Gods Unchained - Magic Meta Report (March 2022)

Welcome back, mortals!

With Mortal Judgment's release pending, I won't be ignoring it like I did with the previous Light report. That said, most of my comments will focus on pointing out potential replacements and/or theme enhancements for top cards in the current meta. If it's obvious a new card is going to rock the boat, I'll reference it under the relevant card(s). It's unavoidable that the meta is about to completely upend itself, but the goal is still to highlight what was meta/popular in March across the remaining domains.

While mythic players are more likely to acquire full playsets of the latest set than not, this is where I want to keep more casual players in mind. It's unlikely that the entire meta will become obsolete with the new set, so understanding why the top cards featured prominently in the current meta will help you better understand what is likely to contribute to the new meta.

To that end, @jungleboy1 and I present you the March 2022 breakdown for the Magic Domain!

CORE — Top 10 MOST Played Cards

1st[C] Starshard Bolt94.90% Play Rate160,154 matches53.00% Win Rate$0.18
2nd[C] Tracking Bolt83.50% Play Rate140,962 matches51.90% Win Rate$0.15
3rd[C] Wyrmbreath80.30% Play Rate135,480 matches52.90% Win Rate$0.12
4th[R] Street Conjuror71.20% Play Rate120,160 matches53.50% Win Rate$0.47
5th[C] Crystal Rain63.50% Play Rate107,197 matches54.00% Win Rate$0.14
6th[R] Leyhoard Hatchling56.30% Play Rate94,806 matches56.20% Win Rate$0.37
7th[E] Oni Spellsword55.80% Play Rate94,131 matches53.70% Win Rate$1.25
8th[L] Choralis Rune Moth50.60% Play Rate85,393 matches55.30% Win Rate$5.43
9th[E] Time-Bomb34.50% Play Rate58,284 matches53.50% Win Rate$1.29
10th[E] Assistant Alchemist32.30% Play Rate54,479 matches52.60% Win Rate$0.85

With a consistently positive win rate, it's self-evident that at least the initial effect of the CSR was very good for Magic. These numbers are likely to have slumped with Aggro Light romping about, but most of these are likely to remain popular given their overall efficiency.

1st — Starshard Bolt

94.90% Play Rate160,154 matches53.00% Win Rate$0.18

Outside of very specific opening creature combinations like Marsh Walker (1/4) + Amazon Conscript (R: Give friendly creature +1 health) or Warded creatures, this spell is usually capable of trading any early-game creature off the board. With just one point of Spell Boost, its threat range begins to expand into mid-game deploys which ensures it remains useful all game long.

My only caveat is Reject Dogma (1-cost spell with Draw 1 and Empower 1: Deal 4 and Obliterate a spell in Hand), a new Mortal Judgment card, might encroach on its popularity. Given how popular card draw is for Magic right now—especially Runes via Choralis Rune Moth—being able to dump a less useful spell to deal Character damage and Draw 1 is strictly better in the right circumstances.

2nd — Tracking Bolt

83.50% Play Rate140,962 matches51.90% Win Rate$0.15

Speaking of Character damage, Blizzard Bolt (2-cost Deal 3 spell) is a new addition from the CSR that should have put a dent in this spell's popularity, but it's clear that many find the option of AoE Deal 1 more appealing than the ability to deal face damage. I suspect that the current dominance of Aggro decks that like to go wide coughLightcough have made multi-target removal a higher priority for Magic players. The hype around Mortal Judgment's Death Anubians is likely to further reinforce this.

3rd — Wyrmbreath

80.30% Play Rate135,480 matches52.90% Win Rate$0.12

At this mana cost, only Form of Unity (3-cost Deal 1-9 spell) and Flame of the Second Shattering (4-cost Deal 4/8 spell) have the potential to outperform it where face damage is concerned. In both cases, specific conditions must be met. This spell is capable of removing major threats and ending games, so it's no surprise that this is considered a staple for Magic decks.

4th — Street Conjuror

71.20% Play Rate120,160 matches53.50% Win Rate$0.47

At any point in a match, this creature allows Magic to beef up its removal spells for just 1 mana. The lingering 1/3 can continue to be a nuisance if Magic's opponent doesn't have an immediate answer, as one boosted spell can easily turn into two or three.

As the only source of Spell Boost available for 1 mana (other than the Rat of Sorcery promo), it'll be interesting to see how Academy Apprentice (1-cost 1/1 with Echo and Spell Boost 1) from Mortal Judgment affects its play rate. The ability to drop a pair of 1/1's ahead of cheap removal could turn the spotlight away from this street performer.

5th — Crystal Rain

63.50% Play Rate107,197 matches54.00% Win Rate$0.14

Again, dealing with wide boards is a frequent occurrence for Magic, so it's no surprise that AoE removal is so popular. Alternatives like Shaped Blast (5-cost Deal 3/5 spell) are seeing a lot of play, but non-conditional damage is well-suited to the current meta.

6th — Leyhoard Hatchling

56.30% Play Rate94,806 matches56.20% Win Rate$0.37

Even after the nerf, this fiesty dragon continues to see play. With the highest win rate of the top 10, it's easy to see that Deal 4 on a 3/3 body is incredibly appealing even with a higher mana cost. I have a feeling the new Echo keyword is going to undermine the nerf given the abundance of cards Magic will have, so I'll be very interested to see the how the numbers shift for the next report.

7th — Oni Spellsword

55.80% Play Rate94,131 matches53.70% Win Rate$1.25

Ward that spreads is a strong mechanic no matter how you look at it. The fact that it has inherent strength ramp doubles down on the problem by forcing Magic's opponent to be aggressive about removing it from the board. If they can't keep a creature alive long enough to attack it, Magic will slowly strangle their opponent out of the match. Much like Leyhoard Hatchling, Echo could cause a noticeable play rate bump thanks to the abundance of cheap cards.

8th — Choralis Rune Moth

50.60% Play Rate85,393 matches55.30% Win Rate$5.43

The middling play rate (compared to the previous cards) suggests that Magic players are split between a few different strategies when it comes to dealing with the present onslaught of Aggro Light decks. This creature is clearly capable of producing results, but it doesn't seem to be the only option for Magic in the current meta.

I've seen a number of powerful Rune-based decks, but having only 1 strength makes it less effective against Aggro Light. Light's Levy, a removal spell Light is currently bringing to >90% of its matches, can easily snipe this Backline creature.

9th — Time-Bomb

34.50% Play Rate58,284 matches53.50% Win Rate$1.29

Heading into the play rate drop-off for the Core set, the CSR made this Atlantean a strong counter to Aggro decks. The only problem is the most popular Aggro deck right now is Aggro Light which stacks health quickly enough to negate the effects of this creature's Afterlife effect. In fact, Light can benefit from it by deploying Blind Martyr (2-cost 0/2 with Afterlife: Give friendly creatures +2 health) just before killing it. Suddenly, Magic is helping Light establish board control.

10th — Assistant Alchemist

32.30% Play Rate54,479 matches52.60% Win Rate$0.85

Previously a staple for just about every Magic deck, it feels like this Mystic is slowly making its way for the door. While it's certainly an excellent opener when going first (cheaper spells means more dead Aggro creatures!), holding this in your hand can feel disappointing when another removal spell would be much preferred. With how fast the early-game has become, Magic might not have the luxury of using deck slots on cards that don't directly provide or enhance removal.

CORE — Bottom 10 LEAST Played Cards

38th[R] Staff of Shards1.00% Play Rate1,606 matches41.2% Win Rate$0.34
39th[C] Dwarf Atlant0.90% Play Rate1,453 matches43.50% Win Rate$0.14
40th[C] Unacceptable Monstrosity0.80% Play Rate1,306 matches38.40% Win Rate$0.31
41st[C] Morgana's Grimoire0.60% Play Rate1,097 matches37.20% Win Rate$0.13
42nd[E] Ballista0.50% Play Rate903 matches39.50% Win Rate$0.77
43rd[C] Tome Golem0.40% Play Rate694 matches35.90% Win Rate$0.13
44th[E] Academy Pyromaniac0.30% Play Rate502 matches40.80% Win Rate$1.84
45th[E] Catapult0.30% Play Rate478 matches34.10% Win Rate$0.62
46th[E] Sentry Post0.10% Play Rate228 matches33.80% Win Rate$0.63
47th[C] Prescient Spellbinder0.10% Play Rate152 matches37.50% Win Rate$0.13

With most of these cards slumping below a 40% win rate, it's clear something isn't work for each. Also of note is the trio of Structure "plinkers" (Sentry Post/Ballista/Catapult) that were essentially gutted by the CSR.

While not meta-defining cards by any means, pre-CSR they would find situational play in domains like Light or Deception (Deadly!). Now, they're honestly rather useless. Magic has so many instant removal options that these delayed damage engines aren't worth the effort of protecting.

38th — Staff of Shards

1.00% Play Rate1,606 matches41.2% Win Rate$0.34

2 mana for 1x4 damage isn't terrible, but for just 1 more mana you get Lightning Talisman which can net up to 9 reactive damage all in one turn. With how important relic removal currently is (thanks a lot, Light), it's more likely than not that Staff of Shards will end up being an over-costed 1-2 damage dud.

39th — Dwarf Atlant

0.90% Play Rate1,453 matches43.50% Win Rate$0.14

While I legitimately believe this is a sleeper card waiting for a solid Atlantean theme to find its way to the meta, Magic has too many better options for 3 mana for this to be viable outside of its (currently non-viable) theme. Favorites like Oni Spellsword, Miraculous Familiar, or the new Helpful Aetherfox (3-cost 2/3 with R: reduce spell with <4 cost to 0) easily edge it out.

40th — Unacceptable Monstrosity

0.80% Play Rate1,306 matches38.40% Win Rate$0.31

Helian Elite (8-cost 10/12 with Frontline/Protected) says hi! This seems like a decent late-game deploy, but it doesn't mesh with Magic's overall strategy. Even with a Mana Ramp deck, Magic is more likely to win with an early Helian Elite than this. By 9 mana, Magic should have control of the board (and be blastin') or be looking for board wipe to recover a losing position. Dropping a single creature, no matter how beefy, isn't something well-suited to Magic's late(st)-game goals in the current meta.

41st — Morgana's Grimoire

0.60% Play Rate1,097 matches37.20% Win Rate$0.13

Prior to it's (massive) nerf, this relic made up for its delayed effect by affecting all spells rather than just one. Now, it's strictly worse than creatures like Assistant Alchemist, Warp Engineer and Arcane Transcendent that each reduce spell costs in addition to providing a decent creature body.

42nd — Ballista

0.50% Play Rate903 matches39.50% Win Rate$0.77

As mentioned earlier, this Structure has been abandoned for just about anything else Magic wants to play for 3 mana. It's not competitive enough for its mana cost, and it's too slow for the current meta.

43rd — Tome Golem

0.40% Play Rate694 matches35.90% Win Rate$0.13

Magic should have enough card draw through cheaper options, and Helian Elite is a thing. If Magic is scrambling for cards this late in the game, they failed both to secure the board and to establish the card advantage Magic is known for. They're in a losing position that requires something more impactful (like Helian Elite).

44th — Academy Pyromaniac

0.30% Play Rate502 matches40.80% Win Rate$1.84

Because this has an over-costed base, it needs to trigger the Roar effect to be of any value. Magic can certainly rush to 9 mana with a Mana Ramp deck, but why would they waste time on a 6/9 creature when face blasting spells and more competitive creatures don't require the ramp?

45th — Catapult

0.30% Play Rate478 matches34.10% Win Rate$0.62

Like Ballista but even slower due to a higher cost pushing it later into a match when Light's Levy (oh, hello meta!) will steal it. Even outside of Light, Magic has much better ways to spend 5 mana like Stormstress, Monolith of Storms, or Guild Enforcer if they really want to.

46th — Sentry Post

0.10% Play Rate228 matches33.80% Win Rate$0.63

Honestly the closest to being viable for Magic, but it's still vulnerable to removal and uses up early-game mana Magic would rather trade cards with. The one exception is when Magic plays first: Rather than skip their turn, deploying this can expand their removal threat range. The question then becomes: How important are the deck slots Magic loses slotting this? In the current meta, important enough to leave this one collecting dust on the shelf.

47th — Prescient Spellbinder

0.10% Play Rate152 matches37.50% Win Rate$0.13

As mentioned, 3 mana is overcrowded in most Magic decks, so Magic would rather play an earlier option like Shadow Scryer to help setup their preferred 3-mana play. While not as popular, even Heka's Enchantress or Spellsight Seer can be more effective in helping Magic fish for important responses to the current meta's early-game Aggro deploys.

GENESIS — Top 10 MOST Played Cards

1st[C] Shadow Scryer42.90% Play Rate72,360 matches57.00% Win Rate$12.56
2nd[R] Ancient Texts25.70% Play Rate43,343 matches59.70% Win Rate$53.00
3rd[C] Flying Carpet20.40% Play Rate34,498 matches56.60% Win Rate$4.17
4th[C] Dimension Door8.10% Play Rate13,644 matches58.50% Win Rate$3.16
5th[C] Dimension Looper7.40% Play Rate12,569 matches51.60% Win Rate$3.18
6th[C] Warp Engineer7.10% Play Rate12,040 matches53.70% Win Rate$2.21
7th[C] Portal Wrangler6.00% Play Rate10,055 matches55.50% Win Rate$4.08
8th[E] Clone3.50% Play Rate5,944 matches56.20% Win Rate$130.50
9th[E] Lost In The Depths3.30% Play Rate5,591 matches56.50% Win Rate$89.33
10th[C] Levitate3.30% Play Rate5,523 matches55.80% Win Rate$1.42

8/10 cards for this top ten have a >55% win rate which is bonkers as far as these lists go. Given how quickly play rates drop off, there're a couple contextual details worth digging into.

First, Magic enjoyed a brief stint as the top deck shortly after the CSR changes went live. Their removal efficiency was so overtuned that cards like Crystal Rain and Leyhoard Hatchling were carrying other less-used cards to victory. That means some of these win rates are likely over-inflated thanks to carryover from that period of Magic dominance.

Second, the Portal Wrangler Magic combo deck had a recent resurgence that just so happens to incorporate all cards in this top ten except Dimension Looper. I'll dig into the combo a bit more with each of the cards, but the important thing to note is this created a niche in Magic's meta that can be misleading without context.

1st — Shadow Scryer

42.90% Play Rate72,360 matches57.00% Win Rate$12.56

A Vexing Vicar that trades Frontline for Foresee 1, something Magic much prefers for finding counters to the current Aggro-heavy meta. The survival keywords pair essentially guarantees Magic will get 1-2 uses out of Foresee unless their opponent is willing to give up card advantage through nonsense like 2x Viking Axewoman—which Magic is more than happy to facilitate.

It's also an excellent way to stall for the Portal Wrangler combo while looking for Lost In The Depths.

2nd — Ancient Texts

25.70% Play Rate43,343 matches59.70% Win Rate$53.00

Unlike other cards in this top ten—which I've suggested might have inflated win rates—this flexible removal spell's popularity is well-deserved. 1 mana for 2 (face!) damage is cost-effective, and the option of giving a creature Protected makes for expanded utility later in matches where 2 damage sometimes isn't enough to get the job done.

3rd — Flying Carpet

20.40% Play Rate34,498 matches56.60% Win Rate$4.17

The Roar effect is subtle in that it provides adaptive gameplay based on Magic's match-up. If you're facing a Domain with plink (Death, Deception, Magic, Nature), Ward denies the usual counterplay for 1-health creatures. For Portal Wrangler Magic, it provides Foresee on a decent creature body.

4th — Dimension Door

8.10% Play Rate13,644 matches58.50% Win Rate$3.16

1:1 card draw typically isn't appealing without a potent secondary effect that makes up for the stalled/delayed action, Otherwise, you're burning mana to fish for another card you didn't originally draw. This spell can remove said drawback by discounting the draw if it's cheap enough to be playable.

Rather than just "slimming" the deck, it can act as a proxy for removal by making 1-cost cards free if top-decked at the right time. When setup by Foresee like Shadow Scryer's, it's possible to play this when you know whatever you're drawing will be discounted.

5th — Dimension Looper

7.40% Play Rate12,569 matches51.60% Win Rate$3.18

While Aether decks are not as popular for the moment, there are enough Aether cards working their way into the meta that there's a decent chance you'll trigger the enhanced Roar effective if you're running new CSR Aethers like Static Aetherbug or Helpful Aetherfox. The fact that this can provide face damage is part of the reason it's finding play in some Magic decks. Unfortunately, it's competing with Leyhoard Hatchling, a situationally superior alternative.

6th — Warp Engineer

7.10% Play Rate12,040 matches53.70% Win Rate$2.21

Outside of the obvious utility of gaining a free 1/3 and a 2-mana discount off something else, this is a critical piece of the Portal Wrangler combo deck. Since Portal Wrangler costs 4 mana, Magic needs a pair of these to reduce its cost to 0 for the combo.

7th — Portal Wrangler

6.00% Play Rate10,055 matches55.50% Win Rate$4.08

Before explaining the combo, this can pair well with a Leyhoard Hatchling (Hatchling > Portal Wrangler > Hatchling) to net three creatures and 8 damage for just 4 mana after applying various discount sources.

That aside, the most basic form of Portal Wrangler Magic is as follows:

  1. Mulligan for Lost In The Depths.
  2. Use 1-cost cards that provide Foresee or Draw if you don't get it.
  3. Run 2x Lost In The Depths to remove said 1-cost cards from your deck.
  4. Run 2x Warp Engineer to reduce a Portal Wrangler's cost to 0.
  5. Run 2x Clone to make a copy of the 0-cost Portal Wrangler.
  6. Run 1-2x Portal Wrangler and fill the board with 0-cost copies.

Additions to the combo include Frumentarii Researcher (damage from playing Mystics), Friendly Mimic (copy played Portal Wrangler to sustain the combo), and many other creative 2-cost or higher cards that synergize with a flood of endless 3/4 Mystics. Look up the combo to get a better understanding of how it works, as I'd need an entire post to explain all of the intricacies involved.

That said, one of the weaknesses for the deck is (Light) Aggro, as the deck shines against Control decks that let Magic establish the combo. For this reason, play rates are low enough to be considered niche rather than truly meta viable. I think more experienced players familiar with the combo pulled out their old decks, spruced them up, and surprised a number of newer players that were unaware of its existence when attempting to EZ mode Weekend Ranked with their budget Aggro Light decks.

8th — Clone

3.50% Play Rate5,944 matches56.20% Win Rate$130.50

This can be used to generate additional Leyhoard Hatchlings, but it's mainly being used to setup the Portal Wrangler combo. The high price of this and the next card contribute to why the combo isn't as popular (or accessible) as it once was.

9th — Lost In The Depths

3.30% Play Rate5,591 matches56.50% Win Rate$89.33

This clears out the 1-cost cards Magic uses to fish for this spell to prep the Portal Wrangler combo. I legitimately don't know of any other effective uses outside of said combo, but please leave a comment if you do!

10th — Levitate

3.30% Play Rate5,523 matches55.80% Win Rate$1.42

If the identical play rate to Lost In The Depths wasn't a clue, this provides Portal Wrangler Magic with card draw for finding Lost In The Depths faster.

GENESIS — Bottom 10 LEAST Played Cards

33rd[C] Runestorm0.1% Play Rate165 matches38.20% Win Rate$0.90
34th[C] Rift Scholar0.10% Play Rate158 matches52.80% Win Rate$0.46
35th[R] Salvaged Sentinel0.10% Play Rate154 matches46.80% Win Rate$1.84
36th[C] Engaged Enchanter0.00% Play Rate79 matches39.20% Win Rate$0.50
37th[R] Advocate of Brilliance0.00% Play Rate63 matches50.80% Win Rate$1.21
38th[C] Arcana-Daemon0.00% Play Rate61 matches47.50% Win Rate$0.50
39th[R] Chainflip0.00% Play Rate52 matches34.60% Win Rate$1.84
40th[R] Exoscout0.00% Play Rate44 matches47.70% Win Rate$1.50
41st[C] Pocket Channeler0.00% Play Rate20 matches20.00% Win Rate$0.49
42nd[L] Shadow Prince0.00% Play Rate19 matches26.30% Win Rate$30.60

All my Magic homies hate these cards (and you probably should, too). There are a few oddities in the win rates we'll discuss below, but I feel confident chalking most of it up to extremely small sample sizes benefiting from meta-viable decks that include copies of these less cards for whatever reason.

33rd — Runestorm

0.10% Play Rate165 matches38.20% Win Rate$0.90

While I initially saw a lot of chatter involving this spell after the CSR, it's clear that its usefulness didn't pan out after the meta worked itself out. It competes with other more useful spells at 5 mana, and the additional Runes aren't guaranteed to be useful. One of the most common uses I've seen is filling the hand in order to play a cheap Leyhoard Hatchling, but Magic usually has sufficient card draw to reach max hand size before needing this spell.

34th — Rift Scholar

0.10% Play Rate158 matches52.80% Win Rate$0.46

Draw 2 is nice, but the new Cram (3-cost Draw 2 spell) is more practical. Even Rune Viper Tincture seems more appealing with Draw 3 for the same mana cost. It seems like power creep has rendered this an over-costed deploy in today's meta.

35th — Salvaged Sentinel

0.10% Play Rate154 matches46.80% Win Rate$1.84

Spending 7 mana on a 6/6 that can only target a creature with its Roar is the main problem holding this back. It might see more play after a future boost to the Atlantean theme, but cards like Demogorgon, Dralamar or Inferno are likely going provide more impact for Magic in the current meta.

36th — Engaged Enchanter

0.00% Play Rate79 matches39.20% Win Rate$0.50

There is value to be had in being able to repeatedly filter your next card draw, but Magic has an abundance of 2-cost creatures and removal that crowd its place in a deck. Shadow Scryer also provides a more reliable version for 1 mana that is likely to stick around longer.

37th — Advocate of Brilliance

0.00% Play Rate63 matches50.80% Win Rate$1.21

Here we have a nasty case of conflicting purposes inflating this creature's cost. Unless already winning, this Aether won't help secure the board and is too slow to help recover it. You'd need 7+ mana to play this and a boosted spell unless you've saved a freebie that was previously discounted. Put differently, a Magic deck that wants Spell Boost has better options that are more cost-effective and better designed to support spell blasting.

38th — Arcana-Daemon

0.00% Play Rate61 matches47.50% Win Rate$0.50

This actually appeals to me, as it's the only 3-cost source of Spell Boost until Mortal Judgment adds a 3/1 version, Bold Scholar, with Echo and Frontline. The problem is Magic needs other creatures on the board to make use of the Roar, but no currently meta-viable deck provides this. Aggro Magic is built around Oni Spellsword and friends while Spell Boost Magic has nifty combos and Dralamar to achieve its win condition.

The goal for deploying this is to give something survivable Spell Boost while bringing a 4/2 threat into play that distracts from the Roar target. Unfortunately, this is too slow against the Aggro Light armageddon we're currently experiencing.

39th — Chainflip

0.00% Play Rate52 matches34.60% Win Rate$1.84

Best case scenario, you remove the target from play for one round of turns. Worst case scenario, RNG brings back something worse and you ask yourself why you're not running better removal spells. I can see the appeal of resetting a creature heavy-laden with +X/+X, but Magic seems to do just fine with more permanent solutions despite the lower damage output.

40th — Exoscout

0.00% Play Rate44 matches47.70% Win Rate$1.50

Magic Atlanteans isn't currently rockin' it out in the meta, so the synergies that could support playing this aren't there to compensate for the poor creature base and non-immediate effect. At 6+ mana, 1 damage isn't enough to deter late game creature deploys, and Magic has better 6-cost cards that can secure or recover control of the board.

41st — Pocket Channeler

0.00% Play Rate20 matches20.00% Win Rate$0.49

To be blunt, Spell Boost is useless if you can't benefit from it. You need more than 5 mana to ensure you get the extra damage, or you need to discount spells in anticipation of the deploy. With Stormfield's CSR changes bringing it down to just 2 mana, it's far easier to go wide with Magic, dole out 1-6 Spell Boost, and drop a spell our two with your leftover mana. Without Ward or some other protection, this Spell Boost source is too vulnerable to counterplay and entirely too costly for the current menta.

42nd — Shadow Prince

0.00% Play Rate19 matches26.30% Win Rate$30.60

Cool concept, but utterly useless unless Magic is stuck in a Control vs. Control battle that requires card advantage to win. However, at 7 mana, standard Control decks bring out the big guns that are unlikely to have any trouble kicking this to the curb before casting follow-up spells. Alternatively, is Draw 2 worth 7 mana in the late-game if Magic's opponent promptly removes this with a spell? The numbers (and price) speak for themselves.

TRIAL OF THE GODS — Top 10 MOST Played Cards

1st[R] Form of Power18.70% Play Rate31,605 matches58.70% Win Rate$26.83
2nd[L] Pallas' Wand18.50% Play Rate31,267 matches59.80% Win Rate$90.32
3rd[L] Pallas, Champion of Magic7.20% Play Rate12,125 matches55.90% Win Rate$51.98
4th[E] Recovered Knowledge6.00% Play Rate10,119 matches61.20% Win Rate$12.87
5th[C] Planetar Sage5.90% Play Rate9,943 matches51.60% Win Rate$1.53
6th[C] Form of Wisdom4.50% Play Rate7,603 matches61.90% Win Rate$1.42
7th[E] Form of Unity3.30% Play Rate5,619 matches55.30% Win Rate$15.27
8th[C] Spellbound Goblin2.90% Play Rate4,867 matches49.10% Win Rate$0.82
9th[R] Trial of the False Reflection2.10% Play Rate3,525 matches42.80% Win Rate$7.09
10th[L] Majes, Spectral Philosopher1.20% Play Rate1,995 matches55.10% Win Rate$15.37

Once again, even with the drop off in play rates, the win rates are particularly elevated compared to the norm. There are a couple cards that drop below 50% (wut doing, Trial of the False Reflection?!), but most are in the 55-60% range. As with the previous set, this report's numbers feature the time period where Magic stomped the meta for a while before receiving nerfs that brought it back to the mortal place of existence while paving the road for Aggro Light to step in.

What that means is while most of these cards are very effective, all of the higher numbers should be treated as slightly lower than face value to get a sense of where they fit into the meta, now.

1st — Form of Power

18.70% Play Rate31,605 matches58.70% Win Rate$26.83

The value of this spell is undeniable. It doesn't have the guaranteed face damage Ancient Texts does, but its raw damage output is greater when there's a creature on the board. I consider this a staple spell for Magic mains.

2nd — Pallas' Wand

18.50% Play Rate31,267 matches59.80% Win Rate$90.32

While already useful for its ability to generate a steady stream of cards, I anticipate a significant jump in both demand and utility when Echo comes crashing into town. Unless Magic's opponent is running relic removal, this should be able to provide Draw 1 indefinitely once Mortal Judgment is released.

3rd — Pallas, Champion of Magic

7.20% Play Rate12,125 matches55.90% Win Rate$51.98

The flexibility of this is incredible given that it can mess with Void abuse decks and fish for spell fillers. The RNG nature certainly contributes to its lower rates relative to other Magic legendaries, but for those with an extra slot or two in their deck, this is a solid luxury include.

4th — Recovered Knowledge

6.00% Play Rate10,119 matches61.20% Win Rate$12.87

Much like older cards with Delve, the usefulness of this spell is relative to what it can retrieve from the Void. In this case, newer cards like Aethersnap and Cram from the CSR or Defend the Ramparts and Vow of Learning from Divine Order seem to have significantly increased its appeal.

5th — Planetar Sage

5.90% Play Rate9,943 matches51.60% Win Rate$1.53

Some decks rely on the Sanctum to obtain important counters their Domain has less access to. My assumption, here, is some players are leaning into Aether Magic given the number of meta-viable Aethers that already exist outside of of the them. This is under-costed with the Afterlife trigger, so it's like a strictly better version of the Neutral Wetlands Ogre/Manticore Hulk (4-cost 4/5) for Magic when running several Aethers.

6th — Form of Wisdom

4.50% Play Rate7,603 matches61.90% Win Rate$1.42

As one of the few cost reduction sources not bound by Magic's total unlocked mana, this has the ability to push out (or prep) a 3-cost spell on the first turn. This is pure top-decking RNG, but Magic's abundance of Foresees the "chance" aspect of this spell towards a planned strategy if used later in the game. Still, the win rate seems a tad high given Magic's narrow selection of 3-cost spells.

7th — Form of Unity

3.30% Play Rate5,619 matches55.30% Win Rate$15.27

As the win condition for many Spell Boost decks, the biggest takeaway from these numbers is that Spell Boost Magic isn't as popular in the current meta. With how fast Aggro decks are, right now, Magic may be having trouble keeping their side of the board filled enough to make use of the usual 1-2x Stormfield > Form of Unity combo. The time normally spent setting it up might be just enough for Aggro to secure a winning position, right now.

8th — Spellbound Goblin

2.90% Play Rate4,867 matches49.10% Win Rate$0.82

I previously pointed out the problem with Advocate of Brilliance overburdening itself with abilities, but this source of relic removal has appeal for Spell Boost Magic. Unfortunately, I just finished explaining that Spell Boost doesn't seem to be as effective in the current meta as it used to be. I'm sure there are players enjoying some level of success playing it, but I'd imagine they don't have as much freedom to include less optimized cards like this while the meta is so aggressive.

9th — Trial of the False Reflection

2.10% Play Rate3,525 matches42.80% Win Rate$7.09

Common to various late-game trick decks, I legitimately believe this is a "win more" spell that doesn't see much (effective) play outside of matches where Magic has already won but is "playing with their food".

10th — Majes, Spectral Philosopher

1.20% Play Rate1,995 matches55.10% Win Rate$15.37

The low play rate suggests that this legendary is effective, but it requires thoughtful deck construction in order to fully utilize each of the spells granted by the Roar effect. In other words, Magic needs a strategy designed around the Form trio and it is likely more complicated to play than other more popular Magic decks.

TRIAL OF THE GODS — Bottom 10 LEAST Played Cards

11th[R] Mana Auditor1.10% Play Rate1,826 matches46.30% Win Rate$3.17
12th[L] Archimea, Arithmancer0.90% Play Rate1,544 matches56.60% Win Rate$20.22
13th[R] Arcane Burst0.40% Play Rate633 matches51.20% Win Rate$1.31
14th[R] Antemion's Reflection0.40% Play Rate611 matches48.60% Win Rate$1.33
15th[R] Archvisionist0.30% Play Rate505 matches46.50% Win Rate$1.02
16th[C] Rod of Rodents0.30% Play Rate455 matches45.90% Win Rate$0.34
17th[C] Aether Herald0.30% Play Rate427 matches44.50% Win Rate$0.37
18th[C] Academy Familiar0.10% Play Rate213 matches45.10% Win Rate$0.38
19th[R] Pallas' Incantation0.10% Play Rate134 matches35.10% Win Rate$1.08
20th[C] Blessing of Magic0.00% Play Rate31 matches29.00% Win Rate$0.49

Outside of Archimea (56%!) and Arcane Burst with the only positive win rates, everything on the list suffers for one reason or another. It's my opinion that most of these cards are passive or delayed in terms of there ability to influence the board. The other issue is Aether Magic isn't currently established in the meta. As I pointed out earlier, there are solid Aethers in the meta, but they aren't enough to prop up a full Aether theme.

11th — Mana Auditor

1.10% Play Rate1,826 matches46.30% Win Rate$3.17

Triggering the Roar let's you fast-track to 7 mana the following turn whether you used an extra mana at 5.5 or summoned this from 6 flat. The problem is Magic often needs all of its mana each turn to properly stall the current Aggro decks its likely to face. This dynamic typically plays out until around 7-8 mana when Magic has suppressed the Aggro deck long enough to get something into play like Helian Elite or secured the board with 5-6 mana Frontliners.

I strongly believe Aether Magic is going to find a niche after Mortal Judgment thanks to a couple new early-game Aethers and additional removal options, but it'll need to figure out a strong answer to the current early-game Aggro plays and the forthcoming Death Anubians. Perhaps something like an Aether Control hybrid.

12th — Archimea, Arithmancer

0.90% Play Rate1,544 matches56.60% Win Rate$20.22

This strikes me as a mixture of "win more" and combo enabling, as the mana refresh is similar to the controversial Dralamar. It can achieve similar win conditions via Static Aetherbug, but additional prep work is required to get the win condition off the ground given the refresh is capped to 1 mana. If successful, Archimea can occasionally win games sooner than Dralamar, but it's far less consistent. For this reason, play rates are likely low only because Dralamar is the more reliable pony to bet on in the current meta.

Personally, I think running both mana engine legendaries with real Static Aetherbugs and Aethersnaps gives Magic the option of throwing out Archimea to buy time for Dralamar, the main event.

13th — Arcane Burst

0.40% Play Rate633 matches51.20% Win Rate$1.31

This is by no means a bad spell, but it's severely outclassed by the latest Spell Boost decks that are, themselves, also not quite cutting it in the current meta. That said, Magic is gaining THREE new low-cost damage spells:

  • [1] Reject Damage with Empower 1 to Deal 4 (plus an obliteration cost)
  • [1] Surpassing Blast with Empower 3 to Deal 4
  • [3] Crackling Bolt with Empower 2 to Deal 8 to a creature

The introduction of Empower allows for getting more umph out of low-cost cards without losing the base cost for conditional triggers like Arcane Blast. I'll be curious to see if this gives Magic enough direct-damage spells to try a Burn deck reminiscent of MTG Red Burn decks, but it's hard to say if it'll be faster or more effective than a board full of Spell Boost and Form of Unity.

14th — Antemion's Reflection

0.40% Play Rate611 matches48.60% Win Rate$1.33

This is over-costed unless Magic picks up at least one keyword from the Roar effect. Ideal combinations are Blitz/Protected and Protected/Ward—both of which can be somewhat consistently acquired in the current Aggro-heavy meta. That said, Crystal Rain and Shaped Blast are also 5 mana to play, and by this point in a match Aggro boards tend to be filling up. Magic is left to choose between deploying a beefcake or decluttering the board.

With how easily Aggro currently builds up a position via +X/+X, it's no surprise that Magic has overlooked this dynamic Aether.

15th — Archvisionist

0.30% Play Rate505 matches46.50% Win Rate$1.02

As I've explained, Aether Magic needs a few more pieces before it can compete in the current meta. It's possible Mortal Judgment will open the door for that development, but for now the current meta is unfriendly to the Aether theme.

16th — Rod of Rodents

0.30% Play Rate455 matches45.90% Win Rate$0.34

You can have this, or you can have Lightning Talisman. It'll be one of the easiest choices you'll make today.

17th — Aether Herald

0.30% Play Rate427 matches44.50% Win Rate$0.37

Same Aether Magic, different verse. I like the synergy possible through this, and I think this Roar effect could contribute to the Burn Magic deck I alluded to with Arcane Burst. Unfortunately, Magic isn't quite ready for that archetype, nor are Aether decks.

18th — Academy Familiar

0.10% Play Rate213 matches45.10% Win Rate$0.38

Stepping over the Aether theme, the resetting strength is likely what keeps this from being viable. If the trigger was limited to once per turn and permanent, this might've been a popular deploy in a variety of Magic archetypes. Unfortunately, it seems that this Familiar's only chance to escape the dusty shelf is through the expansion of the Aether theme. I'll be looking to see a positive change in these numbers once Mortal Judgment has had time to shift the meta.

19th — Pallas' Incantation

0.10% Play Rate134 matches35.10% Win Rate$1.08

Just no. The meta is all about cheap creature spam, so the 6-cost transform restriction renders this spell useless for Magic. Further, exactly how many 6-cost creatures is Magic going to let accumulate on the board before doing something about it? Just bring the 5-cost Ratify for easy spot treatment of an unfavorable board state!

The only alternate use I see for this card is against Void abuse which is currently limited to Death in the current meta. Unfortunately, Mythic players are clearly looking elsewhere for Death counters.

20th — Blessing of Magic

0.00% Play Rate31 matches29.00% Win Rate$0.49

Magic will get more mana clearing the board with removal than it'll ever get from running Favor generation. Magic's only other Favor source is the previously discussed Planetar Sage, and its Favor-based triggers are both late-game Neutral creatures. This just isn't worth the deck slots to run, as Magic usually has everything it needs to win without turning to the Sanctum for help.

DIVINE ORDER — Top 10 MOST Played Cards

1st[C] All-Seeing Spire78.10% Play Rate131,978 matches53.00% Win Rate$0.09
2nd[L] Demetrios, Playwright53.10% Play Rate89,765 matches56.10% Win Rate$11.59
3rd[E] Vow of Learning51.40% Play Rate86,844 matches53.20% Win Rate$2.13
4th[R] Miraculous Familiar49.70% Play Rate84,011 matches52.40% Win Rate$0.51
5th[L] Vortimer the Volatile40.70% Play Rate68,812 matches56.50% Win Rate$9.31
6th[R] Defend the Ramparts38.30% Play Rate64,651 matches49.20% Win Rate$0.36
7th[E] Shaped Blast34.70% Play Rate58,601 matches50.40% Win Rate$1.60
8th[L] Monolith of Storms33.20% Play Rate56,085 matches55.50% Win Rate$11.35
9th[C] Labyrinth Guard33.00% Play Rate55,714 matches48.60% Win Rate$0.04
10th[R] Lightning Talisman24.00% Play Rate40,488 matches50.80% Win Rate$0.23

With a depth of play rates not too far behind the Core set, it's not surprising to see most of the top 10 has a positive win rate. I am surprised to see Defend the Ramparts and Labyrinth Guard with negative win rates, however, as both see enough play that you'd expect them to be worth the deck slots. Perhaps they're serving as budget filler for players wanting to use Magic without investing too heavily in the more expensive alternatives?

1st — All-Seeing Spire

78.10% Play Rate131,978 matches53.00% Win Rate$0.09

If Magic's opponent isn't running the right kind of removal, this Structure provides Draw/Foresee 1 twice before losing Order. What makes it a no-brainer deploy is Magic doesn't actually care if it's immediately removed from the board. If a spell is used, Magic has subtly gained card advantage by drawing a card before removal can respond. Magic trades a structure for a spell and replaces it with a new card. Even when countered by Roar removal (Athenian Archers, Munosian Infiltrator, etc.), Magic has AoE removal ready to reclaim card advantage.

If, as is often the case, Magic's opponent doesn't have a source of removal ready to go, Magic gets free card advantage and deck filtration. This is most often what causes non-Magic players to scratch their heads later in the match when they have 1-2 cards in hand compared to the 5+ Magic is rocking by snowballing card advantage into a win condition.

2nd — Demetrios, Playwright

53.10% Play Rate89,765 matches56.10% Win Rate$11.59

Just like the previous card, Order makes this a sticky creature that requires some form of removal to address. That removal often incurs card disadvantage, as the Roar effect puts a 1-cost Deal/Draw 1 in Magic's hand that snowballs into a 5-cost Deal/Draw 5. A Demetrios > All-Seeing Spire opener for Magic might not immediately address early threats from Aggro decks, but it provides a card advantage engine that keeps chugging for many turns thereafter.

3rd — Vow of Learning

51.40% Play Rate86,844 matches53.20% Win Rate$2.13

The flexibility of this spell is what earns it a place in the current meta. It provides multiple methods of acquiring card advantage (Damage/Damage or Damage/Protected) while offering Ward as a situational pre-emptive measure (like shielding the previous Order creatures).

4th — Miraculous Familiar

49.70% Play Rate84,011 matches52.40% Win Rate$0.51

Once again, we have early-game card advantage, but it isn't as difficult to address. There is such a thing as quality over quantity when it comes to card advantage, however, as sometimes this RNG spell draw yields duds. This inconsistency is something the new Reject Dogma will benefit from (as I mentioned above) by obliterating a useless card in exchange for Deal 4 and Draw 1. So, while already a popular deploy, I expect to see a slight bump in its play rate as a result of this interaction and the additional Aethers in the new set.

5th — Vortimer the Volatile

40.70% Play Rate68,812 matches56.50% Win Rate$9.31

Sure, why not cram more card advantage into Magic? The first trigger only requires 1 spell before needing at least 2 for each additional draw. This creates a self-fulfilling mechanic that requires direct intervention to stop. This is surprisingly difficult to do, as we've already covered four early-game card advantage creatures in just this top 10!

6th — Defend the Ramparts

38.30% Play Rate64,651 matches49.20% Win Rate$0.36

Vow of Learning provides 1 + 2 damage for 3 mana, so getting 2 + 2 (or 3 + 3!) for the same cost should yield a similar result, no? It seems that being able to swap damage for Protect/Ward is more effective, however, as it yields a 4% better win rate. I'm going to argue that this is an automatic 2x include for Structure Magic while Vow of Learning is better suited to Aggro Magic and Oni Spellsword (Protect!).

You can technically combine all of the above, but Structure Magic slants more heavily towards Spell Boost face blasting than Aggro Magic. There isn't enough room in a Magic deck to run all of both archetypes and the usual suite of spells, so picking one over the other contributes to a more reliable playstyle.

7th — Shaped Blast

34.70% Play Rate58,601 matches50.40% Win Rate$1.60

While some players aren't worrying about whether or not they'll blast their own creatures with this, it definitely lends itself to Control Magic where Frontline creatures feature prominently. That said, Control decks seem to be struggling against Aggro Light, in particular, because it's capable of streaming out endless 2/2 Acolytes while stacking health beyond what AoE removal can usually handle.

8th — Monolith of Storms

33.20% Play Rate56,085 matches55.50% Win Rate$11.35

Acting as a win condition in many Magic archetypes, it's not often that Magic isn't able to get at least 6 damage off the Ability. What I've noticed, however, is it's showing up in fewer matches over time due to Dralamar and the previous Leyhoard Hatchling taking over. Even the previously discussed Portal Wrangler combo sidelined this.

With Mortal Judgment's release, I expect this to sink further into obscurity while "new shinies" distract Magic players for a while. Whether the new meta will find a renewed interest in this Monolith is uncertain, but I can't argue with its effectiveness for those choosing to remain loyal to it.

9th — Labyrinth Guard

33.00% Play Rate55,714 matches48.60% Win Rate$0.04

As a hallmark of Control Magic, its negative win rate is indicative of the archetype's difficulties in the current meta. What was once a highly effective stalling deploy against Aggro has been neutered by two Light removal spells: Wrong Path (put creature on top of deck) and Excommunicate (put creature on bottom of deck). Both spells cost less than this beefy Frontliner and are incredibly effective and ensuring Light continues to smash face through whatever resistance Control Magic tries to muster.

So long as Aggro Light dominates the meta (or at least these spells remain unchanged), this pacifist is going to be hating life. I'd go so far as to suggest the play rate will actually see a jump when we pull the numbers from April as Magic players have been scrambling for anything that might slow Aggro Light.

10th — Lightning Talisman

24.00% Play Rate40,488 matches50.80% Win Rate$0.23

Generating up to 9 reactive damage, this relic is an easy shoe-in for Magic decks trying to buy time in a fast-paced meta. Unfortunately, Aggro Light is all about health and fitness, so I can't imagine this secures kills so much as it provides opportunities for Magic to stack on the additional removal necessary to overcome Light's health ramp. It's also effective at pinging Protect/Ward.

DIVINE ORDER — Bottom 10 LEAST Played Cards

20th[E] Snowstorm Spire1.60% Play Rate2,721 matches44.80% Win Rate$0.29
21st[C] Magnetic Blast1.50% Play Rate2,587 matches44.40% Win Rate$0.02
22nd[C] Grumpy Chest0.80% Play Rate1,432 matches45.50% Win Rate$0.02
23rd[C] Enchanted Chariot0.70% Play Rate1,241 matches44.50% Win Rate$0.02
24th[R] Scholar of Power0.70% Play Rate1,196 matches44.20% Win Rate$0.03
25th[C] Unproven Incantation0.70% Play Rate1,141 matches42.80% Win Rate$0.02
26th[R] Pillar of Lightning0.70% Play Rate1,132 matches40.20% Win Rate$0.03
27th[R] Volcanic Watcher0.50% Play Rate897 matches40.10% Win Rate$0.08
28th[C] Ghost Form0.20% Play Rate272 matches39.30% Win Rate$0.02
29th[C] Armadillo Familiar0.00% Play Rate80 matches26.30% Win Rate$0.02

I'm not surprised by this list, but I'm certainly disappointed given that Enchanted Chariot and Scholar of Power went from being viable to not only to get locked in. I don't like to soapbox rant too much, but allowing this many cards from the most recent set to essentially rot shouldn't happen. There are situational uses for some of these cards (like when not playing in mythic), but definitely not in the current meta.

20th — Snowstorm Spire

1.60% Play Rate2,721 matches44.80% Win Rate$0.29

If the goal is to build up Spell Boost, waiting to start until 5 mana is probably too late. Stormfield is a thing that—while (currently) not seeing a lot of play—is much more effective at setting up a Spell Boost deck. God Ward is nice, but Magic has cheaper methods of applying it. Because Divine Order is now locked, I don't see this Structure seeing much play. . . ever.

21st — Magnetic Blast

1.50% Play Rate2,587 matches44.40% Win Rate$0.02

Previously at least a 1x include for dealing with Aggro Nature, it's lost appeal thanks to Armor getting progressively squashed rather than mechanically altered to allow for 2+ Armor values. I've seen a handful of combos involving self-triggering the damage with Bronze Gate or Guardian Simulacrum, but neither is potent enough to build a deck around.

22nd — Grumpy Chest

0.80% Play Rate1,432 matches45.50% Win Rate$0.02

If the goal is to draw cards, All-Seeing Spire is strictly better. It might not be able to attack, but you're guaranteed at least one draw per turn while it's alive (not counting the Foresee). This mimic might score 1-2 draws, but it's vulnerable to a number of removal options (Light's Levy) that can deny the draws outright.

23rd — Enchanted Chariot

0.70% Play Rate1,241 matches44.50% Win Rate$0.02

I originally thought this would be used to pull Monolith of Storms from the deck when everyone was living in fear of Magic's face blasting potential. Then the CSR landed, and nothing was as expected. This was instantly abandoned, and unless a future win condition presents itself in the form of a Structure, it's unlikely to ever see play.

24th — Scholar of Power

0.70% Play Rate1,196 matches44.20% Win Rate$0.03

Sadness.

This kit has so much bloat that it fails to do any one thing effectively. Now that it's locked in, something would need to be released that sneaks this Aether onto the board for less than 7 mana, otherwise it leaves too much room for counterplay. Magic would need to have considerable Spell Boost on the board a full turn prior to deploying this, but it begs the question: Why waste time running this when you can play the spell directly?

Another 2 Spell Boost is unlikely to matter unless we're talking about an AoE boardwipe against a stacked midrange deck. That hasn't been commonplace since Midrange Nature was topping the charts, and it seems like Mortal Judgment favors Aggro for most Domains over Midrange.

25th — Unproven Incantation

0.70% Play Rate1,141 matches42.80% Win Rate$0.02

In the right situation, this is a 7 damage spell with Blessed. The problem is Magic has enough alternative sources of removal that don't require follow-up to maximize their effectiveness. This spell also threatens card disadvantage if Magic ends up trading cards 2:1 with their opponent. That's working backwards in a Domain flush with card advantage.

26th — Pillar of Lightning

0.70% Play Rate1,132 matches40.20% Win Rate$0.03

There's value here, but it's too slow relative to the current meta. I suspect this will sneak back into niche decks down the road (especially if Magic gains access to Blitz!), but it's taken a back seat to Lightning Talisman for now.

27th — Volcanic Watcher

0.50% Play Rate897 matches40.10% Win Rate$0.08

This is Magic's version of Empyrean Pacifist, but Magic lost access to Neutral +X/+X creatures when they shuffled into various Domains with the CSR. This plays like a strictly inferior Street Conjuror outside of any synergies Atlantean can provide (currently not much).

28th — Ghost Form

0.20% Play Rate272 matches39.30% Win Rate$0.02

Order doesn't prevent removal, and Magic's top deploys are unlikely to benefit from added Order without triggers like Deception's. This makes the spell an over-costed source of Draw 1.

29th — Armadillo Familiar

0.00% Play Rate80 matches26.30% Win Rate$0.02

The Armor ramp is interesting, but it fails to anything that ties removal to total health. It's also vulnerable to normal removal for at least one full round, as it's extremely unlikely Magic can deploy this and play 2 spells early on. This means the most efficient time to deploy is later when extra mana can beef it up, but that seems like a lot of work for a subpar creature.

Again, feel free to leave feedback if you feel I've missed important card interactions or misjudged specific card value. Magic is a heavily nuanced Domain that offers many powerful interactions that aren't always immediately apparent.

This concludes our Magic meta report for March of 2022, and we're working overtime to get Death out ASAP to round out the Domains! Once released, we'll give everything a short breather while Mortal Judgment establishes a new meta we can start to dig into.

Sources

Images

https://market.x.immutable.com/

Data

https://cardsunchained.com/

Set Spreadsheets

Twitter

https://twitter.com/TheJungleBoy4

Sort:  

God Unchained is a game I've wanted to try for a long time, and when I manage to find the time to do so (hopefully soon) your posts will come in very handy.
As for this post: quality and lots of information
Great work!
!PGM
@tipu curate

Sent 0.1 PGM/LVL/1 STARBITS tokens to @libertycrypto27, @entrepidus

remaining commands 7

Buy and stake 10 PGM token to send 0.1 PGM per day,
100 PGM token to send 0.1 PGM three times per day
500 to send and receive 0.1 PGM five times per day
1000 to send and receive 0.1 PGM ten times per day

image.png
Discord image.png

Support the curation account @ pgm-curator with a delegation 10 HP - 50 HP - 100 HP - 500 HP - 1000 HP

Get votes from @ pgm-curator by paying in PGM, here is a guide

Create a HIVE account with PGM from our discord server, here is a guide

I'm a bot, if you want a hand ask @ zottone444

GU is probably more of a time investment than SL given that you can't rent cards right away. This means if you're interested in playing, I'd strongly recommend reading posts from the community, watching a few streams, checking the subreddit, etc. (in your free time) to become familiar with how things work.

Also, if you do get started and begin posting about it, feel free to give me a ping! I'll be sure to swing by in case you need anything :)

I honestly don't think Leyhoard is good anymore, are the winrates from Mythic or all ranks?

Loading...

I can see that this has been in the making for a while. Ancient Text at $53, it bottomed at ~24 and is sitting at 33 now.

Yes and no.

Because this is the March report (hence the title), we're trying to establish a baseline from an entire month's worth of data rather than just one weekend. This helps us avoid trying to hit a moving target while making these posts, and it provides historical value. I've mentioned this in some of the earlier reports—perhaps I should add a disclaimer section—but many of these numbers are different if you look at them today.

Ancient Text was in the $50's right up until the beginning of April when the price decline you mentioned started. Thus, when we do a follow-up to these meta baselines, they'll have more recent pricing data. It might seem weird to use older data, but consider what you can infer by knowing the price was in the $50's before crashing to the $20's-$30's: Ancient Texts doesn't have the same demand it used to.

I suspect that some of the new Mortal Judgment spells have devalued it by offering competitive alternatives.

Well written...where are the memes? !1UP

Don-1UP-Cheers-Cartel-250px.png

You have received a 1UP from @spiritsurge!

The following @oneup-cartel family members will soon upvote your post:
@oneup-curator, @bee-curator, @pimp-curator, @thg-curator, @vyb-curator, @pob-curator, @neoxag-curator
And they will bring !PIZZA 🍕

Learn more about our delegation service to earn daily rewards. Join the family on Discord.

Congratulations @entrepidus! You have completed the following achievement on the Hive blockchain and have been rewarded with new badge(s):

You made more than 500 comments.
Your next target is to reach 600 comments.

You can view your badges on your board and compare yourself to others in the Ranking
If you no longer want to receive notifications, reply to this comment with the word STOP