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
If you have an instant like Bury in Books or Arcane Subtraction, it'll be easy to make it a 2/2 on blocks, but hard to attack with it without giving up value; if you have a sorcery like Serpentine Curve, you have the opposite problem of only being able to use it offensively. 4/x
This tension means that to maximize Sage, you want one of three things: either you have reactive spells and are defensive, or you have proactive spells and are offensive, or you have cheap instants like Curate or Opt so you can play both offensively and defensively with Sage. 5/x
The first scenario works best in a controlling Prismari deck. If you have enough cheap instant-speed cantrips and interaction, Sage can fit the 2-drop role that Prismari lacks outside Pledgemage and Apprentice: a cheap creature that trades off early but can be relevant late. 6/x
The second scenario is weirder, as both Prismari and Quandrix tend to be relatively controlling. There's some room in both to be proactive; Sage could go well with Frost Tricksters, Mage Duels, and/or Enthusiastic Studies. However, I've never been successful with such decks. 7/x
The actual deck I'm imagining for the second scenario is off-college: UW fliers. White has good aggressive and evasive tools, while blue provides tempo with Frost Trickster, Bury in Books, and to some extent Waterfall Aerialist. And Sage can definitely be part of that. 8/x
One especially strong synergy is to play Guiding Voice on Sage; now, you have a 1/3 flier that turns into a 3/3, which is a very real attacker and even a reasonable blocker, especially on turn 2. And you even get a lesson to trigger it again in the future. 9/x
It might be tempting to compare Sage to Clever Lumimancer. And both want similar things: cheap spells to consistently trigger magecraft. But they play quite differently: Lumimancer wants to get in big bursts of damage, while Sage wants to consistently peck in. 10/x
In general, I think Lumimancer is a better 1-drop for aggressive white decks, as the big bursts of damage early really helps fliers finish the job later, while Sage ends up serving the same role as other fliers with less consistency. But Lumimancer is another thread. 11/x
The last scenario mostly blends into the first two. If I'm putting Sage in my deck, I'd want cantrips to give more flexibility with attacking or blocking, but I'd still want to have a plan to mostly fall on one side of that. I don't want Sage to be an 0/2 at the wrong time. 12/x
So where does this leave Symmetry Sage? I'm still unsure. My dream scenario for it is that I draft some good white and blue cards, and wheel Sages to build an aggressive UW fliers deck. But I've only drafted UW a few times, and only one of them (a trophy!) used Sages well. 13/x
Summary: Symmetry Sage is a card that I'm still not sure about. I think it can be good if you have a lot of reactive spells in a controlling UR deck, or a lot of proactive spells in an aggressive UW deck, but it's hard to make work, and UW is especially finnicky. 14/14
Here is the aforementioned UW trophy with two Sages; the white learn spells were good for being proactive:
Short thread today about Start From Scratch. ALSA 7.21, making it the second-least-drafted lesson in Bo3. Also, I'm going to be taking a break from these threads until Thursday, because I have a lot of final essays/projects due this week. 1/x
Here's the Card Evaluation Metagame graph for Start From Scratch in Bo3. Looks like people have come up on it since the start of the format, but have dipped back down recently for whatever reason. 2/x
The same thing applies here as for when I talked about Mercurial Transformation: since SFS is a lesson, the only cost to it is the cards you pick it over. But unlike for Transformation, I don't see why people dislike SFS, when it looks like a reasonable card. 3/x
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
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
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