Thread today on Secret Door! You could say that I'm going to... break down the Door, and reveal its Secrets ;) 1/x
ALSA of 7.71 in Bo3, the 18th least drafted card. There's 3 blue commons that are drafted less than it, but I don't have much to say about those, and blue is drafted pretty low in general anyways. Metagame graph shows it dropping a bit since the start of the set. 2/x
I went into the set thinking that I wouldn't like Secret Door. 0/4s haven't typically been great, it looked like Pack Tactics would punish blocking with no power, and the venture ability looked way too expensive. But now, I'm pretty happy to play one in my slow U decks. 3/x
It turns out that 0/4 just blocks well enough early; Hobgoblin Captain is pretty important. Sure, you can get punished by Pack Tactis, but usually by the time your opponent has assembled 6 power, you'll have other, better blockers for those. Door just soaks early damage. 4/x
The venture ability has also been much better than I thought it'd be. I've been having issues with flood and screw this format due to lack of smoothing mechanics like cycling, MDFCs, or learn, and one way I've been mitigating that is by playing more lands and more mana sinks. 5/x
The best home for Door is UG venture, where you generally want to play 20+ mana sources, ramp into 5s and 6s that stabilize the board, and then dump all your mana every turn into venturing. Door helps both for stabilizing early, and as repeated venture late. 6/x
I still don't generally want to play more than one Door in UG, though. There's also Dungeon Map and 50 ft of Rope at uncommon that serve as better venture sinks (and are also repeatable thanks to Clever Conjurer), and Gretchen and Investigator for card draw sinks. 7/x
Conclusion: Secret Door is a fine card that plays well with a defensive venture gameplan, helping both with stabilizing the board and repeated venture late. You shouldn't play too many as your only early defense, but I'm happy with a copy in most U decks. 8/8
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
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
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:
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
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
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