Thursday, June 6, 2019

The Unknown Shores Rant: The Cost of Fixing in Limited

Last post there was a rule of War of the Spark Limited I skipped. Because it’s this entire post instead.

Rule #6: Splash Less Than You Think, Then Even Less Than That


Why? The fixing just costs too much.

Let's define what too much means.





Shimmering Grotto and Unknown Shores have been around a long time. For a lot of that time, I’ve gone to a classic (Andrew Cuneo?) quote for these cards.

“You know they allow you to play as many basic lands as you want?”

When you play Shimmering Grotto and use it for colored mana, your spell costs one more.

In your average Limited deck, how many cards would you be happy paying an extra mana for?

Have you played Limited decks where your cards are all slightly overcosted D-level playables? It is horrible, and you lose a lot.

That’s what happens to your on color cards when you play Unknown Shores. Sure, if it was an off color basic land you couldn’t cast your spells, but playing a turn behind the whole time is still really bad.

This also applies to the spell you are splashing. The issue is a bit more debatable here, but keep in mind it is still an issue. I would pay gladly 3B for Ob Nixilis’s Cruelty, but I’m unsure I would be excited to play that card if it meant risking my mana for the rest of my deck.




The real failure point is when someone splashes a multicolored uncommon creature this way. Pirates and Dinosaurs in Ixalan were huge offenders. If you splash Storm Fleet Sprinter and pay four mana for your 2/2 haste unblockable, is that really better than an on color four drop?




The one thing Unknown Shores is okay at is making all five colors at once. Mountain doesn't cast Doom Blade and Lightning Strike in your Azorius deck, but Unknown Shores does.

My usual answer to this kind of deck building is just play better mana and worse cards. Unless the cards are super broken rares that autowin games when cast on turn five or turn fifteen you aren't gaining enough, and even then Unknown Shores better be the last piece of five color fixing you need on top of a few others. You can wait for a format with better five color fixing to have fun.

This is probably a good time to bring up the caveat that splashing without any fixing is typically a bad idea. I don't have the true numbers, but the basic gist is you usually need at least eight sources of your primary colors to reliably cast those spells early. You need three sources of your splash color to find it semi-reliably, two if you are OK waiting until you have seen a larger portion of your deck. The bare minimum for a two color deck and a splash is eighteen lands, and that's straining your mana to do it. This worked in Dominaria where the format was slow, full of card draw, mana intensive so eighteen lands was good already, and having another impactful card mattered a lot, but not every format is as forgiving.

War of the Spark Fixing Costs


The big issue with splashing in War of the Spark is taking a turn off. The concept of playing to the battlefield is just hammered home again and again by planeswalkers on both sides. If you take a turn off for fixing that's a wrap.




Hmm, that sure looks like spending a card and a turn.




That's also a turn. So is Gateway Plaza.




That's a turn spent producing a creature and fixing. And Paradise Druid blows all of these out of the water as a fine two drop that lets you dump your hand faster and splash.

I think the point should be clear. The non-green fixing costs a turn, the green fixing largely doesn't.

I'll also bring up that if you aren't green, you are blue or in Mardu colors. Mardu trios are too proactive to want to typically splash, or Orzhov which has its own issues. Dimir and Izzet already struggle with playing to the battlefield to defend and pressure planeswalkers, splashing only opens that weakness up more.




Azorius though I don't mind a splash in. The spots where I've found splashing in non-green decks to work are largely on the back of the cheap, easy to pick up white removal duo of Gideon's Triumph and Divine Arrow, using those to recover the lost tempo.




I'm still splashing unbeatable rares if possible, but my bar for possible is higher. I'm also way more partial to non-planeswalker rares that don't get much worse if I spent a turn fixing. The odds I splash Enter the God Eternals off colorless fixers are higher than the odds I splash Sorin, Vengeful Bloodlord.




Again, this is all outside of green. In green, I'm fine mixing fixers that play to the battlefield with those that don't to get workable splash mana.

Why is New Horizons exempt from this? First off, the +1/+1 counter is often relevant battlefield presence. The proliferate upside is really overstated, but it's there. And the double fix lets you splash even more absurd cards like God Eternals, making New Horizons unique for the format.




To look back a set to Ravnica Allegiance, splashing was great even at fairly high costs (Open the Gate for Gateway Plaza is how much mana?). The reason is simple to derive. There were absurdly high power uncommons to splash that could easily make up for spending that time, like Archway Angel and Gates Ablaze. Even in a not all-in Gates deck, the multicolor cards were just distinctly. If your opponent played random mono-color creatures with untapped lands, then you played Aeromunculus and Frenzied Arynx with mostly tapped lands you were way ahead.

And unlike Guilds of Ravnica, these splashable cards were just face value good without synergy. In that other format, you could splash good removal like Artful Takedown or Hypothesizzle, but the power in multicolor cards was largely low cost creatures like Skyknight Legionnaire or linear payoffs like Goblin Electromancer. You could splash but the odds you found a card worth it were just low enough that it was unexpected, where in Ravnica Allegiance the main reason to not splash was that other people took all the fixing you needed to reliably do that.




This all brings us to the Unknown Shores variant in Modern Horizons: Cavern of Temptation.

Modern Horizons isn't going to be as tempo-oriented as War of the Spark, just because there is one planeswalker per sixty packs instead of one per pack. I would be into playing Gateway Plaza in this format.

But this is an Unknown Shores, not a Gateway Plaza. It's a per use tax, not a one shot payment.

I'm not going to tell you not to play Cavern of Temptation. Just play it as a land that sacrifices for value more than a fixer.

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.