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
But I would argue that Infuse is actually very well positioned in Witherbloom as a card that plays out very differently from Demonic Gifts. Obviously, there's the explicit lifegain synergy, as Infuse gains 2 life, and many Witherbloom cards care about gaining life. 4/x
Also, Witherbloom's main tokens are usually pests. There's many synergies for using pests, so you'll often want to have some, and having some pests lying around means that it's relatively easy to turn the deathtouch from Infuse into a Bone Splinters on blocking a Fractal. 5/x
There's also a small niche of playing mainly as a protection spell: if you're trying to do the combo Witherbloom thing with Dina and friends, protecting your combo pieces is very valuable. But Infuse isn't the best at that, and I wouldn't advocate for the combo route anyways. 6/x
What I *actually* want infuse for has mainly been to leverage Witherbloom as a big creature stompy deck. Witherbloom Pledgemage and Blood Researcher are key cards here: both incentivize double blocks, and the deathtouch from Infuse lets you leverage double blocks very well. 7/x
Other notable creatures that work well with Infuse: Professor of Zoomancy is a large body and has an ETB, and Bayou Groff is a large body that plays well with the stompy plan if you have the pest support. Both are double-blocked less, though (5 toughness is the sweet spot). 8/x
I will note that I rarely actually end up in Witherbloom, since the Arena meta has been overdrafting most of the other Witherbloom cards. But the Witherbloom decks that I've been most impressed with have been like I've described, and I'm always scared of Infuse in those. 9/x
Conclusion: I've been seeing the most success with Witherbloom when built as a deck that wins with big green creatures, with incidental lifegain and pest synergy packages. Infuse plays well with both synergy packages, and is the best way to leverage those big creatures. 10/10
Again, I don't end up in Witherbloom much myself. But here's a trophy deck from a couple weeks back that played out like I described:
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