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10 May, 20 tweets, 11 min read
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 (). 1/x
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:

17lands.com/deck/fe8b7a318…
17lands.com/deck/0c506ef2e…
17lands.com/deck/4cde164d0…
17lands.com/deck/3f312bdea…
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More from @JasonILTG

12 May
Today, I'm going to talk about my favorite underrated cards in STX: Reconstruct History. ALSA 7.94, taken just above Spell Satchel. This is another one that I already talked a lot about on Limited Levelups last week (), but I'm happy to say more. 1/x Image
First off, to explain what this card does, since it has a lot of words: it rebuys up to one each of an instant, a sorcery, an artifact, and enchantment, and a planeswalker. You don't have to have all five; most commonly this will just be two spells, and maybe an artifact. 2/x
On its surface, this looks like it's just a clunky draw spell that needs setup. And I don't generally likes clunky draw spells; I was low on Behold the Multiverse in Kaldheim, and I'm low on effects like Mentor's Guidance in Strixhaven. So why do I like Reconstruct? 3/x ImageImage
Read 14 tweets
11 May
Today, I'm going to talk briefly about three cards that all have their best home in the same kind of deck: Thrilling Discovery, Teach By Example, and Curate. ALSAs of 9.39, 8.57, and 8.18. Not exactly sure whether they're "underrated", but definitely worth talking about. 1/x
The best home for these cards is Serpentine Curve control decks. Disclaimer: I don't have the most experience with these decks myself; probably the expert here is @SamuelHBlack, both in his recent podcast episode about Dimir and his excellent stream. But I'll try my best. 2/x
Thrilling Discovery is the worst of these in a vaccuum, as reflected by it being the 6th least-drafted card, barely above First Day. It looks like just another Cathartic Reunion, which is historically bad. But it does have some good synergies that can make it worth playing. 3/x
Read 15 tweets
9 May
Next underrated card: Twinscroll Shaman. 8.95 ALSA, making it the 10th least-drafted card in Bo3. I have a lot less to say about this one. I do think it's pretty mediocre, but just how low it's taken speaks, again, to how underdrafted aggressive Lorehold decks are. 1/5
My view of Twinscroll Shaman is as a mediocre but ultimately fine 3-drop in aggressive Lorehold decks. You often want to play those decks with combat tricks anyways, and tricks synergize with Twinscroll's double strike (especially the best one: Enthusiastic Study). 2/5
I would still rather not include it in my decks, but that's mostly because there's better 3s: Lorehold and Silverquill Pledgemages, Stonebound Mentor, and Pilgrim of the Ages. But while it's worse than those, it's not worse by that much, because it does have some synergies. 3/5
Read 6 tweets
8 May
One thing I've noticed is that STX draft has a lot of cards that I think are underrated by both the Arena population and sometimes content creators. So, starting today, I'm going to post a thread each day about an underrated card, in reverse order of 17lands Bo3 ALSA data. 1/x
First up, fittingly: First Day of Class (ALSA 9.4, fifth least drafted card by ALSA). A lot of people talk about this card in terms of "yeah all the learn is great, except First Day is trash." And yes, I will admit it's the weakest learn card, but that doesn't make it trash. 2/x
Let's look at some baselines first: the absolute worst case is 1R learn at instant speed. I think most people agree that learning has turned out to be better than drawing a card (or at least, that you can draft to make it so), so this is better than cycling 1R. 3/x
Read 15 tweets

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