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With the introduction of Hour of Devastation comes the introduction of 15 brand new Deserts, and a subtheme caring about them. With 17 cards caring about Deserts on the battlefield and/or in your graveyard, how often will you see them in your boosters?
With 6 commons, 6 uncommons, and 3 rares, we expect to see just over 1 (1.213) Deserts per pack. This means in sealed, youâll likely see about 5 or 6 Deserts (including the expected 0.335 Deserts per pack of Amonkhet), and 22 Deserts distributed among your draft packs in your pod.
Of the 17 cards that care about Deserts, 6 of them are actually Deserts themselves with a sacrifice ability granting a bonus. Keeping this in mind, the 17 cards give you 1.345Â âDeserts-mattersâ cards per pack of Hour of Devastation. You can expect 5 to 6 cards that care about your Deserts in sealed, and to have 21 or 22 floating around your draft pod.Â
The colours may not match up well in sealed or draft, and caring about Deserts will dry up pretty quickly when you draft the third pack, as Amonkhet had no such subtheme, only having the one green cycler that can grab Deserts. However, Shefet Monitor was apparently our preview into the colour that cared the most about Deserts in Hour of Devastation: with 8 cards that fit into green decks (2 colorless, 2 lands, and 4 actually green cards) compared to what the other colours can offer (4 to 5 cards), green is the colour that can best take advantage of the Desert subtheme of this block if you get enough Deserts to get these bonuses.
Are the cards good enough for Deserts to matter, or are these cards just a cute subtheme that grant the occasional useful bonus? Itâs safe to assume the later, but Iâll remain hopeful that I can draft a janky desert deck that does terribly.
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Maro has said that the asfan of DFCs is about 1.125, further clarified as being distributed with 1 common or uncommon, and 0.125 rares or mythics. so that leaves me with 13.875 ânormalâ cards. The DFCs take the spot of a common in the pack like last time in Innistrad, leading to a remaining distribution of 8.875 commons, 3 uncommons and 1 rare or mythic rare. As well, the front face of the card is what determines âcolorâ for the purpose of this breakdown, since being able to play the card is what matters more than transforming it.
In an average booster pack, you will see:
2.605 White cards
2.600 Blue cards
2.591 Black cards
2.505 each Red and Green cards
0.805 Artifact cards
0.388 Land cards
0.124 Multicolored cards
7.448 Creature cards, cards that produce creatures, or transform into creatures
Due to the tribal subtheme, the major tribes showcased are Angels, Humans, Spirits, Zombies, Vampires, Wolves and Werewolves, and Scarecrows. They break down as such:
0.569 cards that create, become, or reference land creatures
0.887 cards with keyword Surge
3.469 cards with keyword Devoid
3.386 cards that involve {C}
0.235 cards where colorless matters
0.905 cards that exile opponentâs cards (to play with BFZ)
0.734 cards that gain life (to play with BFZ)
Any average card amounts in a colour under 0.150 were considered negligible unless it was the secondary colour of that theme or mechanic.
The cards with or reference subtype Ally are:
1.155 White cards (0.357 with Cohort)
0.407 Black cards (0.214 with Cohort)
0.489 Red cards (0.285 with Cohort)
0.199 Green cards
The cards with keyword Support are:
0.361 White cards
0.382 Green cards
(In addition, there is an uncommon in each of these colours that gains a bonus whenever it has a +1/+1 counter on it.)
The cards with keyword Surge are:
0.510 Blue cards
0.377 Red cards
(In addition, there is a Red card at uncommon, and a UR rare that cares about you casting your second spell in a turn.)
The cards with Devoid are:
0.956 Blue cards
1.373 Black cards
0.678 Red cards
0.442 Green cards
The cards that involve {C} are:
0.265 cards with {C} in its mana cost
3.192 cards that use {C} in its nonreminder rules text, of which are
0.688 Blue cards
0.616 Black cards
0.214 Red cards
0.367 Green cards
0.787 Land cards
0.286Â Artifact cards
The cards that produce Eldrazi Scion tokens are:
0.142 Blue cards
0.214 Green cards
The cards where colorless matters are:
0.168 each Blue and Black cards
The cards that exile opponentâs cards are:
0.153 White cards
0.145 Blue cards
0.382 Black cards
(I have included blue here due to it being the primary colour for the Ingest Processor archetype in BFZ.)
The cards that gain life are:
0.332 White cards
0.228 Black cards
0.174 Green cards
(However, there are no life gain matters cards in OGW.)
Given this data crunch, you could assume the existence of the following in limited:
A WB or RW Allies / Cohort deck (plays well with the high asfan of Mardu Allies in BFZ)
A GW Support deck (perhaps with Allies to play well with BFZ)
A UR spells deck (with some prowess creatures)
A UB or BR Colorless deck (plays well with the high asfan of Grixis devoid cards in BFZ)
Though cards exist for the âingestâ portion of the ingest/processors deck, or life gain for the life gain matters deck, the payoff is only to be found in BFZ. These archetypes will likely suffer the most from the format change.
(*Here, the colours represent the cost required to play these cards. This is only really necessary to note here due to Devoid as a mechanic, and the Blighted cycle of lands.)
Of these cards, you will see, on average, the following themes and mechanics:
2.045 cards with or reference subtype Ally
0.708 cards that specifically have ability word Rally
0.877 cards with or reference keyword Awaken
0.509 cards with ability word Converge
3.483 cards with keyword Devoid
1.014 cards where colourless matters
0.885 cards that produce Eldrazi Scion tokens
1.662 cards with keyword Ingest or exile opponentâs cards
0.617 cards with subtype Processor
0.866 cards that gain life
0.327 cards where life gain matters
1.312 cards with ability word Landfall
0.405 cards that trigger Landfall outside of land for turn
For a detailed breakdown, see after the cut.
Any average card amounts in a colour under 0.150 were considered negligible unless it was the secondary colour of that theme or mechanic.
The cards that have or reference subtype Ally are composed of:
0.698 White cards (0.253 with Rally)
0.164 Blue cards
0.445 Black cards
0.424 Red cards (0.201 with Rally)
0.298 Green cards (0.155 with Rally)
The cards that have or reference keyword Awaken are composed of:
0.209 White cards
0.317 Blue cards
0.153 Black cards
The cards with ability word Converge are composed of:
0.258 Blue cards
0.180 Green cards
The cards that have keyword Devoid are composed of:
1.246 Blue cards
1.177 Black cards
0.796 Red cards
0.640 Green cards
The cards where colourless-ness matters are:
0.271 Black cards
0.335 Red cards
The cards that produce Eldrazi Scion tokens are:
0.252 Blue cards
0.164 Black cards
0.416 Green cards
The cards with keyword Ingest or exile opponentâs cards are:
0.686 cards specifically with Ingest
0.492 Blue cards (0.343 with Ingest)
0.582 Black cards (0.297 with Ingest)
0.236 Red cards
The cards with subtype Processor are:
0.292 Blue cards
0.134 Black cards (Mind Raker, Ulamogâs Nullifier, and Wasteland Strangler)
0.153 generic Colourless cards
The cards that gain life are:
0.445 White cards
0.230 Black cards
The cards where life gain matters are:
0.290 Black cards
0.038 White cards (Serene Steward)
The cards with ability word Landfall are:
0.153 each White, Blue, and Black cards
0.457 Red cards
0.396 Green cards
The cards that can trigger Landfall other than land for turn are:
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