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:
From now on, for each card thread I do, I'm going to include the Bo3 "Card Evaluation Metagame" graph from 17lands in the thread. But since it's hard to edit them into old threads, I'm just going to post all of the graphs for previous threads here. 1/3
Today I'm finally talking about Symmetry Sage. ALSA 7.85. I put this one off twice since I'm still not quite sure where I stand on it; I think there is a home for it, but I think that home is rare enough that I wouldn't call it underrated? Still interesting to talk about. 1/x
The ceiling of this card is as a one mana 2/2 flier: basically Delver of Secrets, right? It has a bit more upside, since it can give Fractals +2/+0 and such, but it's hard enough already to trigger it once every turn. But that ceiling is very good: Wind Drake for 2 less. 2/x
But of course, the problem is that you can't actually reliably trigger it every turn, and a 0/2 flier is basically irrelevant, useful only for chump blocks. And even if you have a lot of spells, the timing can often be awkward with whether you want to attack or block with it. 3/x
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
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
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