Short thread today about Mercurial Transformation. ALSA 7.94, making it the lowest-drafted lesson in Bo3 (next lowest is Start From Scratch, which is also underrated at ALSA 7.26; I'm surprised both are lower than Containment Breach actually). 1/x
My guess for why people don't like this card is that they see it as a sorcery speed bad combat trick, and therefore think it's unplayable. And to be fair, the effect *is* very niche, and is unplayable as an effect to put in your deck, but as a lesson that doesn't matter. 2/x
The power of a lesson is that you only get it when it's good. Just having Transformation in your lesson board will win you games you wouldn't otherwise, and the only cost of taking it is not having the other cards from its pack. It's much better than a card you wouldn't play. 3/x
So, let's talk about Transformation's uses. First of all, there's the "oops, you're dead" cases: sometimes making one of your creatures a 4/4 is lethal. This is less common in blue decks, but does come up, and I've even cast it off of a 5c source at least once for lethal. 4/x
It's worth noting that you can also target any nonland permament. So if you have a treasure, you can make it a 4/4 (though not with haste). And it affects base P/T, so gives Fractals +4/+4. Plus, there's some situations where it isn't quite lethal, but forces bad blocks. 5/x
There's also the case where you make your opponent's creature a 1/1. This can work like a targeted Falter: making a creature a 1/1 prevents it from blocking without dying, and prevents it from blocking fliers, which helps enable attacks for tempo (doesn't work on Fractals). 6/x
You can also use it after combat or with a damage-based removal spell to finish off a creature: if any damage is marked on the creature, it'll die when it becomes a 1/1 (again, be careful of +1/+1 counters). You can similarly combine it with Academic Dispute for a clean kill. 7/x
Conclusion: Mercurial Transformation is a conditional lesson that can win games where you just need a bit more tempo to win, and combos with conditional removal. It has no cost outside of drafting, so you should pick it a good bit higher than cards you won't play. 8/8
Here's some situations where I got Transformation (including two UW decks lol):
I'm skipping Symmetry Sage again (I promise I'll get to it) to talk about Divine Gambit today. 7.66 ALSA, taken just above Defend the Campus, making it the second-least-drafted Mystical Archive card in Bo3 (Claim the Firstborn is the least). 1/x
I suspect this one being so low is partly due to its context in other formats. Not only was it not great in KHM, it was also ridiculed a lot for being another example of Wizards printing bad white cards, as it's even worse in constructed and Commander: 2/x
Part of what made it mediocre in KHM was the existence of Ravenous Lindwurm at common, paired with most white decks being aggressive. I actually liked it more than most, as I drafted many midrangey green white decks, but it was still mostly a 23rd card in my decks. 3/x
I'm skipping past Symmetry Sage today, though I do want to talk about it later, because I really want to talk about Infuse with Vitality. ALSA 7.80, notably the lowest-picked Witherbloom card (as in, BG color ID). But I think it's actually quite key in some Witherbloom decks. 1/x
As always, let's start with the baseline of this card. It's a combat trick/protection spell, similar to Demonic Gifts in KHM: you help your creature kill the opponent's creature, and save it by bringing it back tapped when it dies. So how does this compare to Demonic Gifts? 2/x
In KHM, Demonic Gifts was best in elves as a way to get value off of triggers, like from Elderfang Disciple. And at first glance, it seems like this effect is much more awkward in STX, with not many triggers, and a lot of tokens and +1/+1 counters that lose value with Infuse. 3/x
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 (
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
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
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
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