Bit of a different kind of "underrated card" thread today. I usually don't do rares, and one could reasonably argue that this card is actually mostly *overrated*.
But today, I want to focus on why and how 17lands stats dramatically underrate the card Invasion of Kaldheim.
1/x
As a rare that gets picked a lot higher than I take it (3.14 ALSA in Bo3!), I don't have that much experience actually playing with the card. But it reads pretty strong to me, and has seemed impressive when I've cast it.
So why does it have a whopping *48.8%* GIH WR in Bo1?
2/x
Having a GIH WR below 50% is really bad - by this metric, Invasion of Kaldheim is the 19th worst card in the set, in the vicinity of unsupported buildarounds like Kaheera, Dina, Theros, and Arcavios. If you were drafting purely based on GIH WR, you would never pick it.
3/x
So, with stats this bad, how can I still justify defending it? Well, I think there's quite a confluence of factors dragging its stats down.
First of all: red is not a great color in this set, especially in Bo1. So some amount of the poor performance is from just being red.
4/x
The GP WR of Kaldheim is 51.1% - decks playing the card win only 51.1% of the time. This is about 3.7pp lower than the format average.
And with an IWD of -3.6pp, this roughly* means that half of the bad winrate comes from being in bad decks, rather than being a bad card.
5/x
To compound onto this factor, consider that Kaldheim is also quite highly picked for how badly it performs (ALSA 2.83, ATA 3.02). Players will take it early as a rare that looks powerful and have it pull them into red, one of the worse colors and imo a bad home for the card.
6/x
This is mostly theory and not experience, but I think the best home for Kaldheim is in multicolor green value-y decks. Card draw in the midgame plus a powerful lategame engine once it flips is perfect, and good ramp helps you take full advantage of its weird impulse draw.
7/x
On the other hand, red aggressive decks have trouble with either giving up tempo to play it on curve, or not having cards in hand after they've curved out. So if you take this highly as a reason to be in red, you're going to have an incoherent deck and drag the stats down.
8/x
This also ties into another factor: the card is deceptively hard to play. Some of this is because it's inherently awkward - draw spells are better cast late, but this needs you to have cards in hand to get value - but better players are a lot better at working around that.
9/x
As you can see, if you filter by "top users" on 17lands, the winrate shoots up to a respectable 57.3% - still lower than the average "top user" winrate of 59.8%, but a lot closer, and also even more tied to the GP WR than the IWD.
10/x
All of this is not to say that Invasion of Kaldheim is a card you should take highly - its applications are quite niche and tricky to maximize. But you shouldn't write it off completely just because of its GIH WR - 17lands is really bad at evaluating exactly these cards!
11/x
As an aggregated dataset, 17lands is naturally suited for finding broad patterns - where it shines is highlighting generically powerful cards and archetypes.
But, sadly, there is nowhere near enough data to look at all the intricate minutiae present in Magic sets.
12/x
In a perfect world, I could query "how well does Invasion of Kaldheim perform when played by the top 1% of players in multicolor green decks in Bo3".
But in reality, if I even try to get data for "top users in Bo3", I already start running into sample size issues.
13/x
So if you want to get a broad sense of the format, or if you want a good starting point for getting a sense of where the good cards are, 17lands is one of your best tools.
But if you want to delve deeper, you'll have to look elsewhere for inspyration.
14/14
*Noting here that comparing IWD and [difference between GP WR and format 17lands winrate] as a stand-in for "how much is the card bad vs. how much are the decks it's put in bad" is not an exact science, but imo a useful approximation.
As promised, underrated card threads! First up: Urn of Godfire.
I expected this card to be completely unplayable, but recently I've been trying it a lot, and have honestly been impressed.
It's not great overall, but I hope to show where and how to use it in this thread. 1/15
Urn is currently the 10th least-picked card on 17lands in Bo1 (12th in Bo3), with ALSA 8.62 (8.35 in Bo3). Its pick rate seems to be staying roughly even in both Bo1 and Bo3.
So where is Urn good? Well, one of the more obvious use cases is as a bad hard removal spell.
1+6 mana is a lot to remove something, but with a lot of bombs in the set, it can sometimes be quite important to have actual hard removal in your deck.
Thinking of doing underrated card threads again for this set, probably going to try for 2-3 times a week for a bit, and see how it goes?
But first I figure I should talk about Seed of Hope, which was very underrated, but is likely moving towards overrated as people hype it. 1/7
At some point Seed of Hope was the least-picked green common by ALSA, while having something like a 60ish% GIH WR in Bo1.
But after a bunch of content creators have been talking it up, this is no longer the case - it's quickly trending up in ALSA, and down to 56% GIH WR. 2/7
So how good is Seed of Hope? Well, if it didn't have the clause about permanents, it would be like a Consider that gains 2 life (with small differences like being able to bin the second card), which is great! Consider is solid but unexciting in limited, and 2 life is huge. 3/7
Okay I should be asleep right now but instead I did a bit more digging, and it's possible I'm missing something, but it seems that 17lands data contains an exhaustive list of all possible sets of commons in Arena packs of DMU, and that this list is surprisingly small. 1/7
So basically I took the 17lands DMU draft dataset I've been using (which is a bit old, but still has 251,574 drafts), and looked at, for each common, how many different sets of commons it appeared with. And it turns out that the answer is always between 2998 and 3000. 2/7
With about 100 commons, and 10 commons per pack, we can expect each common to show up 25k times, so if the possible sets of commons each show up equally, we'd expect to see each one about 8-9 times. 3/7
Okay, now that Worlds drafts are over, I can share some insights I found while looking over DMU data. These insights aren't big, but do have some use. The format is basically over now, but similar insights can probably be found in future formats.
So, when we left off, I had done a cursory lookthrough of SNC data and found that there was definitely enough correlation to suggest some form of printruns. Of course, printrun data wasn't very useful for a dead format, and there wasn't DMU data yet at the time.
But once DMU draft data dropped, I got to work. Here's a pastebin with most of my python code for looking at this data: pastebin.com/ykCRpzNx
Worth noting that “decking” is not exactly milling out - what matters is if you ever see the original bottom card of your deck. Impulses justify >40 cards more than zero (though still very very rarely) because they churn through your deck faster.
I have also played >40 in this format because of land tutoring, which Carl does mention in the episode; props to him!
But still, “ratios” isn’t the aame thing, and is a very very easy mathematical trap to fall into, so I wanted to specifically call that out.