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
However, as is a recurring theme in these threads, context matters a lot. Creature density is much lower than usual, with Summonings and other token-makers replacing creatures. There are a lot of decks with <10 creatures, and even aggressive decks have a lot of spells. 4/x
This is especially true for large creatures, which is especially important for Gambit. There are only 6 creatures with MV>5 (compared to 12 in KHM); Cogwork Archivist is the only one at common. It's very unlikely for Gambit to give up much tempo, even in the mid-game. 5/x
Another factor that makes Gambit better is the suite of hand disruption in black. Humiliate, Agonizing Remorse, Duress, Inquisition of Kozilek, and Elite Spellbinder all help you check to see if the way is clear for Gambit, and some of them even help clear the way. 6/x
Plus, learn/lesson being the main form of card advantage means that a large fraction of extra cards drawn in games will be face-up lessons, making it all the more easy to judge when it's best to cast Gambit. 7/x
And finally, even though white is the most aggressive color in this format, its aggression comes mostly in the form of fliers. If you exile your opponent's only flying blocker, you don't care if they put in a 3/3. Plus, even the white decks often want tools to grind. 8/x
So where does all of this leave Gambit? I consider it white's second best removal spell, a bit behind Rise but clearly ahead of Expel. Comparing with other colors, I'd put it somewhere between Mage Duel and Onslaught: basically unconditional, but not for the early game. 9/x
Conclusion: don't let Divine Gambit's performance in Commander, Constructed, or even KHM color your judgement of it in STX. The context of the set makes Gambit a very good, almost unconditional removal spell that I'd play even in most of my aggressive white decks. 10/10
Since I play Gambit in basically all my white decks, I've picked out some of my most aggressive trophies with Gambit in them as examples:
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 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
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