Raindrops on Roses and Whiskers on Kittens
Welcome to Superior Numbers, where I try to do numerical analysis on cards and deckbuilding trends using a little bit of math.
Your favorite card sucks. At least, when I play it in my decks. And my favorite cards might well suck when you play them in your decks. That's because we're different people. You like poetry and I like fiction. You eat your vegetables first, and I eat the steak. Your mom thinks about you when she sees a happy family, and your mom thinks about me... at other times. We're different, and how we play is different, and it's these differences that wind up affecting how good certain cards are in each of our hands, and I want to talk about a few of them.
When I originally started writing for EDHREC, I talked a lot about cards that were almost never good in your deck compared to dozens of alternatives, things like CancelCancel and ManalithManalith and NaturalizeNaturalize. That isn't the case here, however. This article is going to look at cards that are generally very, very good. They're just not good in decks I brew meshed with the way I play, and looking at why that might hopefully help you look at why some cards that are otherwise great don't seem that way when you play them.
Bright Copper Kettles and Warm Woolen Mittens
Faithless LootingFaithless Looting is a powerhouse, seeing play in over 27,000 decks on EDHREC. That makes it the 4th most played red card in the format. It's a legit cog in cEDH decks, too, showing up in decks like Kess, Dissident MageKess, Dissident Mage Storm, and it was disruptive enough in Modern to get banned. It's a fantastic card, and this isn't a hot take trying to argue otherwise. Because of this reputation, I've run it in multiple decks over the years, from Brion StoutarmBrion Stoutarm to Archangel AvacynArchangel Avacyn to Lathliss, Dragon QueenLathliss, Dragon Queen. Still, no matter the deck, it never felt good to draw. It wasn't until the release of Light Up the StageLight Up the Stage, though, that I realized why it felt that way.
First, let's look at what Faithless LootingFaithless Looting does well:
- It filters down to the specific card(s) you want for a combo or play line.
- It's a cheap and efficient way to generate two spells for Storm or other cast triggers.
- Puts cards in the yard for multiple graveyard interactions ranging from reanimation to fueling things like Delve or triggering draw from Rielle, the EverwiseRielle, the Everwise.
- Finds that land you need to keep going early, or hopefully trades land cards for nonland cards later.
A whole ton of decks want to do any number of those things. If you're playing out of your graveyard, for example, Faithless Looting almost feels like a draw four for a single red mana. Some decks, like Kess, Dissident MageKess, Dissident Mage, take advantage of all four things Looting does well. Just look at the most popular red commanders in the last two years and you can immediately see how almost all of them interact favorably with Looting. Lord WindgraceLord Windgrace heads 2,890 decks and is the 6th most popular commander in the last two years, and he absolutely loves the idea of you pitching a few lands to a Loot.
The three decks of mine that I mentioned above? Brion StoutarmBrion Stoutarm and whatnot? They didn't want to do any of those things, really, at least not in the way that I had them built. They weren't combo decks or builds looking for a particular game-winning line, there wasn't any Storm going on, and there wasn't any reason to intentionally bin stuff for any reason, either. The fourth reason is rather universal in any deck, but it's also not a thing that only Faithless LootingFaithless Looting accomplishes, and it's the kind of thing that only accounts for a fairly narrow slice of game time.
I didn't really realize any of those things until I replaced Looting with Light Up the StageLight Up the Stage in a red deck, and it became apparent that what I really wanted was just raw card draw. I wanted more actual cards in hand, not particular cards in hand. That isn't true for everyone, or maybe even most people, but for my decks and my playstyle, it was, and that's when I realized Faithless LootingFaithless Looting just isn't a card for me, given the way I was building in red and the way I was playing. I'm probably not the only one, either. While it remains an excellent card, I would bet that a few of those 27,016 decks running Looting might be better off joining the mere 1,825 running Light up the StageLight up the Stage, especially if you're in a meta like mine where cards aren't often allowed to sit in a graveyard long enough to take advantage of the Flashback.
Cream-Colored Ponies and Crisp Apple Strudels
When is a modal spell not a modal spell? When you only ever use one mode. And again, to be clear, this is a me thing. You might be using DisallowDisallow to shut down Aetherflux ReservoirAetherflux Reservoir activations or Archmage's CharmArchmage's Charm to steal 14/14 tokens made by a Phyrexian RebirthPhyrexian Rebirth in every game. For me? 99% of the time DisallowDisallow was a CancelCancel and Archmage's CharmArchmage's Charm was a CancelCancel that was harder to cast.
Now, sometimes a modal card comes with a mode that you never use, but it doesn't matter because the opportunity cost is nothing. I don't think I've yet cast Return of the WildspeakerReturn of the Wildspeaker for the +3/+3 mode. Nothing is lost by doing that, though, as even without that mode it's still generally a better Soul's MajestySoul's Majesty. I'd probably run Return if it was just the draw half of the card. That's not true of DisallowDisallow; I wouldn't run it just for the counter at 1UU, and there is an opportunity cost being paid for not using the other modes, namely an extra mana over other alternatives each time I cast it. If you aren't at least occasionally using it to StifleStifle something, it's just a CancelCancel, and CancelCancel is a terrible card.
As for Archmage's CharmArchmage's Charm, you do have the alternative to cast it as a draw effect if you don't use the counter, so the mana you held up doesn't go to waste, but UUU to draw 2 doesn't feel particularly great, either. As with DisallowDisallow (and unlike Return of the WildspeakerReturn of the Wildspeaker) it's a card where that cost for those modes isn't worth it alone. Also, I realized that, when I was playing it, the times I was willing to hold up mana for a counterspell, it was probably because I was trying to prevent something from happening, or happening to me, and just because that thing didn't happen during that spin around the table didn't mean I was willing to burn my only counterspell to draw two cards.
They're both great cards, but for me and for how I'm building and playing they just didn't work as well as the less expensive CounterspellCounterspells that almost always did the same thing as these spells but at a lower mana cost.
Doorbells and Sleigh Bells and Schnitzel with Noodles
First off, don't @ me with how great wheels are in your deck built to do powerful things with wheels. Yep, they're excellent in Nekusar, the MindrazerNekusar, the Mindrazer or The Locust GodThe Locust God. They're also excellent in decks that tend to empty their hand early and fast, or ones that want to fill their yard, or ones running things like Narset, Parter of VeilsNarset, Parter of Veils that render them absurdly lopsided. Consider your glasses pushed up and me well-actuallied. Wheels, in the same vein as Faithless LootingFaithless Looting, DisallowDisallow and Archmage's CharmArchmage's Charm, are great in the right deck and in the right hands, and it's entirely possible that, given Wheel of FortuneWheel of Fortune is in 11,334 decks and Reforge the SoulReforge the Soul is in another 13,773, there're a whole lot of right decks and right hands out there.
It's just that my decks aren't those decks, and my hands aren't those hands.
In my red decks (or even blue decks, to account for wheels like Time ReversalTime Reversal and Day's UndoingDay's Undoing) I'm not doing any of those things. My particular decks aren't getting triggers from drawing or aren't emptying their hands early, they're not looking to play from the yard, or to Leovold anyone's hand. What do wheels do in my decks? They give 7 new cards to me and 21 new cards to people trying to kill me.
That's terrible math, at least for me in my decks.
These Are a Few of My Least Fav'rite Things
So what cards are out there that are generally absolute haymakers that just don't quite work for you, specifically, and why is it that they don't work? Sound off below, because hearing about specific instances is something I find really helpful when it comes to diagnosing problems and issues with brews and builds.
Until next time, may your numbers be superior!
Tymaret the Murder King: Infected Wounds
View on ArchidektCommander (1)
- 1 Tymaret, the Murder KingTymaret, the Murder King
Creatures (21)
- 1 BloodghastBloodghast
- 1 Core ProwlerCore Prowler
- 1 Flesh-Eater ImpFlesh-Eater Imp
- 1 GravecrawlerGravecrawler
- 1 Grim HaruspexGrim Haruspex
- 1 GutterbonesGutterbones
- 1 Hand of the PraetorsHand of the Praetors
- 1 Ichor RatsIchor Rats
- 1 Mogg War MarshalMogg War Marshal
- 1 Nether TraitorNether Traitor
- 1 OphiomancerOphiomancer
- 1 Phyrexian CrusaderPhyrexian Crusader
- 1 Plague MyrPlague Myr
- 1 Plague StingerPlague Stinger
- 1 Reassembling SkeletonReassembling Skeleton
- 1 Skithiryx, the Blight DragonSkithiryx, the Blight Dragon
- 1 Smothering AbominationSmothering Abomination
- 1 Suq'Ata AssassinSuq'Ata Assassin
- 1 Swamp MosquitoSwamp Mosquito
- 1 Whispering SpecterWhispering Specter
- 1 Yawgmoth, Thran PhysicianYawgmoth, Thran Physician
Artifacts (12)
- 1 Arcane SignetArcane Signet
- 1 Contagion ClaspContagion Clasp
- 1 Contagion EngineContagion Engine
- 1 Desecrated TombDesecrated Tomb
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Grafted ExoskeletonGrafted Exoskeleton
- 1 Mind StoneMind Stone
- 1 Rakdos SignetRakdos Signet
- 1 SkullclampSkullclamp
- 1 Sol RingSol Ring
- 1 Talisman of IndulgenceTalisman of Indulgence
- 1 Thought VesselThought Vessel
Instants (9)
- 1 ArcbondArcbond
- 1 BedevilBedevil
- 1 Chaos WarpChaos Warp
- 1 Grim AfflictionGrim Affliction
- 1 Soul's FireSoul's Fire
- 1 Tainted StrikeTainted Strike
- 1 TerminateTerminate
- 1 Virulent WoundVirulent Wound
- 1 Volt ChargeVolt Charge
Enchantments (8)
- 1 BitterblossomBitterblossom
- 1 Dauthi EmbraceDauthi Embrace
- 1 Glistening OilGlistening Oil
- 1 Goblin AssaultGoblin Assault
- 1 Gratuitous ViolenceGratuitous Violence
- 1 PhyresisPhyresis
- 1 Phyrexian ArenaPhyrexian Arena
- 1 Snake Cult InitiationSnake Cult Initiation
Sorceries (13)
- 1 Blasphemous ActBlasphemous Act
- 1 Caress of PhyrexiaCaress of Phyrexia
- 1 Chandra's IgnitionChandra's Ignition
- 1 Demonic TutorDemonic Tutor
- 1 Gravitic PunchGravitic Punch
- 1 Light Up the StageLight Up the Stage
- 1 Mana GeyserMana Geyser
- 1 Night's WhisperNight's Whisper
- 1 Read the BonesRead the Bones
- 1 Sign in BloodSign in Blood
- 1 Spread the SicknessSpread the Sickness
- 1 VandalblastVandalblast
- 1 Yawgmoth's WillYawgmoth's Will
Lands (36)
- 1 Ancient TombAncient Tomb
- 1 BadlandsBadlands
- 1 Blood CryptBlood Crypt
- 1 Bloodstained MireBloodstained Mire
- 1 Bojuka BogBojuka Bog
- 1 Castle LocthwainCastle Locthwain
- 1 Command TowerCommand Tower
- 1 Dragonskull SummitDragonskull Summit
- 1 Graven CairnsGraven Cairns
- 1 Homeward PathHomeward Path
- 1 Inkmoth NexusInkmoth Nexus
- 1 Karn's BastionKarn's Bastion
- 1 Kher KeepKher Keep
- 1 Luxury SuiteLuxury Suite
- 5 MountainMountain
- 1 Nykthos, Shrine to NyxNykthos, Shrine to Nyx
- 1 Reliquary TowerReliquary Tower
- 1 Rogue's PassageRogue's Passage
- 1 Scavenger GroundsScavenger Grounds
- 1 Shadowblood RidgeShadowblood Ridge
- 1 Shizo, Death's StorehouseShizo, Death's Storehouse
- 1 Smoldering MarshSmoldering Marsh
- 1 Strip MineStrip Mine
- 1 Sulfurous SpringsSulfurous Springs
- 5 SwampSwamp
- 1 Tainted PeakTainted Peak
- 1 Tectonic EdgeTectonic Edge
- 1 Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth
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