After finishing a couple final papers, I'm back with my underrated cards threads! To ease myself back into it, I'm going to be talking about a few combat tricks for the next few days. First up: Big Play! ALSA 8.09 in Bo3, taken just a bit above Curate. 1/x
Here's the Card Evaluation Metagame graph for it; it's been relatively flat, but trending slightly downwards. 2/x
First off, a note about combat tricks: almost all the ones I'm planning to talk about are very replaceable effects. They all have their uses, but I hesitate to call them underrated, because you don't want too many. Doesn't stop me from talking about them though. 3/x
However, Big Play is one of the tricks that I think might *actually* be underrated, especially in Bo3. In fact, its stats are basically average, pretty comparable to Curate, but it's taken relatively low. 4/x
An interesting discussion that came up in @Chord_O_Call's Discord recently was whether you should maindeck Tangletrap in your Quandrix decks that are short on Drakes and Colonies. I wasn't convinced you should, but I think a much stronger argument can be made for Big Play. 5/x
First of all, Big Play as a baseline isn't actually that bad of a card. We've seen 2 mana +3/+3 tricks with small upside before, and they're generally poor but not unplayable. And getting both a +1/+1 counter and reach is one of the better upsides we've seen. 6/x
The reach is probably the most important part of the card. If you don't get Colonies or Drakes, your green decks can really struggle to deal with fliers, which is a death sentence against most white decks. In these spots, Big Play can serve as a more conditional Tangletrap. 7/x
The advantage you get from Big Play over Tangletrap is that, even though it's worse at killing fliers, it does more in other situations. And some green decks utilize the trick well; like with Infuse with Vitality, it plays well with Professor Bear and Witherbloom Pledgemage. 8/x
Conclusion: I am hesitant to call Big Play underrated, as not all decks want it, and it is relatively replaceable. But it can help sure up your deck against fliers, and does help green decks that aren't completely controlling fight on the ground enough to be a fine 23rd card. 9/9
I don't draft green very much, and when I do it usually involves several Scurrid Colonies, so I don't really have any example decks to show off. @threadreaderapp unroll.

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More from @JasonILTG

22 May
Very short thread today about Make Your Mark. Not really underrated, but I do want to talk about it as one of the more interesting combat tricks in the set, and a card that has some pretty specific uses. 1/x Image
Here's the Card Evaluation Metagame graph for MYM. It's gone down since the start of the format, which makes sense, as it became clear that the best aggressive decks in the format mostly rely on evasion. 2/x Image
I want to start off by saying that I don't think MYM belongs in most decks, even aggressive ones. In order to maximize it, you need to be trading off your creatures a lot, and have a 3/2 matter. And a lot of aggressive decks don't want to trade, instead preferring evasion. 3/x
Read 9 tweets
17 May
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
Read 9 tweets
16 May
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
Read 4 tweets
16 May
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
Read 16 tweets
15 May
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
Read 12 tweets
14 May
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
Read 12 tweets

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