Now that we're over half a week into AFR, and 17lands has ALSA data available, I'll be making underrated cards threads again! Probably won't be daily, but we'll see. First off: Kick In the Door. 1/x
ALSA of 8.03 in Bo3, coming in as the 7th least picked card. Also looks like it's gone down since the beginning of the set, which is pretty interesting. 2/x
First off, a disclaimer: I know that various people were pretty high on Kick In the Door during spoilers; I had it as third best red common. I do think that is it significantly worse than I thought it would be, and would not advocate for putting it in most red decks. 3/x
The comparison that I and several others drew was to Guiding Voice and First Day of Class (and you know how much I like those): you get a +1/+1 counter, haste, and some value. Granted, that value is less than a card, but also is immediate, and doesn't cost more mana. 4/x
The main problem with this evaluation of Kick In is that aggressive red decks often don't venture. When you only venture 1-2 times a game, venture becomes mostly useless. And when you factor in Boots of Speed being an excellent source of haste, Kick In goes way down. 5/x
However, I still think there is a rare home where Kick In can shine (and when you end up here, you can get them essentially for free): RG pack tactics, *specifically* with a lot of repeatable venture from uncommons and rares. 6/x
RG is the main home I was imagining for Kick In initially, where you can use its haste to get Pack Tactics online early with 2s. It turns out the venture is bad enough in most RG decks that Boots just becomes way better for that purpose. But some green cards can change this. 7/x
First off: I'm not talking about Find the Path or You Find a Cursed Idol. These don't contribute to the RG gameplan very well. But the same things that make me want Kick In might also make me more midrange, and so more in want of venture+ramp. 8/x
Even Intrepid Outlander at uncommon doesn't make me want to play one-shot venture commons; the card is great, but mostly as a 2/3 reach, and the venture trigger doesn't actually happen too often. The real enablers for RG venture are Wandering Troubador, Varis, and Ellywick. 9/x
All three of these cards are strong venture engines just by themselves. Obviously this applies for all Gx pairs, but sometimes when you get these, red will be the other open color. And when that happens, you can start picking Kick In higher. 10/x
I don't think one Troubador would be enough for me to start playing Kick In over Boots, but I'd probably do so at two, and definitely at three. Again, the key point is that venture snowballs: Kick In as your fourth venture is extremely strong if you get the first 3 free. 11/x
As a final note, the reason why I focused on green here is that RW still probably wants Boots as an equipment, UR doesn't wnat the haste effect much, and RB doesn't really have good repeatable venture. I find it hard to imagine wanting Kick In in any pair that isn't RG. 12/x
Conclusion: Kick In is a card that is mostly not very good, as red doesn't generally venture much, so Boots of Speed is usually just a better version of the effect. But, it is still possible to get enough venture engines in green to justify its inclusion. 13/13
Here is the one deck that inspired this whole thread basically: 17lands.com/deck/964687bf2…

Kick In both enabling fast starts early and giving venture value later really helped the deck play both ends of the spectrum.

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More from @JasonILTG

31 May
Very short thread today on Infuriate. ALSA 6.96 in Bo3. I'm surprised it's actually been trending slightly downwards in its Card Evaluation Metagame graph. 1/x
Infuriate is just a really solid combat trick. +3/+2 for 1 mana is just a good rate, especially in this set where the creatures are fairly small. +3/+2 basically guarantees you win any combat, and being a Lava Spike on an unblocked creature is great too. 2/x
Infuriate goes best in Lorehold decks, where combat tricks are exactly what you want to leverage ground creatures like Eager First-Year and Stonebound Mentor. But it can also do work in tempo Prismari; sometimes you just deal the last 5 points with an Infuriated Apprentice. 3/x
Read 6 tweets
30 May
Second thread today is another short one on another Witherbloom card, though one that is much different: Fortifying Draught. Pronounced like "draft", but I almost always say "drawt" anyways. 1/x
ALSA of 6.97 in Bo3. From the Card Evaluation Metagame graph, it looks like it's currently on an upswing, but its history, like Plumb, is pretty swingy. 2/x
The baseline of Draught is just a decent combat trick, like Moment of Triumph. And a cheap combat trick that gains life is pretty good in many Witherbloom decks; see my thread on Infuse with Vitality for a more detailed description of why: 3/x
Read 10 tweets
30 May
First thread today (there will be two to make up for the lack of one yesterday) is a short thread about Plumb the Forbidden. 1/x
ALSA of 6.98 in Bo3. Looks like the Card Evaluation Metagame graph has it as not changing much on average, but with a lot of variation up and down for it and a lot of other black uncommons. Not sure exactly what to make of that. 2/x
At a baseline, Plumb can function similar to Village Rites: you can use it to recycle useless creatures, as a sac outlet, or in response to removal. Evaluating it this way, it looks pretty bad, as it costs 1 more mana and 2 more life. 3/x
Read 12 tweets
28 May
Late and short thread today about Owlin Shieldmage. Future threads are likely to also be later, as I am now on the west coast instead of the east coast of the US. 1/x
ALSA of 7.02. Looks like its Card Evaluation Metagame has stayed fairly stable for the whole format. 2/x
I don't really have a great comparison for Owlin Shieldmage. A 5 mana 3/3 flier is slightly overcosted, but the Ward 3 makes it play out much differently: with it, Shieldmage is basically a guaranteed 3 damage, either from Ward or from attacking. 3/x
Read 9 tweets
27 May
Early thread about Spiteful Squad today because I'm going to be on a flight tonight to California. 1/x
ALSA of 7.33. Looking at the Card Evaluation Metagame graph, it seems that it's actually been going down since the start of the format. Maybe people are comparing it to Star Pupil, and moving it down as Pupil goes down? 2/x
Squad might look similar to Star Pupil, as it has the same modular-like ability. But they are fundamentally different cards. Pupil's is an aggressive 1-drop that needs extra +1/+1 counters to function, while Squad needs no extra counters and gums up the ground with value. 3/x
Read 10 tweets
26 May
Today I'm wrapping up my streak of talking about tricks/creature enhancements with Enthusiastic Study. I'll definitely be talking about at least one more in the future (looking at you, Fortifying Draught), but that won't be for a bit still. 1/x
ALSA of 7.51 in Bo3, making it the second-lowest-drafted learn spell, only above First Day of Class. Though, judging by the Card Evaluation Metagame graph, that data might be a bit outdated from being an average; Study is now roughly tied for third among red commons. 2/x
Even judging from the higher recent numbers, I still think Study is underrated. I think it is clearly the third best red common, and possibly even better than Pigment Storm. I believe this for the same reason I think First Day of Class might be fourth: learn/lesson is busted. 3/x
Read 16 tweets

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