Experiment in running less than full land counts:
Subject: Aura Servants
Subject was chosen for its high concentration of 2-drops and ability to draw extra cards.
Pre-modification list:
11 x
Plains9 x
Island4 x
Evolving Wilds4 x
Invisible Stalker4 x
Kor Spiritdancer2 x
Auramancer2 x
Totem-Guide Hartebeest2 x
Sun Titan2 x
Aven Mimeomancer2 x
Winds of Rath2 x
Pacifism2 x
Narcolepsy2 x
Mind Control2 x
Daybreak Coronet2 x
Empyrial Armor2 x
Griffin Guide1 x
Drake Umbra1 x
Mammoth Umbra1 x
Eel Umbra1 x
Triclopean Sight1 x
Ophidian Eye1 x
PariahIf we're going to trade away lands we probably don't want to do it in a way that makes the mana curve higher.
-2
Evolving Wilds+1
Lifelink+1
Gift of GraniteFor evaluation purposes, land screw will only be declared a new problem if those two new auras are involved, as those specific cards are the reason we don't have land right now.
For the most part, the deck functions exactly as before, since we do most of our work at 2-3 mana anyway. The first change comes in response to a game where our side of the board was two Aven Mimeomancers and nothing else, which would have been vastly superior if one of them was a 3/1 flying Geist.
-1
Aven Mimeomancer+1
Geist of Saint TraftOur first loss came against Goblins, but the cause was actually color screw with an otherwise perfect 7. Would you keep Island, Island, Plains, Invisible Stalker, Kor Spiritdancer, Empyrial Armor, Daybreak Coronet? Because I did, and then drew 3 more Islands, Auramancer, Narcolepsy, Pacifism, and Sun Titan.
We want double white far more often than we ever need double blue. Getting a 12/8 Plains/Island split requires removing any blue or gold card and replacing it with a mono-white card.
Flickerwisp can do a ton of neat little things, but using a double-white card to fix our color screw problem feels like spinning our wheels a little. I feel bad about using
Nomad Mythmaker because it's bugged. Weirdly, it's bugged in a way that makes it stronger by allowing you to attach things to your opponents' creatures. But we already have two
Auramancers anyway...
-1
Drake Umbra+1
Mammoth UmbraI chose to replace
Drake Umbra with a second
Mammoth Umbra, figuring that giving vigilance to an Invisible Stalker is more important than giving flying to a Sun Titan or something. This change was a good one, and Mammoth Umbra has really been pulling its weight.
Shortly after fixing our land situation, we encountered a 'worst-case' scenario in the other direction: 7 Plains, 1 Island, and 2 Mind Controls stuck in hand while our 4/4 vigilant Invisible Stalker was in a losing race vs
Divinity of Pride, which we pulled out of and won with the timely arrival of Daybreak Coronet. No changes were made.
The situations we're really fearing only happened three times. Once we had to concede immediately after a mull to 4 and no land. Twice we were stuck waiting on land with our new 1-drop cards in hand. We still won the first, though it wouldn't have been so close if we could've cast
Winds of Rath on time. The second one we lost stuck on 5 lands with
Lifelink,
Sun Titan, and many tasty targets in the graveyard. Which felt really, really bad.
Overall I'm happy with these changes, and most games were resounding victories that were not even close. The potential for each of the new auras to draw up to 4 cards for 1 mana, combined with more and cheaper enablers of
Daybreak Coronet, seems to be worth it.
Thumbs-up for 22-land Aura Servants!
Lands(22)12 x
Plains8 x
Island2 x
Evolving WildsCreatures(16)4 x
Invisible Stalker4 x
Kor Spiritdancer2 x
Auramancer2 x
Totem-Guide Hartebeest2 x
Sun Titan1 x
Aven Mimeomancer1 x
Geist of Saint TraftOther(22)2 x
Winds of Rath2 x
Pacifism2 x
Narcolepsy2 x
Mind Control2 x
Daybreak Coronet2 x
Empyrial Armor2 x
Griffin Guide2 x
Mammoth Umbra1 x
Eel Umbra1 x
Triclopean Sight1 x
Gift of Granite1 x
Lifelink1 x
Ophidian Eye1 x
Pariah