Next up: Mascot Interception. ALSA 8.64, third least drafted uncommon (barely above Detention Vortex). Now *this* is a card I have a lot to say about, though some of what I have to say I already said on Limited Levelups last week (
At its baseline, this is just a more expensive Act of Treason that gives a power boost. Framed that way, it might not be very exciting, as Act of Treason is a card that traditionally only plays well in decks that are either very aggressive or have steal-and-sac synergies. 2/x
But there are some factors that make Interception play better in this format. First of all, the +2 power matters. You generally want your Act of Treason effects to end the game when cast, and the power boost helps Interception do so in a wider array of situations. 3/x
And to finish the comparison with Act of Treason, the extra mana doesn't matter as much when the assertive decks in this format are already geared to want access to more mana to utilize card advantage from learn/lesson. I'm almost never running 15-16 land aggro decks in STX. 4/x
And I haven't even mentioned the cost reduction! It may look like trinket (token?) text, but with Fractals, Elementals, and Inklings as the best threats in most decks, it really isn't. It feels great to steal a large Curve or Invocation, especially if you can give it trample. 5/x
Next, let's talk a bit about how Interception is positioned strategically. Obviously, like with First Day, you probably shouldn't be playing this in a purely controlling deck that doesn't put pressure on your opponents. But I like it a lot in (again) assertive Lorehold decks. 6/x
My general gameplan for assertive white decks is to get in early damage with creatures like Eager First Year and finish with fliers. Interception lines up very well with this: early damage helps engineer board states where it's lethal, and fliers mean fewer blockers matter. 7/x
Plus, Interception plays very well with one of white's best (also underdrafted) commons: Study Break. You get to steal their best creature and tap two more, getting in a huge attack. Tools like Interception and Study Break make it very hard for opponents to truly stabilize. 8/x
Adding onto the point about fliers: even if you're on the ground, I've found that this format ends up in a lot of situations where there's really only one blocker that matters. Wide board stalls are pretty rare; many opponents will be walling with one big Fractal. 9/x
That's all I have to say about the big picture stuff; now let's get into smaller synergies. First up: trample. With so many large fractals, having sources of trample helps Interception kill. Team Pennant is pretty bad, but Enthusiastic Study is a card I really like already. 10/x
Next, copying (generally with Teach By Example or Rootha). Copying Interception is about as backbreaking as comboing it with Study Break, sometimes even more so. And if you target a token with the original, you can also steal it and a nontoken without paying extra! 11/x
Then, there's steal-and-sac. There isn't much support, since the sac outlets are mostly black, but sometimes it comes together. Tend the Pests is especially sweet, but there's also Village Rites and Plumb the Forbidden. Dina, Bayou Groff, and Deadly Brew are medium but work. 12/x
Noxious Fumes is a very reliable sac outlet, since as a lesson you can get it when you have the combo. Intro to Annihilation and Reduce to Memory are similar, but worse. I would try not to play Novice Dissector or Resculpt, but they do work, and Resculpt is even on-college! 13/x
There's also some cards that can sac with themselves if you steal them. Pillardrop Warden and Overgrown Arch draw you cards. Stealing Rootha for your own spell is sweet. Daemogoth Titan works on either side. Selfless Glyphweaver enables alphas even more. 14/x
Finally, there's Academic Dispute, which doesn't always work, but sometimes lets you use it and Interception to remove two creatures and learn. Here, the +2 power really helps; kind of like a build-your-own Blood Feud. 15/x
I would generally caution against trying to build a dedicated steal-and-sac deck. Yes, Interceptions go late, but they're still uncommon. Plus, many of the sac outlets are mediocre otherwise. You can do some sweet things, but it won't come together very often. Still fun! 16/x
As a final note: Claim the Firstborn is a similar effect that's taken slightly higher. But it's much worse than Interception: +2 power and hitting everything really matters. Again, you care more about your Act of Treason winning more often, not as much about it costing less. 17/x
In conclusion: Interception is a much better Act of Treason because it wins a wider range of games and is better positioned in a format with very few wide board stalls. Steal-and-sac is sweet, but very finnicky; use it for tempo instead. Play this, not Claim the Firstborn. 18/18
Recent trophy decks that had Mascot Interception, along with some sweet screenshots:
Was talking on Discord a bit about why I think the UW tap deck failed design-wise this format, and figured I'd translate my points here.
So, here's a thread: 1/x
It's pretty clear by now that the UW tap archetype just isn't working in WOE.
UW is the worst color pair in WOE on 17lands - just barely above 50% winrate, which is atrocious, same as LTR scry elves.
I think the reasons for this are actually quite interesting. 2/x
1. The simplest reason is just that blue and white are the two worst colors in WOE.
Every set has color imbalances, this set happens to have those converge on UW being weak. The card quality just isn't there, the commons just not as deep as Jund. 3/x
Bit of a different kind of "underrated card" thread today. I usually don't do rares, and one could reasonably argue that this card is actually mostly *overrated*.
But today, I want to focus on why and how 17lands stats dramatically underrate the card Invasion of Kaldheim.
1/x
As a rare that gets picked a lot higher than I take it (3.14 ALSA in Bo3!), I don't have that much experience actually playing with the card. But it reads pretty strong to me, and has seemed impressive when I've cast it.
So why does it have a whopping *48.8%* GIH WR in Bo1?
2/x
Having a GIH WR below 50% is really bad - by this metric, Invasion of Kaldheim is the 19th worst card in the set, in the vicinity of unsupported buildarounds like Kaheera, Dina, Theros, and Arcavios. If you were drafting purely based on GIH WR, you would never pick it.
As promised, underrated card threads! First up: Urn of Godfire.
I expected this card to be completely unplayable, but recently I've been trying it a lot, and have honestly been impressed.
It's not great overall, but I hope to show where and how to use it in this thread. 1/15
Urn is currently the 10th least-picked card on 17lands in Bo1 (12th in Bo3), with ALSA 8.62 (8.35 in Bo3). Its pick rate seems to be staying roughly even in both Bo1 and Bo3.
So where is Urn good? Well, one of the more obvious use cases is as a bad hard removal spell.
1+6 mana is a lot to remove something, but with a lot of bombs in the set, it can sometimes be quite important to have actual hard removal in your deck.
Thinking of doing underrated card threads again for this set, probably going to try for 2-3 times a week for a bit, and see how it goes?
But first I figure I should talk about Seed of Hope, which was very underrated, but is likely moving towards overrated as people hype it. 1/7
At some point Seed of Hope was the least-picked green common by ALSA, while having something like a 60ish% GIH WR in Bo1.
But after a bunch of content creators have been talking it up, this is no longer the case - it's quickly trending up in ALSA, and down to 56% GIH WR. 2/7
So how good is Seed of Hope? Well, if it didn't have the clause about permanents, it would be like a Consider that gains 2 life (with small differences like being able to bin the second card), which is great! Consider is solid but unexciting in limited, and 2 life is huge. 3/7
Okay I should be asleep right now but instead I did a bit more digging, and it's possible I'm missing something, but it seems that 17lands data contains an exhaustive list of all possible sets of commons in Arena packs of DMU, and that this list is surprisingly small. 1/7
So basically I took the 17lands DMU draft dataset I've been using (which is a bit old, but still has 251,574 drafts), and looked at, for each common, how many different sets of commons it appeared with. And it turns out that the answer is always between 2998 and 3000. 2/7
With about 100 commons, and 10 commons per pack, we can expect each common to show up 25k times, so if the possible sets of commons each show up equally, we'd expect to see each one about 8-9 times. 3/7