. Due to this you want somewhat of a mana curve to spend this more reliable mana on. Two fifths lands is about the Goldilocks value. Shockingly this applies comparably to quicker decks and slower decks. The speed of the deck affects the average CMC rather than the land ratios directly. It is more the ways in which we tweak the cards in quicker and slower decks that deviate the land ratios away from 40%. A deck with an average CMC of around one or less cannot sensibly reduce its land ratio as a way to improve its power per card and so is better of simply playing some slightly more powerful and slightly more mana intense cards. Equally, a deck cannot go much beyond an average CMC of two without the use of ramp cards. It if does it will either not have enough cheap spells to cast in the early turns consistently or it will not draw enough lands to ever cast the higher points of the curve in time. Lands and how they work have far more effect on decks and card choices than the other way round. Now that I have written that down it seems really obvious but before I composed this article it is not something I was aware of.


Vintage Cube First Pick First Pack

The Vintage Cube has returned to modo and as such my Facebook feed lights up with tales, displays and interesting questions surrounding cube. This little series caught my eye and I got involved. As I read peoples comments and ideas surrounding this popular poll I found I had more and more to say on the subject. This seemed like a better place to get that out of my system and so here are the questions and what I have to say on the matter. Very simply this is a MODO Vintage Cube draft first pick first pack and the question is what do you take? There were three of these although it was the middle that was most interesting. I am not even going to discuss the third here.

Draft 1, pick 1 pack 1.




There are some interesting options here although it is a clear Mox Ruby pick in my book. The interesting thing was how much of the community were keen on Mind Twist as a viable option. The Mox is not only the most powerful of the options in this pack but it is also the most open. There are way more good archetypes that will happily run a Mox Ruby than there is for most other cards, let alone cards in this pack! Further to this the Mox Ruby requires very little support to fulfill its power potential. A card like Stoneforge Mystic is really strong but not until you have the equipment to go with it. To my mind this pack is far more interesting a pick choice when you don't have the Mox in it! All you are really looking for in a card is the highest balance of power and playability so it shouldn't be a question at all when one card wins both categories. Mind Twist is high impact and Mox Ruby is relatively low impact but impact is not really the measure of a cards power and I think that is often forgotten in card evaluation. It is like how in professional sports it is the strikers and points scorers that get most of the attention while the defenders get far less praise for their vital work.

I think Mana Vault, Ashiok Nightmare Weaver and perhaps even the Stoneforge are all quite comparable to the Mind Twist for consideration in this pack. There is even some argument for Search for Tomorrow. Cube is a little different to normal draft in that all the cards are powerful. In limited you pick the bombs and Mind Twist is that kind of bomb card. In cube however you don't need those individual raw power cards to win, what you need is consistency. Loads of cards in the cube will win the game for you, the rare stuff are the things that consistently ensure you get to a position where you can win. Cheap cards that do what your deck is trying to do are the most important things in cube and that isn't Mind Twist.

I am personally rather biased against Mind Twist, I don't like using it. It is a very all or nothing card. Either you hit their whole hand somewhere in the mid game and just win or you have it at the wrong time and it does nothing. Worse still, you have it at a good time but are already sufficiently behind that you will just lose if you try and play it. Mind Twist consistently gets less value per inclusion in a deck than Hymn to Tourach in my cube. I really don't like "roll the dice" cards and that is exactly what Mind Twist is and not because it is random discard. The reason it is roll the dice is because it is so inconsistent and so polar. You either win or do nothing. It is not a card that gives you great ability to outplay your opponent and so by playing it you are somewhat saying, I want some free and easy wins and I will pay for this with some consistency. It is also a bit of a win more card in the Vintage Cube. The player that gets the powerful ramp cards will be the one that can either abuse Mind Twist or at least have emptied their hand before it can hurt them! You take a Mind Twist here and pass several pieces of cheap ramp and you are asking for trouble.

Mana Vault is probably the pick after Mox Ruby. I don't love it as that kind of deck is both popular and inconsistent. You can use it in several decks but they do tend to be the kind of deck that is highly reliant on draws. The Mana Vault has the added bonus of likely getting an appropriate table card in one of the Signets. It is also one of those cards that makes blue a significantly better colour to be in once you have it and blue does increase your odds on playing Time Walk or Ancestral Recall!

Another facet of cube is that you can much more easily pick your direction at the start. Most packs have way more viable early pick directional cards than you find in limited. Should you just be feeling green ramp or white weenie you could very easily take the Stoneforge or the Search from this pack and have a strong, cheap, on-theme card for your archetype. You wouldn't be passing much of a signal for that archetypes either. They are not the most powerful cards but the archetypes are both tier one and pretty consistent. Picking the Mana Vault is the kind of thing than can spiral wildly out of control while the safe white and green cards should always result in a fine deck.

Ashiok is pretty underrated in cube. He is great against all the archetypes. With 40 card singleton decks the exile of 3 each turn really hurts. It either exiles key cards or simply threatens to end the game pretty fast. I don't love Ashiok as a pick here mostly because it is gold. Gold cards really narrow your range of picks and archetypes if you grab them early. The risk of wasting your early pick or warping your early draft and winding up with a weaker forced deck is worth avoiding if possible. I would wager that an Ashiok would do more work overall than a Mind Twist but being gold and with there being a Mind Twist in the pack I wouldn't be taking the Ashiok. If this were pack three and I was some sort of Dimir deck then I would likely be taking it over the Mind Twist at least.

So, time now for the more interesting pack. Draft 2, Pick 1 Pack 1;



Here we are not presented with a piece of power to make the choice easier! To me the viable picks are Liliana, Sneak Attack, Polluted Delta, Jackal Pup and Bloodbraid Elf. The Tarmogoyf doesn't perform as well in cube as constructed and isn't really a top pick for any archetype despite being playable in most that are green. It is a cheap and powerful card and that counts for something. If this were pick two and I had any sort of green card for my first pick I would quite possibly take Tarmogoyf here but as a first pick it lacks excitement and direction.

For much the same reasons I would avoid Askiok in the last pack I would avoid the Bloodbraid here. It is nutty good, arguably the best card in the pack however it is gold and thus narrows your options and puts you at risk of wasting valuable early picks. It is also a four drop. The kinds of deck that really want Bloodbraid don't curve that much higher than four and starting out a draft with your top end isn't ideal. The Bloodbraid also pairs fairly well with Goyf or Pup and they are both unlikely to table which will put you in a weaker position going forwards.

My vote here was for either Liliana or for Jackal Pup depending most on what sort of games I wanted to play. If I wanted to bring the pain and have nice quick games then Pup obviously. Pup is easily the weakest card of the options. It is close to the weakest in the pack! It is good because it is an on theme one drop for one of the best archetypes in the cube. You are pretty safe picking up a Pup, even if someone else does go for an aggressive red deck you will still be fine and will still have a good RX aggro deck if you want to stick with it. If you have a deck that is well themed and can consistently curve out one drop through three drop then you are going to win most cube games and that is exactly what Pup helps with.

Liliana is obviously known to be pretty good. I like her as a pick here as she is pretty open and has good options on a suitable card to table (two dual lands, some Jund style cards and Gurmag Angler which is weak without good support cards like Liliana!). Picking Lili here doesn't send any signals that black might be open as well due to Angler being so poor as a stand alone card. Lili fits well into any deck with enough black mana to support her. She is pretty effective against most kinds of strategy as well. You might end up aggro, midrange, control or combo and there is a very good chance you will be playing the Lili assuming you are still black and a good chance she is putting in work regardless of what you face. She is versatile, cheap, powerful, all the hallmarks of a great first pick and more.

Sneak Attack was the popular choice from this pack. Much like the Mind Twist the community seem drawn to the high power finisher cards rather than the cheap support things. Certainly Sneak Attack is incredibly powerful but much like Mind Twist it is very inconsistent power. It is also a bit of a roll the dice non-interactive card. Sneak Attack style decks either find all the bits, do their thing and win, or don't and lose. Yes, there is always some interaction but it is less so and more linear with this kind of deck than others. When playing cube I want to play magic rather than just watch it unfurl before me, when winning I want to feel like I did the winning rather than the luck of the draw and the power of my silly cards!

If you are going to pick a Sneak Attack then it is best to do it early and then pick up the things to support it rather than the other way round! You are pretty all in which ever way you do it, both in the draft and in the games. You will lose a lot when the draft goes badly and can still lose when you get the nuts deck just to awkward draws and random disruption. The payoff for that is having a deck than can be unbeatable when it gets a good draw and one that is a lot of fun. My gut is that your expected win rate is lower with a Sneak pick here than with most of the other first pick suggestions. Picking the Sneak isn't bad here but it is rather a lottery. If you want to do crazy powerful things and crush people then go for it but if you want to win then probably don't. Let someone else fall into that trap.

Lastly we have Polluted Delta which is of course a fantastic card. Avoiding this as a first pick is more subtle than some of the other cards as I am very happy first picking a sac, shock or dual land in many situations. While it isn't a gold card in the same way that a Bloodbraid or even the Hissing Quagmire is the card still only going to be of much use if you are in blue or black. You are locking yourself down somewhat early for fairly little payoff. Delta is great consistency but it isn't offering any real direction beyond the colours. Further to this black is likely a weaker colour to be in if you pass the Liliana. This means a Delta pickup has a good chance of putting you blue or being a wasted pick. Being blue is lovely in a Vintage cube however blue is very awkward to draft well. Despite having all most powerful cards blue is not so fluid in its archetypes. Any blue deck that is going to win is going to have to do fairly specific things and have the appropriate support to do that well. It can be blue white control, blue red tempo, blue X Opposition, UB Reanimate, storm, Upheaval and so on and so forth. The difficulty is that just getting into blue without direction can go very wrong. I have had so many blue piles that are full of bomb cards that lack any real synergy or direction. You often have to commit to one of these directions early before you really know what is open. So many top blue cards are totally unplayable if you don't see the stuff to go with it. Things like Tinker and Upheaval that get taken super early get left in sideboards of dodgy blue decks that didn't see what they wanted. If I am going to first pick a card that has a good chance of putting me into blue I want it to be a lot more impactful or directional than a Delta.

Tuesday, 13 December 2016

The Top 16 Combat Tricks in Cube


Giant GrowthToday it is combat tricks and we are gong for a top 16 list. Plenty have been used over the years but very few last long in the cube. Generally combat tricks are too narrow to play in most decks. The best ones are those that have other utility beyond being a combat trick. Those are the ones that seem to last the longest at least! Combat tricks are useless when they are bad but can affect some of the most brutal swings in the game when they are good. They make combat more interesting and having cube viable ones therefore makes the game better. With the midrange cube being ever more focused around board presence and creatures the value of good combat tricks has been slowly rising in the cube. Some pure combat tricks that don't have any or much other utility are seeing more play and performing well.





Pendelhaven

16. Pendlehaven

This isn't a combat trick, or shouldn't be. Combat tricks have to be a secret or they are not a trick, Pendlehaven is just something you can do and as such should be played around. The thing with Pendlehaven is that it is the most forgotten about card in the game. I still make misplays forgetting about man-lands... In my cube it is even worse because of the basic lands I offer people to use. The forests all like quite a lot like Pendlehaven at a glance (they are all different art and all old borders on well loved cards!). The legendary forest has won a lot of games it shouldn't have and deserves the last place honourable mention on this list at least. It is so commonly missed most people are forgiving these days and let people takeback missplays into the tricksy tree.



Bounty of the Hunt15. Bounty of the Hunt

The green Force of Will! Ahem... Rather a heavy card but also incredibly high potential for abuse. A free card is always the most dangerous and hardest to play around. This can also buff three dorks so in perfect conditions you can still get card advantage with Bounty even if you pitch cast it. As it places counters on things the card has a lot of unusual synergies and ways to avoid having to return the counters. Not only can you reset your own persist dorks or power up a Triskellion you can also kill your opponents Phantasmal Image and turn off their undying! In the right deck the card is burtally good but for your average deck the costs for casting for either mode are just way too painful  to consider Bounty. It is a combat trick that is narrower than most and with that already being the main problem for combat tricks this rarely gets run.



Titan's Strength14. Titan's Strength

This has so much promise with the potential to be a Lightning Bolt with a scry, a two for one combat trick or a brutally potent card to scale with something like doublestrike. The reality is that red has so much consistency in burn that it isn't worth taking those kinds of risks when you need each card to count. While this does get some fringe play in more unusual decks the more conventional aggressive red decks don't touch this if they can help it. There are a lot of red cards very close to this in power, Rush of Adrenaline, Brute Force, Borrowed Hostility, Brute Strength and I am sure some others I forget. They all offer something extra but Titan's Strength is the only one that offers something always useful and as such is the most efficiently cost while being broadly the most suitable at any given time.




Vines of Vastwood13. Vines of the Vastwood

This is more of a protection card that doubles up as some pump when you need it. When you are going all in on a big dork or want to play a tempo game but have some key creatures then this is a great tool to go for. As a pure combat trick it is a little expensive but as a supplement to other buffs it is top notch. Recent printings will greatly harm the cube viability of this going forwards  but it was one of the more commonly used cards on this list before Blossoming Defense. An issue with the Vines is that +4/+4 is quite a big boost but you do pay for it fairly heavily and it is generally overkill. People match blockers to attackers fairly closely for efficiency and this generally means +1/+1 turns a chump into a trade and +2/+2 generally reverses the chump! Without any thing else like trample +4/+4 is mostly wasted unless used to go face. However you end up using the stats buff it is not incredibly cost effective.


Invigorate12. Invigorate

A weak pump spell for the mana but one with an interesting pitch cost that is easily abused. The best way to look at Invigorate in isolation is thinking of it as something like a Fiery Impulse, a top rate burn spell that sees no play in cube because you can't use it to go face. Invigorate lets your dorks win fights better than all the other tricks but it only does that effectively which alone is not enough. At going face this is either pathetic or wildly over cost. The saving grace for the card is synergies with life gain triggers. Most notably Kavu Predator which is a complete beating should you get to pitch cast Invigorate while it is in play. With very little redundancy in cube for effects like Kavu Predator and Invigorate that is not something that comes up very often and certainly not worth including in a drafting cube.


Berserk11. Berserk

Nothing says all in like Berserk. You can do some staggeringly quick kills with a Berserk. It is the main reason mono green stompy decks are even hanging around the fringes of playability. Berserk is an incredibly powerful card but it is not so much of a combat trick. It is like calling Hatred a combat trick. You can use Hatred as a combat trick but it is a really weak use of the card. While not quite so awful a use of Berserk with it being only one mana you do want to use it when it kills people, not creatures. You want to use it with other buffs so as to double up on them as well. Berserk and Vines of the Vastwood are a great pairing making your all in play much safer while hitting for 8 more too. When you are using it to turn a chump attack into a trade and perhaps a little spill over damage or a trade into a lot of spill over damage then it is fine but far from good. Mostly this is a finisher like Overrun. It offers more utility than Overrun but does come with rather more risk too! As a combat trick this rarely gets value and as a finisher it is rater situational too and so generally people run another good stand alone threat instead of this or a combat trick that doesn't ensure your dork dies.



Boon Satyr10. Boon Satyr

The great thing about Boon Satyr is that it is the least bad when you don't have a board. Even the multipurpose Commands typically suck when you don't have dorks. The problem with Boon Satyr is that you have to pay 5 mana for it to be a trick. That is very obvious to your opponent and not that often helpful. Most of the time you just bestow it whenever it is a good time to play it rather than holding it for that golden moment where you also get a good trade with it as well. You flop it down as a 3 mana 4/2 more often than it is really a combat trick. The card is a lot of value when bestowed as you are somewhat Wrath and removal insured. It is even more value when you get to kill a free blocker/attacker with it as well. Solid card but a little clunky to be a big name in cube. Although a little more tricksy and flexible than Verdurous Gearhulk I fear that this is so much less powerful that this probably won't see much more play in the cube in normal decks. Instead this will be the thing of enchantment themed decks.



Atarka's Command9. Atarka's Command

Great card, pretty limp combat trick. Much like Berserk this is used much more as a tool to push through damage and not as a way to get favourable trades on the board. The thing with Atarka's Command is that it is so good that you play it, and it is so versatile that you do occasionally end up using it to get favourable trades. Reach and +1/+1 to your guys is a tough combo to find yourself in a position to abuse. Any card that you would play even if it were not a combat trick but that has that mode of action is a whole lot better than a top quality trick that noone ever plays because it is too narrow a card. This is easily one of the most powerful and played cards on the list but the combat trick nature of the card is only a very small part of it.





Dromoka's Command8. Dromoka's Command

While the creature pump mode on Dromoka's Command is far far weaker than it is on Atarka's Command, or indeed any other card on this list that do that, the fact that the other modes often have a significant impact on combat makes it a pretty brutal card to attack or block into. In the wrong situation you can eat a three for one as well as a savage tempo blow to this. A very strong and dangerous card with a far broader range of utility than Atarka's. Dromoka's Command is two kinds of removal, two kinds of protection and a small but permanent buff. It is rarely dead and freqently just the ticket! The dream situation is when you can use a 2/3 first strike to kill a pair of 3/3s and survive as a 3/4. It is cards like the commands that have made people more concious of combat tricks as they are cards you freqently see. As a result the other tricks are likely a little weaker than before as people may actaully anticipate them!



Briarhorn7. Briarhorn

While offering none of the protection aspects of Boon Satyr the cost balancing of this card is far more suited to purpose. When you need a cheap combat trick it is just that. When you have spare mana you get a free body for your troubles and even in the worst case scenario you still have a playable Hill Giant which is better than a do nothing Giant Growth. Not the most powerful card even when you get the full value but a card with decent low end performance and lot of options. An even distribution in the buff is generally most useful as well so the +3/+3 is a little more suitable on average than +4/+2 is or even that +2/+4 would be, Ideally you want a combat trick to save your guy and kill theirs and more often than not it is a near even amount of power and toughness boost required to do that. Red ones are happier to be heavier on the power as they have smaller dorks that at best can trade up. Higher power boosts also complement burn and first strike that is common in red. Brairhorn does its job well, it is a good card but it isn't something people wanted that much until more recently and even now Brairhorn is still very much on the fair side. He will never be a bomb card even if he occasions some immense swings in the game.


Harm's Way6. Harm's Way

Simple and meek but devastating. As a combat trick this has some good high end potential but is a little harder to pull off than some pure pump cards. Essentially this is +2/+2 when used as a combat trick however that is not always the case (for example when against a 1 power dork). Where this shines is that it can just get a two for one on burn spells where a pump spell will at best save your guy. It is a bit like a Vines of the Vastwood where you can choose either mode rather than having to pay G to kick it for access to the second mode. Getting a two for one in combat with this isn't that uncommon either as you can effectively give one dork +0/+2 and another +2/+0. Great against first strike guys as well and not a card you need to have a dork in play to use. Anything with at least two power and no more than that in health can be somewhat Reciprocated with Harm's Way. The one thing this can't do is apply extra damage to face when your opponent isn't applying any pressure to you are dealing damage to things. Fairly minor drawback and still far far better than a +2/+2 pump effect.

For some reason I have decided not to include Brave the Elements in this list as it really isn't a combat trick in the same way these other cards are. I do rate Brave comparably to Harm's Way although it is narrower in where you want to play it. Brave is much more a tool to make things unblockable or a protection tool against removal than it is a way of turning bad attacks into good ones. It is incredibly rare to have a situation where you can expect to turn a couple of trades into chumps for your opponent. Your dorks have to be very well size matched. Mostly Brave the Elements is a precombat spell like Overrun or a reactive counterspell and to me a combat trick is something that you play in combat.


Ghor-Clan Rampager5. Ghor-Clan Rampager

This is a big boost in stats as well as trample for not that much mana. As a pump effect the Rampager is good value. Typically it kills something and has a load of spill over damage too. It is a little restrictive in that it only works when you are on the offensive but that is fine as that is how the decks playing it want to use it. Like Boon Satyr and Briarhorn this also has a creature mode which is surprisingly fine. While it is not a great value card in cube terms a 4/4 trample is a solid threat that does a lot of damage and needs to be stopped. It certainly does a whole lot more work than a 4/2 or a 3/3 without trample! This is seeing less play in cube recently much of which I put down to Atarka's Command. While this is the far better combat trick the Command is a much more powerful card overall. Both cards sit in a fairly similar slot (role rather than CMC) in the lists that might play them and as such I think the Command has been pushing the Rampager out a bit.


Blossoming Defense4. Blossoming Defense

So far quite an impressive performance from this little Kaladesh newcomer. This is somewhat of a dual purpose card in that it can counter any targetted things on your dorks as well as offering a stats boost. This means it has value in tempo based creature games like conventional tricks as well as those where your opponent is creature light where other tricks often fall off in potency. Basically this is just a different packaging on Vines of the Vastwood but it turns out it is more convenient overall. A GG cost for a stats boost is just too much to not either hurt your curve or somewhat broadcast. Defense only ever costying a single green and always giving a pump means you have it available when you need it that much more often. The various dual purpose tricks on this list can afford to cost that much more to use as a trick as you are happier holding them. With purely reactive cards you want them open as much as possible to ensure you get to use them well.  This does that perfectly, it offers enough of what you want in the right balance for a very suitable price.



Selesnya Charm3. Selesnya Charm

Like the Commands on this list this Charm is great because it is a good card outside of being a combat trick. The card is never dead, it is a great removal spell and a decent enough combat trick when the situation presents itself. The buff you get isn't great for the mana but it is a very effective buff that generally lets you kill their guy, save yours and do some spill over damage. Alternatively it can just be used as a way to force a load of damage through with a big dork that is being chump blocked. Two mana isn't cheap for +2/+2 and trample but it isn't expensive in general and that makes it very well suited to your combat trick needs! It is a little rarer to get a 2 for 1 with Selesnya Charm than with Dromoka's Command however the Charm is less situational and offers for more potent and important one for ones. It cleanly kills a Wurmcoil while Command helps little against such things.


Restoration Angel2. Restoration Angel

This is rarely a combat trick on the offensive. You need something like a Verdurous Gearhulk in play before you can use the Angel offensively as a trick. On defense however this card is a royal beating. Attacking into any white player with four mana up is a scary prospect. Especially so when they have suspiciously tapped dorks with EtB triggers on them. I have seen this flicker Blade Splicer to make a free 3/3 frist strike dork and then have both freely block and kill two attackers for a disgusting 4 for 1 trade with all the tempo as well a number of times. Resto Angel is just an incredibly good all round card. Her bonus defensive combat utility is just a small part of what she brings to the table. She is the only card on the list (other than Harm's Way which mimics it in most cases very well) that gives no stats boost yet still feels like she can be called a combat trick. She is the control players version of Ghor Clan Rampager but she is rather better overall.



Mutagenic Growth1. Mutagenic Growth

The purest of the combat tricks. This does nothing else fancy at all. It is only ever +2/+2 and it serves basically no other purpose. There are a couple of reasons this stands head and shoulders over the other options. Firstly, and perhaps most importantly is that this is a card you can play easily in any deck at all. It has no real colour restriction. The kinds of deck that want combat tricks are not the kind that care about paying two life. This means you can play it in an Izzet prowess shell and abuse having a free instant card with a relevant effect. Mutagenic Growth is a free combat trick which are super hard to play around and get the most obscene blow out value however there are others. Mutagenic Growth never costs you anything you care about. The card disadvantage from Bounty is too much for most aggressive decks to handle. The life gain from Invigorate is a real turn off for most aggro decks too. Both of those cards are also really awkward to play for their normal cost rather than the alternate one. Growth is generally no problem to toss out for free yet it is still pretty easy to cast it normally and should still have the appropriate tempo swing you desire. There is nothing quite so satisfying as using your Elf or BoP to block a Goblin Guide or Swiftspear and killing it with the Growth. There is a great comfort to know that despite being tapped out you can increase the stat presence on your board by +5/+5 courtesy of a couple of prowess dorks and a Young Pyromancer or something.



The general conclusion is that other than the very best and purest form of combat trick all the other good and viable combat tricks for cube use are dual purpose ones. So long as the card is relatively cheap the potency of the card has very little baring on how powerful the trick is for the mana. Selesnya Charm is half the pump of Ghor Clan Rampager yet a much better card. A small pump generally has the same effect as a large pump and so cost, utility and non-combat trick power are the things that really push cube combat tricks.


Sunday, 4 December 2016

No Land Belcher


Goblin CharbelcherI have mentioned this variant of the Charbelcher archetype a couple of times recently but don't think I have ever done any sort of list for one. Disclaimer time, these decks do have lands, just very very few. So much so it seems as if they might as well not have any lands hence the name. I think you could go full no land but it would be a lot worse than  these for the job. It is one of those decks that is not tier one and also uses a lot of awkward cards. The reason to build and play something like this is that they offer a unique play experience. Extreme combo decks are just very different and that makes them fun and novel even if they are not insane. Even variants of the same archetype can play in wildly different ways and this is such a deck. There are in fact two subtle variants on this archetypal variant. The plan is simply to play very few lands so that is it very easy to remove them from the deck such that any Belcher activation should be fatal when you get to do it. Compared to the Severence Belcher decks which is a two card combo deck these are more like a single card engine combo deck.

Tinder WallEither you run only Forests or you run only artifact lands as these can easily be plucked from the deck with the right support cards. In both lists you run about four lands. The Forests route is more consistent with a larger number of tools to pluck them from the deck. It also has a huge advantage in that it can play Mountains (that are also Forests) which means you can leave a land or two in the deck and still have a decent shot of a fatal Belch. The artifacts route has more synergy with Mox Opal, Thoughtcast and that sort of jazz.


One thing that may well make this archetype a whole lot more viable is the introduction of Dramatic Reversal. With so many appropriate tutors, non-land mana producers and a general combo shell the Isochron Scepter Dramatic Reversal combo seems like it would fit pretty well into this deck. I am not sure what you would use as the finisher or mana sink when you went off but even if it was otherwise a blank card in the deck you can likely afford 3 slots to double up on your combos. Dramatic Reversal itself if quite potent in going off along the Belcher route. Any way, I am going to keep this about pure no-land-Belcher combo so as to best express the archetype.

The Forest Version
Land Grant
36 Spells

Mox Opal
Chrome Mox
Lotus Petal
Lion's Eye Diamond

Lotus Bloom

Mana Vault
Tinder Wall
Elixir of Immortality
Birds of Paradise

Goblin Welder
Expedition Map
Simian Spirit GuideChromatic Star
Faithless Looting


Gitaxian Probe
Preordain
Conjurer's Bauble

5x Talisman
Simic Signet

Demonic Tutor
Land Grant
Spellskite*
Nature's Lore

Balance*

Tinker
Talisman of ImpulseIntuition
Elvish Spirit Guide
Simian Spirit Guide

Thirst for Knowledge

Goblin Charbelcher
Daretti, Scrap Savant

Thoughtcast

Chancellor of the Tangle

4 Land

Breeding Pool
Stomping Ground
Taiga
Tropical Island


Intuition
I think you want about two non-combo disruption cards in the deck which can be a wide array of things. I have included Spellskite and Balance for their power and synergy with the deck but a more simple Pact of Negation and Duress might be better, if less exotic. You could even fit the mighty Upheaval into this archetype if you wanted that kind of disruption. There are plenty of other cards allowing for useful tweaks in certain directions should you chose. Murmuring Bosk can replace the Breeding Pool if you like for added black and white consistency.

To fetch out your lands you have Land Grant, Nature's Lore, Expedition Map and Intuition. In certain situations the Intuition also doubles up as a tutor for the Belcher. Other good options include all the same sorts of things. Gifts Ungiven and Realms Uncharted are the big hitters if you want to go heavier on lands and play six or more. Sylvan Scrying, Crop Rotation and Farseek and even Wood Elves are all considerations. While many of these are better than the Expedition Map I chose to play they don't have much utility in the deck beyond getting lands which the Map does.

Chancellor of the TangleThe deck has every single (legal) card that produces mana for nothing that it can viably play. It wouldn't take many more lands for me to want to throw in Mox Diamond! You just have to, you cannot rely on more than one land in your starting hand, you are going to see way more hands with less than one land than you are hands with more! The deck is fine once it has two mana but you need to get to that point and so you just have to play a lot of low powered ramp effects. Mana Vault is good because it lets you get going with just one mana. It is a rare case of Grim Monolith being significantly less exciting. In the nut draw Monolith might speed you up but in most cases you want to cast stuff and somewhat curve and in that case Talisman and Signets are substantially better. There are some dodgy mana battery style cards you can use, Jeweled Amulet, Wild Cantor, Pentad Prism, all of which have some merit in the deck but don't help you out at the start of your chain and as such are a lot less important than the Spirit Guide style cards. You can also go the ritual route but this suffers much the same problem as the mana bettery effects. They don't well start you off nor do they let you cast much other stuff in the lead up to your finishing blow. Tinder Wall being both a ritual and a mana battery effect as you need is the clear best of the bunch.

Conjurer's Bauble
You want a good amount of card draw as your cards like Lotus Petal and the Spirit Guides really hurt your hand size. So much so that looting becomes a very painful way to dig into your library and loses value. I would be very temped to try and run a Wheel of Fortune or Memory Jar in the deck as a way. One issue with drawing too much is that your library gets smaller than 20 cards and makes your combo a lot slower and weaker. You have some tools for this as well in Elixir of Immortality and Conjurer's Bauble. Generally these are cheap artifacts you throw down early to power up metalcraft effects, cycle or loot away. Sometimes however they totally bail you without ever being much of a cost. Both can get back your key Belcher should it find itself in the graveyard with no way to return it to hand or play. Both also help restock the library. Elixir does the whole load and should reliably give you 20+ to kill people with. Bauble is slow but has the advantage of being able to put a mountain on the bottom and ensure a kill with very few cards.

Daretti, Scrap SavantThe Welder and Daretti package is a bit too valuable to miss. There is a lot of useful things you can do with a Welder in the deck. They make Intuition a potential Belcher tutor. They allow you to be less concerned about having your Belcher countered or destroyed. They can get you mana value or card value and ultimately both can help filter your cards. It does make you want to throw in a misers Wurmcoil Engine or something though!

The card I miss most for the deck is Tezzeret the Seeker. He is just awsome all round and would be a great inclusion as Belcher number two and alternate win condition. He is a lot more painful to cast than anything else and would likely need some significant changes to sensibly house. Being both 5 mana and double blue is a tall order for the deck with 4 lands! I think you could pretty reasonably trim my list as it is to 3 lands. Trade a little consistency for a bit of speed.



Expedition MapThe Artifact Version

36 Spells

Mox Opal
Chrome Mox
Lotus Petal
Lion's Eye Diamond

Lotus Bloom


Mana Vault
Tinder Wall
Elixir of Immortality
Birds of Paradise

Artificer's IntuitionGoblin Welder
Expedition Map
Chromatic Star
Gitaxian Probe

Ancient Stirrings
Terrarion

5x Talisman

Simic Signet
Demonic Tutor
Artificer's Intuition
Spellskite*

Tinker
Glint-Nest CraneIntuition
Elvish Spirit Guide
Simian Spirit Guide

Thirst for Knowledge
Ancient StirringsTrinket Mage

Goblin Charbelcher
Daretti, Scrap Savant
Khalni Gem

Thoughtcast
Tezzeret the Seeker

Chancellor of the Tangle

4 Land

Tree of Tales
Seat of the Synod
Vault of Whispers
Great Furnace

I think this version is a little weaker mostly due to not having mountains. This makes it really important to remove your lands from the deck before bothering to go off. The artifact version certainly has way more options on things you can jam in from Tangle Wire to Glint-Nest Crane to Memory Jar. I have kept these two lists fairly similar but you could reduce the green component further and lose the Birds of Paradise in favour of even more artifact stuff. The main strength of the artifact deck is that it competes with very few decks for cards. Getting the ideal dual lands alone for the first list is going to be tough so in a rotisserie style draft the artifact version may be a touch safer. More options that are less contested is a lot to gain for a very small cost in power.



Thursday, 1 December 2016

The 41 card deck debate


PlainsI have seen a lot of hate for the 41 card deck and I understand this. In normal limited formats it is almost never right to do it. Sufficiently so in both rarity and marginal gain that it is good advice to any players bar the most experienced to just never do it. Cube however is a completely different ball game. In cube there is far more merit to the 41 card deck and I think I can explain this one pretty quickly.

Basically there is one reason to go 41 cards and one situation in which it is good to do so. The reason it is so weak in normal limited is that your good cards are so much better than your weak ones. Every card needs to shine and by adding in a weaker one you reduce the overall quality too much to be worth it. You see your bombs less often and that means a weaker deck. In cube, every card is good. There is still a range of power but in unpowered cubes the range is far less than it is in any given limited format. A cube deck relies more more on synergy and having the right sorts of thing in it than a limited draft deck. There are lots of occasions in cube that the "weaker" card is the better inclusion in the deck because of what that deck is trying to do or what it is missing. Your 15th through 30th potential cards for the deck are comparable overall power level combined with playability. They are also not that far behind the first 15 or so cards for your deck. Choosing the right blend of those options to fill out your deck in cube and getting the right mix of stuff is key. It is not about just putting in the most powerful stuff you have. It is because cube has such a great depth of high powered cards that you can more often go 41 cards. Basically, the situation where it is OK to go a 41 card deck is when you have a pool of playables in excess of what you need for the deck and the range in power combined with the suitability of those cards is very small. By this I mean you have 25 or more viable cards of which the weakest are close to the best. This happens plenty in the cube but it almost never occurs in limited.

MountainSo that is when you are OK to go 41 cards but why might you do such a thing? The simple answer is ratios. Generally this applies to your land / spell ratio however it can apply to your various groups of cards as well. Lands in the main reason to go to 41 cards as it is so critical to hit the exact sweet spot with your mana base. When 16/40 is too cold and 17/40 is too hot then 17/41 is a neat solution if you can make it work with your non-land cards. By this logic you could refine things very precisely in terms of land spell ratio by going a 42, 43 or 9000013 card deck but that level of precision is simply beyond reasonable calculation. It also offers diminishing returns and becomes increasingly onerous on your card pool. I have never gone 42 cards, I am sure my pool would allow for it often enough but I have not seen a reason to. By my logic I am sure there are occasions it would have been optimal to go 42, even 43 but I didn't spot it. If I go 41 cards less than 1 in 20 times I expect the "correct" number of occasions that 42 would be right is less than 1/400 and even when it is it would be pretty marginal.


There are those few times you want to go 41 cards for the sake of the ratios between your spells. This is far less common as hitting the sweet spot on your lands is significantly the most important factor when it comes to consistency. You should never go to 41 cards if it makes your land ratios worse.
Most archetypes have a rough idea of the mix of things they want in terms of threats, card draw, card advantage, removal and other groups of cards you might care to add in. This is rarely relevant for the proactive decks as they typically have few groups of cards and one, perhaps two major groups other than land. They might be threats, burn and lands in the case of RDW. As you get towards to more control style of deck the types of thing you want are more numerous. You will have various types of removal, perhaps mass removal, creature removal, countermagic and non-creature removal or something. Within the confines of a 40 card singleton deck is it harder to get the right balance of such cards and forcing it can lead to things like awkward mana curves. By allowing yourself the potential option of going 41 cards you give yourself a lot more wiggle room in the ratios and can iron out a clunky point in the deck. I should be noted that it should be impossible to add a single card to an optimally built 40 card deck and improve it. To do this you would have to remove several cards and add in several others rather reworking the finish so to speak.

There you have it, 41 card decks in cube are often fine. You don't gain loads from doing it and you have to know what you are doing and why to gain anything at all from the exercise. I can't say it is an important aspect of the game to master but any gain in understanding you get for magic generally helps your overall game. I am presently writing a selection of articles about land counts and ratios to which this topic relates. They essentially go on about why it is so important to hit that perfect Goldilocks land count and go some way to justifying the 41 card deck despite not really discussing them.

Sunday, 27 November 2016

Most Overrated Cards

This is to go as a pair with the most underrated cards list. This one was quite a lot harder to do as there are many cards that are misused rather than overrated. A good card like Brainstorm is often just used in the wrong place or at the wrong time. It is not that the player has overestimated the power of the Brainstorm and getting less than the expected value, they are generally just using it wrong! It is a different thing but looks very similar to the observer. A big part of what makes this list are cards that you make and visibly see people just giving up. It is like you have already won but you haven't actually done anything yet. When I think the game is still close but my opponent thinks the game is over it is usually because they overrate the card I have that they are facing. It may also be the reverse effect of the Brainstorm example I gave earlier where they simply don't know how to play against the card. I think there are a lot of things at play that affect how people rate and react to cards and I think psychological factors are more significant than game mechanic ones for this particular list. That any why particular cards mislead people's perceptions is potentially more interesting than the magic itself!



True-Name NemesisTrue-Name Nemesis

Obviously a very tedious card as well as a very powerful one but it is super easy to beat a True-Name. It is just one fairly feeble body and you can be sure that the heavy blue mage with the True-Name doesn't have much more meat to back it up with. You can go wide with loads of dorks (even forcing mass removal is less issue as that will also remove the pesky Merfolk), you can go round with various forms of evasion or you can just plow right through it. Three power won't kill your premium dorks and one toughness does barely anything against trample. You can force a defensive True Name to attack by making planeswalkers. The game is far from over, you have lots of options to beat it. Often times a Wall of Omens does more than the True-Name does. A True Name will either put a clock on the game or it will slow it down somewhat but it isn't getting any value, it just sits there not interacting with much in any interesting way. It is a reasonably significant investment and is only ever really the nail in the coffin when that player is already quite ahead. It is a good anti aggro tool but probably not better than a Kitchen Finks. Against control and midrange it often does little to nothing. Occasionally it still wins games that any respectable man land would also have won in that same situation and gets a bunch of respect for doing nothing special. I think there is a bias surrounding any cards perceived to be OP that they are the reason the result went that way when loads of "weaker" cards would have done the same thing or even completely different cards used earlier in the game already decided it.


Umezawa's JitteUmezwa's Jitte

This is only a problem if you are relying on small creatures. Otherwise it really isn't all that. The Jitte costs four mana to get online and requires you to have a dork. It is utterly brutal to have your mana wasted with removal when you go to equip Jitte. It isn't too hard to find ways to prevent the Jitte getting counters in combat with plenty of sac outlets and other trickery floating around. Jitte is inconsistent, it is a large tempo risk and it is only really strong against a relatively small section of the meta. These days you can usually just race a Jitte, they invest so much tempo in this one card that ultimately gains them four life or four damage a turn in the race. Might as well play a Vampire Nighthawk... Yes, if you have loads of X/1s and X/2s, no way to kill the Jitte and no way to kill creatures or prevent combat damage then the Jitte is going to ruin you. This is far from the normal state of affairs however. Certainly still a card well worthy of cube in terms of power but none the less one of the most overrated cards on the list.


Fact or FictionFact or Fiction

Card draw got a whole lot better around the time of Tarkir! Fact or Fiction was the big card draw card for such a long time before then people just assume it is good because it has had so much love over the course of magic history. Fact or Fiction was already stating to struggle competing with a lot of the card draw planeswalkers before Treasure Cruise and the more damning Dig Through Time came along to really ruin the day of Fact or Fiction. Another aspect to this issue is how other people see it. You only ever cast Fact or Fiction when you can and that pretty much means every Fact or Fiction seems brutal. You never really get to appreciate when playing against Fact or Fiction how often it sits in hand as an unplayable card while you die to cheap tempo cards. When against Fact or Fiction it purely seems good and so people rate it above where it should be. It is a great card when you have the time to cast it, lots of dig and decent return on cards, but in a quick and powerful format like cube that is just far too infrequently for this to be any sort of big name card any more. Four mana is a lot, having it spare all in one go to do something that has no impact on the board just isn't viable too much of the time.


Ancestral VisionAncestral Vision

Another card draw spell that now finds itself incredibly lacking. This one suffers a similar issue to Fact or Fiction in that it is rarely that appropriate. When you get this turn one and are able to relatively freely drop it down then you are in for a good time. When you need to do other things in the early turns to not fall too far behind or don't draw this until turn four then it is far too close to a dead card. Cube games are high powered and fast paced. You might be ahead on turn four when you make your Vision but you might also still be completely dead within three turns and quite possibly as a direct result of doing nothing with one of your cards. I want a lot of card quality in my deck before I play this one. I am finding more and more these days that even when I get the Visions in my opener that it will put me behind if I play it turn one instead of something else. More playable than Fact or Fiction for sure but equally risky and a little narrower in range.


TreacheryTreachery

Apparently I am hating on some blue cards. It feels a bit off me laying into Treachery as it singlehandedly won me the last cube event I played in. Treachery is certainly on of the most swingy cards in the game or at least has the potential to be. In practice the thing is much more of a liability. While it is a huge win when you snag the best dork on the table for no mana it is also a pretty big lose when it wiffs in some way, often a game ending lose. Against ramp and reanimate decks the ability to steal one of their massive fatties is insane. Just having that one card will make your matchup a pretty good one. Against almost any other creature deck the card does surprisingly little. When they are beating you down and you have to steal a tapped guy and it is just too slow to help. When they just kill you before you hit five mana. When all you can steal is a 2/1 and that just doesn't matter. When they have some way to fizzle the spell and just wreak you by denying you the untap of lands. This one is especially brutal, I have lost a lot of games to people using spot removal on their own stuff to wreck a Treachery turn. Against most midrange decks Treachery is just a bit of stall, you will take something, the game will stalemate for a while and then they will find a way to kill the Treachery and carry on winning as before. Utterly brutal card in the right situation but getting to the stage where I consider this more of a sideboard card.


Coalition RelicCoalition Relic

This is good ramp and great fixing. You can get mana right away with it or you can stockpile it and get a double hit the following turn. In a cube without enough one and two drops this is a fantastic card. Against any well built cube deck this is just far to slow. You play artifact ramp when you don't have other quicker ramp available to you however this is a ramp card you need to ramp into for the ramp to be that effective. If you just do a bunch of nothing on your first three turns and hope to cast some exotic six drop off the back of this on turn four and not just be totally and completely already dead then you are perhaps too full of optimism. Talisman and Signets are far less onerous of a cost and far more conveniently timed to get into play. Being a bit better is of no use if you are too late and too expensive. This is a good card that should just be too slow for what it does to be viable in any refined (non-speciality) cube. Gilded Lotus is the kind of card Relic has to compete with because of its cost and it falls incredibly short there too. It sits in an unfortunate middle ground.


Library of AlexandriaLibrary of Alexandria

Remember when I said that even a turn one Ancestral Vision was frequently an awkward thing to fit in? Well, Library is a whole lot harder than that. You still ideally want it on turn one but then it costs you a mana every use there after ensuring you are super behind on tempo. Library pretty much says, OK, I'll draw double for the rest of the game but you can have a Time Walk right now, on me. It is a total liability to use and even when you can get away with it you are still going to face tough choices to sensibly recover your tempo so that you can win with your card advantage. I have had Library in my unpowered drafting cube for nearing a year now and it has like a 40% win rate at best as a turn one play. Certainly much of that will be misuse and greed but still. Library is old enough that it spent most of its life in metas where you could do nothing in the early game or waste a bunch of mana and be totally fine. Threats mostly sucked and so there was no real punish for obscene early Library usage. Now there really is. Library is a decent card still but it is far from broken. Much of why it is decent is that it isn't a dead card on turn seven like Ancestral Vision, it is still a land and that makes it low risk to build with at least.


Mind TwistMind Twist

Another super powerful card I want to poo poo. Obviously this is still a very unfair card and well worthy of inclusion in any cube professing to contain the powerful cards in magic. There are two issues with Mind Twist that make it a Treachery like card. I like to win with reliable cards and play skill rather than powerful cards that situationally win the game. This means I do have a bias against cards like Mind Twist and Treachery so while I class them as overrated that should be taken with a pinch of salt as I certainly underrate them! Anyway, Mind Twist has a very small window of power. As you mana up and gain potential value on the Twist they will generally be using their resources to power up. If they are not directly emptying their hand onto the board they will at least be developing mana and things themselves so as to be able to protect against what may come. Often you will be faced with the choice of Twisting now for half their hand due to your mana restrictions or Twisting next turn for likely as many card due to them having so few left at that point. You want to Twist around turn four but that is also one of the most important and powerful turns of the game. Doing something that has no impact on the board can mean death. Then if you don't Twist on those key turns it is often just dead weight for the rest of the game hitting a land at best. .


BitterblossomBitterblossom

I'm not sure this has ever been good, certainly not in cube. In constructed I think it was Spellstutter Sprite and Mistbind Clique that were good rather than the Bitterblossom. In cube this is painfully slow and frequently a liability. I only really rate this cards worth when you have a strong need of lots of creatures, or at least permanents. This is an OK card for a blue black Opposition deck or some Smokestack affair. Otherwise I think it is pretty bad. Bitterblossom is like the Ancestral Vision of Ancestral Recal to Lingering Souls! It is relatively limp aggressive card, it is a weak late game top deck, it is a risk to play when your life total is being attacked or you are in a long game without lifegain tools. All told I think this is one of the most overrated cards on this list.




Flametongue KavuFlame Tongue Kavu

Sad to see the mighty fallen. This was one of the very best creatures ever for a pretty long time period. Now he is all just clunky and wrong. He is a pretty midrange card. Any self respecting red aggro deck does not want a four drop that does no immediate face damage. They generally don't want any situational cards or four drops at all so FTK is a double no no there. Red midrange isn't really that much of a thing. When you do see it the four drops they play are way more versatile and powerful than a fairly limp 2 for 1. You don't see much Civic Wayfinder in cube and FTK is much the same sort of thing. A fairly bland effect on a fairly weak body for its cost. Sure, four damage to a dork can be good but it doesn't kill everything, it kill almost nothing that important to kill and leaves you with a body that is almost impossible to get any value from offensively. Most one drops trade with it... Burn is only good removal because it is cheap and versatile. Four damage is more than three but make it only hit dorks, cost four mana and at sorcery speed and it is limp. You can Control Magic something for four or exile it and gain a load of life. Mizzium Mortar's sees very little play and it has quite a lot over the FTK as a removal option. If your not playing FTK as removal then you are going to struggle to convince me that a 4/2 is good. With cards like Torch of Defiance now available this thing shouldn't really even be in most cubes any more. Not a great fit anywhere and no longer even a great card.


TarmogoyfTarmogoyf

Time for the big one. Just because I call something overrated doesn't mean it isn't still good. In the case of the last two cards that might be so but Goyf is still certainly very strong and well worthy of a cube slot. What Goyf isn't is anywhere near the power level he is in modern, or legacy for that matter. Goyf is just big and cheap, that is all he brings to the table. He isn't even that reliably big without some effort towards that end when you make him early. He is not so big that other stuff doesn't trump him and he is not so cheap that he is outpacing much of anything. He is meaty, good stat value but he isn't more exciting than Wild Nacatl in that capacity. Typically it is best to squeeze in some value or utility alongside your basic meat and that is entirely doable in cube. Sylvan Advocate, Scavenging Ooze and many more spring to mind. Cards that will be bigger than what your opponent does with that amount of mana but offering a little more on the side.


Natural OrderNatural Order

The green Tinker right? Kind of but blue needs that burst a lot and can protect it. Green really doesn't need the burst and can't easily protect any juice it does Order up. Natural Order is very strong but it is a bit of a risk to play, a tiny bit situational and it comes at the cost of making your deck less threat dense. You have to really want that extra turn or two with the fatty or want a very specific fatty for Natural Order to be that much better than just not playing it in favour of another Rampant Growth or Llanowar Elf! The real issue with Natural Order is that you have to get something that can resist removal else you put yourself down too many cards to recover well. You have to guess if they have mass removal or exile effects and accordingly get your persist dork or token generator. Alternatively you can pack things like Progenitus that you have no hope of actually casting and this further reduces the consistency of your deck. All told, Natural Order is one of the worst cheat effect cards commonly used in cube. It isn't that it isn't powerful, it just isn't very well suited or offering anything green desperately needs.



Ajani VengeantAjani Vengeant

Ajani rarely performs that well in cube, it is mostly about a Warleader's Helix level of value. There are two issues with Ajani that combine to make him simply not very exciting. The first is that his +1 does nothing to protect him against haste creatures, or untapped creatures he can't Bolt down, or say, something as uncommon as more than one creature. The second is that he starts at 3 loyalty. This makes him one of the hardest walkers to keep in play for very long and one of the hardest to get real value from. Just to get a pair of Lightning Helix you need Ajani to live two turns taking no damage. With so many things that can deal four damage right away the risk of trying to +1 Ajani right away is often too great as you get barely any value at all if that happens. His ultimate is great but I have seen it once ever in cube and this version of Ajani has been about for a very long time now. To get there you need your opponent to do basically nothing the whole time you have Ajani ramping up. What happens with Ajani is you make him, kill their 2nd best dork and force at least some of their next attack into Ajani. This is about as much as you should hope from this card. Want for more and you will be met with disappointment.