It’s time for a delicious new set! I’m definitely excited for Midnight Hunt, looks like a good, synergy set with a lot of complexity. I am less excited for little Chandra waking up at 3:40, asking to go potty, and not making it. However, she DID make it to the hardwood floors, so it ended up a B+.
For the first time… (checks notes) ever, I tried to do card ratings without listening to several hours of LR/LoL. As mentioned during my rolling ratings, I have a newfound respect for how hard this is. It’s hard! Making sure you read every word on cards is hard! Thinking of the best (and worst) cases is hard! It was fun, but now I’m eager to delve into the podcasts and see how I did.
First, here are my ratings: Benalish Dad’s Card Ratings. Again, I’m using my somewhat simplified tier system
It was that time again to make the pilgrimage to Grandma’s on the east coast. Lovely trip–obviously any break in routine during a pandemic is nice–with an unlimited supply of chocolate cupcakes. Thanks Grandma! But there is the small wrinkle of keeping a four-year old occupied during the trip (and not fussing about the mask, or bored, or whatever).
First and foremost, screentime! We are pretty minimal screentime household. Which means that when you need (e.g. 6-hour plane flight) Chandra can do 5 straight hours of Octonauts with a grin. You save it for when you need it.
Six hours on an airplane is a pretty decent excuse I suppose. Was there also six straight hours of Octonauts for Lil Chandra? You know it!
Stuffed bear
First, that is one hell of a name and flavor win for Gothic Land. But is it any good? The activation cost is pretty burdensome if you’re paying it every turn to attack. However, if you get to sit back on defense and hold off a horde of smaller creatures with the threat of activation, THAT sounds appealing. I think this could end up being a common that defines aggressive decks, since they’re going to need an answer to a controlling deck that drops this early and passes the turn.
And we’re off! Thanks to readers for pointing out some errors in reading the plain English on the cards. I definitely have a newfound respect for the content creators churning out the grades. It is not easy.
Appears to be a brief respite on Sunday, with only a few spoilers dropping. That said, it could just be that the mythicspoiler.com admins are enjoying the long weekend. We can catch up on some skipped ones too.
rating system
Game-Changers (aka bombs, As)
Power (aka Bs)
Draft-Changers (aka Build-arounds)
Signals (top commons)
Variable Playables (playable cards that have a home)
Filler (borderline playables that don’t have a home)
Avoid (Fs & D-. Or just too narrow to plausibly make work)
I suppose I shouldn’t be too impressed with myself that I managed to continue this a whopping two days in a row, what with being on vacation and all. But still! Two days! Go team! Let’s see what Wizards has brewed up for us to salivate over.
Trying something new in the spoiler season, especially with being completely tired of Adventures in the Forgotten Realms. Using my hand-crafted rating system, I’m going to try and pick some–perhaps even most–of the spoilers and try to rate them as they drop. Obviously there will be a ton of context missing. Actually, pretty much *all* of the context will be missing. But it will still be a good exercise for me to do some card evaluation.
A quick primer on the Benalish Dad’s, no-it-really-IS-different-from-LR’s-grades, rating system
Game-shifters (Bombs). They are (pick two to three) efficient, powerful, sustainable advantage, and/or catch you up when behind.
Power (Reasons) These powerful cards usually only fulfill one of the ‘bomb’ criteria. They tilt the battlefield rather than remake it like a true bomb.
Draft-shifters (build-arounds). When placed with proper support, these can be as powerful as bombs/power cards. Build-a-bomb!
Signals (best commons). A common that fits in any deck of that color (most frequently reliable removal or a very solid 2/3-drop) can be one of the best signals.
Variable Playable. These are good cards that generally have a home in a few of the color’s archetypes, but not all of them.
Filler. Signals’ lamer cousin. Generally these are cards that are totally playable, but don’t really have a good home
Avoid. The weird rares, the off-rate creatures. Generally speaking, if you never put one of these cards in the 40 you’ll be better off.
What does smooth, clean efficient removal look like? This! Clearly a powerful card, this draws the line on the difference between “power” and “bomb”. This is not a bomb. It answers a threat, probably with a hefty mana advantage. But it doesn’t fulfill the “multiple” categories of a true bomb, of which the most important are “repeatable advantage” and “turns around a losing situation”
Riddle: when is a core set not a core set? When an entire color is nearly unplayable! It’s hard to recall if blue in AFR is *as bad* as green was in Battle for Zendikar, but it was very very bad. Fresh on the heels of 1.5 guilds missing in a “guild set”, it sort of sucked having back to back gaps in Limited.
Trophies
17lands was going a little haywire as I switched around between phone and computer. I did end up with 8 trophy decks, which is pretty good. Of the ones I captured screenshots, once again red is overrepresented. Given how it was such a solid color in the format, I don’t feel too badly about that.
The last deck, the GB splashing Drizzt was one of the most fun decks to pilot. It was a bit of a mess, but had a great ‘stalling’ game plan along with some ramp courtesy of the Clever Conjurers.
Most Drafted
Commons
A little shocked to see Steadfast Paladin on the list as it’s “too good” to usually be drafted that frequently. But once again, Boros is here to visit and smash faces.
Uncommon
During coaching sessions, Ethan would always make fun of me for Bag of Holding, calling it “My pet card” Looks like the data supports him on that one! It is a sub 50% win-rate when main-decked card, which… is a shame. However Lurking Roper (55% WR) was super fun in the set and could be a great ‘pocket of synergy’ with any incidental lifegain or untappers. And Battle Cry Goblin was just a great mythic uncommon (58% WR), shocked I got so many.
personal lessons
A return to core set is usually a return to the basics of creature-based magic cards. My favorite lesson was the ‘sticking to one’s bombs‘ as well as doing my homework and rating cards so I know when I have a bomb to stick to. This is good homework I should carry with me.
Yeah, and playing Magic on mobile is pretty sweet. I got a new phone, one edging into “tablet” territory. But it fits Arena pretty nicely and I’ll admit to copping a number of games during little windows here and there.
overall record: 57%
A little hard to tell due to odd bookkeeping and switching between Bo3 and Bo1. But it felt solid.
Summary
I agree with most of the commetariat that this set was a bit of a dud. The Dungeon mechanic was too heavily tilted towards just the ONE dungeon (Phandelver) and blue was almost a nonentity at the draft table. However, this was the set I’ve drafted most in quite some time due to installing Arena on my phone and just making the leap to Best of 1. In turns out you can fit in a lot of Magic in 5-10 minute snacks throughout the day! Even the empty calories of AFR are still delicious! Hoping for more and better from Return to Return to Innistrad.
I’ve been quiet posting, as it’s been one of those months where I felt like I had to choose between writing about magic or just… playing Magic. I honestly don’t see how content creators manage it at all. But I had a good coaching session with Ethan (of Lords of Limited) and he had some really interesting feedback on one of my drafts.
So let’s talk Westgate Regent, shall we? Despite sounding like a mid-range business hotel, it’s a powerhouse card the likes of which Sengir Vampire can only dream. It’s… pretty close to an Quadrant All-Star. It breaks board stalls, is reasonably priced, its Ward defense almost ensures a 2:1 if oppo has removal for it, and it snowballs ridiculously. And I was fortunate enough to open it.