Statistical Analysis of the D Cards (Amonkhet Update)This post is for those of you who enjoy taking a hard look under the hood and crunching numbers; it won't be for everyone. My intention here is to discover any discrepancies, irregularities, and imbalances that exist within the D cards as they currently exist. My hypothesis is this: since we have been receiving irregular updates that do not affect the colors equally, the colors will not be at even distributions and some will have more of a lion's share of cards than others. This does not present judgments on the quality of those cards, just the numbers. I'm going to list some easily quantifiable metrics (# of creatures, creatures at each CMC, etc.) for each color in the D cards. Take a deep breath, grab a drink... and let's dive in.
Section One: Color by NumberWhite: 24 total
Creatures: 18
* Creature CMC 1: 3
* CMC 2: 5
* CMC 3: 5
* CMC 4: 3
* CMC 5: 1
* CMC 6: 0
* CMC 7: 1
Enchantments: 4
Instants: 1
Sorceries: 1
Blue: 23 total
Artifacts: 1 (
Esperzoa, you weirdo. Also counted in creatures.)
Creatures: 18
* Creature CMC 1: 1
* CMC 2: 5
* CMC 3: 5
* CMC 4: 4
* CMC 5: 2
* CMC 6: 1
Enchantments: 1
Instants: 4
Sorceries: 0
Black: 27 total
Creatures: 21
* Creature CMC 1: 2
* CMC 2: 5
* CMC 3: 4
* CMC 4: 7
* CMC 5: 2
* CMC 6: 1
Enchantments: 1
Instants: 1
Sorceries: 4
Red: 25 total
Creatures: 17
* Creature CMC 1: 3
* CMC 2: 3
* CMC 3: 4
* CMC 4: 3
* CMC 5: 3
* CMC 6: 1
Enchantments: 3
Instants: 2
Sorceries: 3
Green: 25 total
Creatures: 18
* Creature CMC 1: 1
* CMC 2: 5
* CMC 3: 4
* CMC 4: 2
* CMC 5: 4
* CMC 6: 1
* CMC 7: 1
Enchantments: 2
Instants: 4
Sorceries: 1
Multicolor: 3 total
Creatures: 3
* Creature CMC 1-2: 0
* CMC 3: 3
Artifacts/Colorless/Lands: 38 total
Artifacts: 9 (10 if you count
Esperzoa, but I am counting it here as a blue card for the purposes of section distribution; 4 of the artifacts are also counted with creatures)
Creatures: 8
* CMC 1: 0
* CMC 2: 1
* CMC 3: 2
* CMC 4: 1
* CMC 5-6: 0
* CMC 7: 2
* CMC 8: 1
* CMC 9: 1
Lands: 26 (6 basic lands, and the two 10-card dual-land cycles; notably,
Wastes is the only one that produces dedicated colorless mana)
Thoughts from Section One: Amonkhet has done great things for the numbers here, especially for Red. Red has caught up with the other colors, the mana curve has smoothed out, and in general it is looking a lot healthier with these 5 new cards. White could still use a touch more fat in its curve, like an angel that costs 5 or 6 mana (
Voice of the Provinces or something similar, or even the ubiquitous
Serra Angel at uncommon), but it isn't hurting on total cards anymore. Black has taken the crown back from Green for now, but it looks more even when you factor in multicolor and colorless cards that include green mana like
It of the Horrid Swarm. More importantly, even though Black is still sitting at the top, the mana curve got some much-needed additions to start balancing against the CMC 4 creature bloat. Artifacts/colorless could still use some extra additions to smooth out the curve and bring them a little closer to where the other colors are; the D cards have minimal support to run an artifact deck outside of vehicles. In all of the colors, I'd like to see more noncreature spells: Mark Rosewater has said before that when designing commons for a set, you want about half of them to be creatures, and half to be noncreature spells. The ratios here are way, way off from that, and Amonkhet was not particularly helpful with 3 of its 11 cards being noncreature spells. I predict this trend is going to continue, since most decks - especially new player decks - revolve around creatures, and most sets have new creature mechanics to trot out.
Section Two: Removal by NumberRemoval will be divided into creature removal, and utility removal (meaning noncreature card types). The two can overlap on cards such as
Countermand and
Into the Maw of Hell. We have only one honorable mention to make with Amonkhet (
Ruthless Sniper), but I will repost it for reference's sake.
White Removal: 4 total
Creature Removal: 3
Utility Removal: 2 (
Suppression Bonds counts twice)
Honorable Mention:
Dauntless River Marshal acts as soft creature removal, if you have the mana to spare.
Blue Removal: 2 total
Creature Removal: 2
Utility Removal: 1 (
Countermand counts twice)
Honorable Mention: Tempo cards include
Grip of the Roil,
Frost Lynx,
Murk Strider and
Kapsho Kitefins. If you use enough of these they can start to feel like removal, but for the purpose of this post I will not be counting them as proper removal.
Black Removal: 2 total
Creature Removal: 2
Utility Removal: 0
Honorable Mention: The black D cards have more removal... for dedicated decks:
Lys Alana Scarblade,
Kindly Stranger,
Ruthless Sniper and
Nightfire Giant all fit this description.
Nightfire Giant could also kinda kill planeswalkers, and
Mind Raker does discard which theoretically could act as removal as well... but I'm not counting any of these corner cases for this purpose.
Red Removal: 6 total
Creature Removal: 6 (
Ember Hauler,
Inferno Fist and
Bloodpyre Elemental are counted for this purpose, as they are all generic costs that are relatively easy to use and don't require building around)
Utility Removal: 1 (
Into the Maw of Hell is counted twice here)
Honorable Mention:
Goblin Arsonist,
Pyromancer's Assault and
Barrage Ogre could all kill things in weird ways... but none of them are counted towards the removal total.
Green Removal: 1 total
Creature Removal: 0
Utility Removal: 1 (
Reclamation Sage)
Honorable Mention: Green has never been great at creature removal, but it has combat tricks in
Primal Bellow,
Wildsize and
Chorus of Might that could all theoretically act like a kill spell or a finisher on a good day. Not all days are good though, so they don't count for this purpose.
Artifact/Colorless/Land Removal: Naught.
Honorable Mention:
Drownyard Behemoth can be a surprise 5/7 blocker with hexproof, which is pretty good and will sometimes act as a kill spell. It would have a high mana cost and a lot of restrictions as a kill spell though ("Destroy an attacking creature without evasion with toughness 5 or less" for 9 mana, or 7U emerge), and with that many stipulations it falls into the same area as
Kindly Stranger in that not many decks can use it to full effect. For that reason, it is not counted as a removal spell.
Thoughts from Section Two: At first blush, Red would appear to be the king of removal, and it is... for small creatures. There's a notable change in effort to deal 4 damage instead of 2 damage, and
Into the Maw of Hell is the only "unconditional" destroy spell (every creature in our format that would die to the words "destroy target creature" also die to 13 damage, unless I am forgetting some very bizarre corner case... putting three
Siegecraft on the same creature doesn't count, because that's dumb... oh fine, maybe a
Nantuko Husk could be saved on a good day, if they really felt like it). Anyway, to be blunt, all of the colors need more removal (Red less so). White is doing okay, I might give it
Misfortune's Gain. Blue needs
Cancel badly, I might also give it
Chant of the Skifsang for removal, and
Chronostutter just for the art. Black is in a strange position: it has plenty of cards, yet its removal is questionable outside of a dedicated deck.
Murder should have gone into the D cards, but I think we could still see something like
Eyeblight's Ending on the elf theme, or something setting-specific in a future set like
Chill to the Bone; I also want to see
Mind Rot in the list as a staple effect of Black, and to be greedy (and kill planeswalkers),
Corrupt. If we feel Red is doing poorly even with that stack of removal, just add
Flame Slash and
Jaws of Stone and be done with it. For Green, I'd give it
Naturalize and maybe
Leaf Arrow to fill things out; if I'm feeling greedy,
Bramblecrush.
Conclusion: The colors are now much closer to being in balance, but there are some old problems like Black's fat stack of 4-drops. I predicted the problems would only get worse with time, but now it seems I must eat my words along with some
Storm Crow. Perhaps someone at Wizards/Stainless does actually care about the D cards, and they have charted out a years-long course that maintains something approaching an average between the colors. The other possibility, I guess, is that by dumb luck they managed to put out a more balanced D card update with both Aether Revolt and now also Amonkhet. I don't think that is the case though: this update bucks some of the trends of older updates (more cards, more uncommons, better color balance, better mana curve balance, etc.), which leads me to think there was some amount of theory-crafting applied to it. The fact that it specifically shored up even more of the weaknesses I'd been observing makes me wonder if someone out there is reading my analysis and trying to put things right as best they can... most likely though, they have a tally board somewhere where they are independently tracking some of these same statistics and that influences their decision of what archetype decks to push through the next year. In other words, things appear to be getting better.
As a final thought, I believe that they have managed to keep archetype power in some sort of rough balance (more like a hierarchy) by focusing new cards largely upon narrow strategies that don't synergize well with other things. Allies, eldrazi processors, colorless-matters / colorless mana pumps, energy counters and artifacts-matter are all pretty narrow mechanics for deckbuilding in the D cards. There's a little more wiggle room with surge, delirium (delirium continues to snag new toys with most updates, now with cycling giving an assist to the graveyard), emerge and revolt, but they still don't want to be tossed casually into a deck. If the strategies don't play well with others, then those decks tend to remain at the power level they had when they first came out no matter how many cards get added. Vehicles are a noteworthy counterpoint here in terms of "ease of access" (not too hard to toss into a random creature deck), but obviously the vehicle support cards can be just as narrow as eldrazi processors. For the moment, I predict seeing an endless stream of creature-based "gimmick mechanic X" archetype decks and cards for the D cards, with the real shakeups happening during card rotations. The most modular and open mechanics like delirium will continue to reap profits from new sets more easily than the narrow mechanics like energy counters.