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
First of all, the 2 life does matter. When you're casting a card that doesn't affect the board, getting some life out of it helps you fall behind less. Not needing to discard as a cost is also important, as it doesn't get blown out by counters and can be cast just for 2 life. 4/x
The biggest combo with Thrill is Pilgrim of the Ages. Pilgrim both gets you extra lands to discard with Thrill, and can be discarded itself and returned later. And Pilgrim is one of the best tools for controlling white decks too, as a way to hit lands trade off repeatedly. 5/x
Another combo with Thrill is Reconstruct History (which I'll probably be talking about tomorrow), as it helps fill the gy. You can, for example, discard an irrelevant Campus Guide to Thrill early, get it back with Reconstruct, and discard it again to another Thrill late. 6/x
And finally, Thrill, like Curate, is another way to power out big Serpentine Curves early. All of this adds up to a card I don't often play, as my white decks are often assertive. But if you open an Approach, it's good to know that you can pick up late Thrills. 7/x
Speaking of Curate, this is the card out of these three that I'm most confident in calling underrated. Its best home is wwhen it's helping to fill the gy for early Curves, but it's also just a serviceable cantrip. Deliberate was bad in ZNR, but here spells matter a lot more. 8/x
I'm pretty happy to play Curate in basically all of my blue decks, as a cheap way to trigger magecraft, get value off of Rootha, and fill the graveyard for Curves and Reconstructs. And being able to have it up along with Bury, Subtraction, Test, or Divide is great. 9/x
Finally, there's Teach By Example. This one is weird, since it's very good with specific cards, but I wouldn't necessarily play it just to copy random removal spells. I don't think it's necessarily underrated, since most decks won't want it, but it's good to keep in mind. 10/x
One of the best cards to copy is Serpentine Curve. Curve can be very large pretty early, and only costing 4 means you can get two 5/5+s as early as turn 6. It's also worth noting that Teach goes into the graveyard before Curve, and so makes both Curves bigger too. 11/x
The thing is, two curves is just so much better than one. When you're trying to stabilize behind a big creature, getting two instead lets you not be as vulnerable to removal. And having two large creatures lets you turn the corner so much faster. 12/x
Generally, I only like playing Teach By Example with relatively cheap spells that have a high impact. Heated Debate and Bury in Books are fine, but I'd like something better. Serpentine Curve, Igneous Inspiration, and quite a few great rares are spells to look out for. 13/13
(Too lazy to write a conclusion) Trophy decks that I've played Teach in recently (Curate goes in most of my blue decks and I haven't played many Thrills recently):
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