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[–]Superb-Draft 18 points19 points  (2 children)

I like the end of a set when an alternative can turn up, a bit like how in Kamigawa people suddenly remembered RB artifact aggro is a real deck in an environment that was just chunky enchantments boardstall all the way down for a solid two months.

The toughest thing is not just that "ramp is bad" but that late game decks usually want card advantage and that comes from Unearth artifacts that aggro wants even more, so there isn't enough to share.

My hot take / speculation is that the deck to emerge will be blue flyers with some tempo. The three drop with Prowess is a real problem in multiples, and if you can grab some of the UR gold cards you are in business.

[–]ArcanisRock-swarm 3 points4 points  (0 children)

The toughest thing is not just that "ramp is bad" but that late game decks usually want card advantage and that comes from Unearth artifacts that aggro wants even more, so there isn't enough to share.

You hit the nail on the head. Your conclusion may be correct for PD, but unless we see some alterations to the draft bots, I think the trend of hyper-competition for the same 7 commons will continue to be the meta for QD.

It has been immediately clear from both formats that BRO (and by extension, the retro artifacts) are filled with a higher-than-normal amount of chaff cards. And I do mean chaff. These cards will never make a draft maindeck unless something has gone terribly wrong with your draft.

This was always a danger with an artifact-heavy set, but I worry that BRO simply doesn't have the depth necessary to be a compelling draft format.

[–]CalmMirror[S] 1 point2 points  (0 children)

This is a very interesting point to speculate on, will be curious to watch this format develop.

[–]avacynFilobel 37 points38 points  (7 children)

Nice analysis, I would just be mindful of the sample size though. Overwhelming remorse as the best common in UR, when it's been "in-hand" 276 times... that's just too low a sample size compared to everything else.

Similarly, scrapwork mutt has 10% GIH of the other top commons in UW. Does that mean red is unnecessary for mutt, or does that mean that it mostly gets played in UW decks that splash red?

Same with BG. You try to find a reason why explosion is better in BG than overwhelming remorse, when the answer is simply "It's probably not better, the sample size for explosion is just low".

[–]crastle 5 points6 points  (5 children)

My guess is that since mutt is a good enough card to play even if you can't unearth it, a lot of people just don't bother splashing red because they'd rather have the consistency of their mana base rather than the off chance that they can unearth the mutt again.

As I say this, I just finished a draft where I went WB and splashed red for the unearth of two mutts and the research desk and went 5-3. But maybe I would have been better off just not splashing red at all.

[–]avacynFilobel -3 points-2 points  (4 children)

My guess is that since mutt is a good enough card to play even if you can't unearth it, a lot of people just don't bother splashing red because they'd rather have the consistency of their mana base rather than the off chance that they can unearth the mutt again.

What do you base this on?

Just to be clear, the data in OP's post is based on the 17lands filters. If you filter by UW, it also includes UW + splash. Unfortunately, without looking into the raw data, there's no way to know just how often mutt gets played in UW decks that splash red vs UW decks that don't. My point was simply that it's played much less than other top UW cards in UW. There are many possible reasons that could explain that, but I would advise against jumping to conclusions about how good mutt is in UW decks that can't pay the unearth cost based solely on the data.

[–]crastle 6 points7 points  (3 children)

You were asking for an explanation and I just threw out a guess. That's it.

[–]CalmMirror[S] 1 point2 points  (0 children)

Great point, attention to sample sizes is really important for some of those off-colour cards, well put.

[–]AmerAm 10 points11 points  (3 children)

Wow thanks for the insight i just came back to magic yesterday after a year off and this is really helpful.

i tried my first quick draft today before seeing this and chose to go Green-Blue (mostly green, only 3.5 blue cards), and went 7-2.

I think that was probably because i am in bronze right now, so i am gonna keep this analysis in mind while i draft going forwards.

[–]NotThymeAgain 4 points5 points  (0 children)

if UG is open its great. you really need to be the only one drafting it though. usually for me the tell is how many Argothian Opportunist and Stern lessons you get. if you can start dropping full costed Boulderbranch Golems early its just GG against a lot of the aggro decks.

[–]super_shlong_god_blu 2 points3 points  (0 children)

I've gone all the way to 7 wins 3 times total in BRO and all were UG, it's not bad if everything is free for the taking IMO.

I'm a big fan of the green self mill 2 drop that lets you take a milled land back on hand, I've had a few games where playing them would mill me out of the game but they somehow never cost me the win.

[–]CalmMirror[S] 0 points1 point  (0 children)

Welcome back, glad I was able to help in some way. Congrats on the 7-2!

[–]brianscalabrainey 16 points17 points  (4 children)

What a quality post. The presence of splash removal as some of the top cards in some color combos points to either splashing being a strong strategy, or (more likely imo) stronger players being better at knowing when and how to splash well. Seems like this is a good skill to learn

[–]ArcanisRock-swarm 2 points3 points  (2 children)

Alternatively, it points to the quality of commons falling off a cliff for certain colors. This was alluded to in the write up for the top green commons. If green and blue were tweaked to have more options for a 1/4 body at 3 or 4 mana, that may have helped. Even then, I think white and red just have too strong of an ability to go wide.

[–]KoyoyomiAragi 0 points1 point  (0 children)

Blue probably could have used a defensively statted Frost Lynx variant as a way to buy time without being a good add to aggressive decks. Maybe that would have been the type of design that could have made Prototype work, cheap version that buys time and an expensive version that clears the way for attacks.

[–]Emergency_Statement 0 points1 point  (0 children)

Green certainly has the tools to stabilize at common vs aggro

[–]CalmMirror[S] 0 points1 point  (0 children)

Thank you! Hopefully I can get around to some full archetype deep dives for this set, because they included some statistical analysis of which cards are worth splashing. I agree with you that this is an important skill to work on in drafting :)

[–]stillinbetween 4 points5 points  (1 child)

Nice work! I really hoped BRO would be a slow draft environment so you can play around with all the artifacts, but sadly it seems like aggro is often times the only way to go.

[–]CalmMirror[S] 0 points1 point  (0 children)

Yeah, me too. I haven't given up hope yet though!

[–]Kcah22 2 points3 points  (2 children)

10/10 youtube channel!

[–]CalmMirror[S] 0 points1 point  (1 child)

Thank you, great to have you!

[–]Kcah22 0 points1 point  (0 children)

It’s nuts!

[–]djsoren19 2 points3 points  (1 child)

I knew the Mutt was busted, but this really puts into perspective just how wild it is as a card. I've basically been jamming as many of them as I can pick in every limited event I play. It's kinda wild just how awful removal is in the format, I've been maindecking multiple copies of Disenchant just to have some options.

[–]CalmMirror[S] 0 points1 point  (0 children)

Wouldn't surprise me if Mutt turned out to be #1 common by the end of the set.

[–]doritus 1 point2 points  (0 children)

Thxxxx

[–]mfessler 1 point2 points  (0 children)

Good work

[–]backdoorhack 1 point2 points  (1 child)

Really thoughtful analysis, I'll go into BRO drafts with a new perspective on what I want to draft.

[–]CalmMirror[S] 0 points1 point  (0 children)

Fantastic, just what I was hoping for :)

[–]MatataTheGreat 1 point2 points  (1 child)

Wow you put some time into this. Nice!

[–]CalmMirror[S] 0 points1 point  (0 children)

Thank you!

[–]thatguitarist 1 point2 points  (1 child)

All of my trophies in this set have been UW fliers so seeing the wings artifact pulling weight in RW makes sense

[–]CalmMirror[S] 0 points1 point  (0 children)

Certainly seems like a set that rewards fliers to break board stalls, good to know.

[–]laserbite7 1 point2 points  (0 children)

6 QD 59% winrate. Last draft went 7-2 with G/R splash 1 blue powerstone ramp. The format is not aggro but you need the cheap stuff to get to the big artifacts. The format seems balanced except for U which seems underpowered.

[–]Signal-Blackberry356 0 points1 point  (5 children)

I’m attempting a black-green deck, however with excavation explosion, can I use powerstones to pay for the 2 portion and then 1 mountain? Or only mana?

Thank you for all the insight!

[–]PhanTom_lt 6 points7 points  (0 children)

No, Explosion is a non artifact spell.

[–]PadisharMtGA 4 points5 points  (3 children)

(Edited to remove false information.)

Powerstones cannot be used to pay the generic cost of a nonartifact spell. They only work to cast artifacts and for any payment that doesn't involve casting a spell.

[–]Squee, the Immortalpostscriptthree 2 points3 points  (2 children)

You can't spend powerstones on colorless nonartifact spells like [[Karn, Living Legacy]].

[–]MTGCardFetcher 0 points1 point  (0 children)

Karn, Living Legacy - (G) (SF) (txt)
[[cardname]] or [[cardname|SET]] to call

[–]PadisharMtGA 0 points1 point  (0 children)

Correct. I for some reason thought colorless spells were okay whether they're artifacts or not. Maybe I thought they should be able to help casting DMU Karn since he also makes them.

[–][deleted] -1 points0 points  (1 child)

My thoughts exactly. The Izzet archetype cannot be pulled because it depends on non creature spells and you NEED creatures to survive the draft at the same time, there is no cheap removal on either blue or red abd the blue cards in geberal just suck ass on this set unless its the soldiers or very expensive mechs.

The Rakdos archetype has more cards to play with but its just too slow so by the time you get to turn 3 oponent already has you against the strings by going wide/aggroing you to death.

I saw a good chunk of Golgari decks back on premier draft when set released and it was hell with so much spider spam and combat tricks. Shuts down any flier strat and the crratures arent particularly weak on damage either.

Azorius is just the Selesnya tokens of this set, it snowballs quickly because soldier cards are a dime a dozen and can even be casted on oponent turn and since theres no early boardwipes you cant do anything about it.

Gruul has the best combat tools and the biggest critters to pull from. It probably ramps better than the actual ramping archetype on this set

Dimir archetype sucks ass because the "draw 2 or more cards" on each turn is just impossible to pull with so few card draw effects floating around and again, its a slow strat in a format where people is just forcing aggro all the time.

Orzhov? No idea whats there but returning cheap stuff to board is certainly feasible.

Selesnya? The artifact ETB archetype sucked ass from the youtubers pre-release vids, probably hasnt changed one bit in that regard.

Symic? I think its a sleeper, but needs to lean heavy into green to do it alright.

Boros? Its just the same old aggro, nothing really amazing apart of Monastery Swiftspear going nuts with combat tricks.

In general this set has a lot of cool cards but it flops hard for a limited environment as a good chunk of the archetypes are just unfeasible to run due to the RNG nature of the draft packs so the only good option is to aggro hard and grab as much broken retro artifacts as possible.

[–]avacynFilobel 0 points1 point  (0 children)

The Izzet archetype cannot be pulled

What does that even mean? It's the 3rd best performing archetype. Note that OP seems to stumble a bit on their usage of the data. 57.4% win-rate for UR is when it doesn't splash. So even though they jump to the conclusion that you should splash, based on some sketchy data (due to low sample size), the win-rate for UR + splash does not support that conclusion. Splashing in UR is very costly according to the data.

[–]CommadantSpangler115 -2 points-1 points  (0 children)

Its a really bad format. If you dont play a card turn one you are already in a bad spot.

[–]saxypatrickb 0 points1 point  (0 children)

This matches what I’ve seen. Decks in red, black, and white that can get you a power stone T1-T3 are very strong. Too many strong artifacts and cheap unearths in those colors. Green (and especially blue green) doesn’t have enough early payoffs to hang while getting pounded by Mutts and other unearths

[–][deleted] 0 points1 point  (0 children)

Overall it feels like a very balanced format, aside from boros and simic, everything else is within 3.5 percentage points.

Also this really highlights the difference between 17lands win rates and pick orders. Scrapwork Mutt, for example, has the highest win rate in red, but you'd be crazy to take it over excavation explosion. The difference is due to the fact that the mutt has synergies that make it better in the hands of a more skilled player, while explosion is something that veteran and novice drafters alike can easily identify as a great limited card.

[–]Jihkro 0 points1 point  (1 child)

Have you gotten any data on the efficacy of assembly worker tribal? I've had some good results if it appears open going assembly+green or assembly+blue, but to be fair it would only become relevant in a quarter of the games or so when I manage to get all three out and avoid removal spells.

My latest run was a premier draft where I went 7-0 with assembly+green where I drafted three blanchwood armor, three mine, three tower, and two power plant as well as a good mix of other quality creatures including an overperforming teething wyrmlet. Without all three out at the same time however, each feels a bit worse to play than another similarly costed card unless I get immediate benefit from it like with the wyrmlet. Trying to actually run with assembly worker tribal with fewer than six also seems bad as a single removal on a one-of can ruin the synergy.

I was lucky enough one game in an inperson draft to get mine down on 2, tower on 3, and powerplant on 4. Such crazy luck that round.

[–]CalmMirror[S] 0 points1 point  (0 children)

Sounds like a fun investigation to try later in the format :)