In Development - Exploring the Edges and Ravines

February 2nd, 2010

Toward the end of this week, I’ll be submitting a research proposal to the NIH. The research my collaborators and I are proposing will include a tremendous amount of systematic analysis aimed at better understanding the nature of fundamental microbial biology.

I mention this because the release of a new set affords us the opportunity to apply some systematic analysis before we decide on our first deck designs in the new Standard and Extended formats. In fact, this is the time when it serves us best to be analytical, because it’s an especially easy time to fall victim to narrative and assumption.

Narrative and assumption undergird a lot of our poor decisions generally, and our misunderstanding of card value and deck design in particular. ‘Narrative’ is our tendency to fix on an explanation that sounds good without ever bothering to test it. Stock market reports are rife with narrative. “The market went down today as traders responded to poor reports from the job sector.” Do you suppose the news agency carried out a representative poll of stock traders and asked them what drove their behavior that day?

Probably not. Instead, the reporter found an explanation that sounded fine to him, and ran with it.

In the same sense, I’ve seen a lot of interesting conversation around the new manlands following the release of Worldwake. I tend to think they’re undervalued right now, as lands that simultaneously fix your mana and beat face are simply tremendous. However, the conversation that really caught my attention was not just about whether animatable dual lands are good or not, but the assertion that they’d be “terrible in Jund.”

On the face of it, this is a reasonable narrative. Jund decks have tricky mana, and you already have a number of lands that either always or conditionally enter the battlefield tapped. A deck that can be completely shut down by a handful of janky blue enchantments certainly doesn’t seem like a viable candidate for adding even more “slow” lands.

It’s a reasonable narrative. But is it true?

The Ravine assay

When we’re trying to test a specific trait, we want to have the fewest possible number of moving parts. In scientific terms, we want to have just one variable to keep track of. This is a perpetual problem in Magic deck design and testing, especially in the immediate wake of a new set. We have 145 new cards to account for, some of which may render entirely new archetypes viable. This means, in general, we go with our fuzzy impression of the worth of certain cards as well as our broad knowledge of core deck building concepts such as the mana curve.

That said, I found myself with a very specific question on my mind last week.

Are the new creature lands “terrible in Jund?”

Based on my experience playing with and against Jund decks, I wouldn’t have been happy putting old-style lands such as Treetop Village into a Jund deck. The speed lost to them entering tapped would not be balanced by their abilities. In contrast, with the ability to swap in the new lands one-for-one with the M10 duals that already live in a Jund deck, I imagined that the potential speed loss would not be as severe – after all, those M10 duals frequently come in tapped in a Jund deck anyway. Given that, it was my hypothesis that the new Worldwake duals would yield more benefit than cost for a Jund deck.

I decided to test this hypothesis by evaluating in a system where I’d only be changing one variable – the M10/Worldwake dual mix. To make sure I was focusing on just that change, I decided to test a Jund mirror where that would be the only difference.

Here I’ll digress back to science again for a bit. Sometimes, when we change something, the effects are obvious. If I delete the gene that lets you metabolize sugar, you die. At other times, the effects are subtle. In those circumstances, we like to apply a “stressor” of some kind to accentuate any subtle effects. For example, if I delete the gene that lets you digest lactose, you may not notice it unless I stress you by having you drink a nice, tall glass of milk.

I wouldn’t want to stick around for the outcome on that one.

In this case, I figured that the appropriate stressor, given that I was testing a change in the mana base, was land destruction. With this in mind, I decided to test what was effectively a “pre-boarded” Jund mirror, using the following frame:

Ravine Test Jund (not recommended)

The “TEST SLOT” position was made up of some mix of Rootbound Crags and Raging Ravines to give a total of four R/G duals. For example, the Jund-3 test deck has one Rootbound Crag and three copies of Raging Ravine.

I then went ahead and tested near-mirror matches between the Jund-0 deck (containing 4 copies of Rootbound Crag) and each of the Jund test decks from 1 through 4. For clarity’s sake, that means:

Jund-0 (4 Crags, no Ravines) versus Jund-1 (3 Crags, 1 Ravine)
Jund-0 (4 Crags, no Ravines) versus Jund-2 (2 Crags, 2 Ravines)
Jund-0 (4 Crags, no Ravines) versus Jund-3 (1 Crag, 3 Ravines)
Jund-0 (4 Crags, no Ravines) versus Jund-4 (no Crags, 4 Ravines)

For each of these near-mirrors, I ran a set of six matches, with each deck on the play half the time. I used my general playtest mulligan rule, which boils down to “mulligan to six, and then keep mulliganing and stay at six cards.” I’ll explain that more in the future, but it’s a good time-saver if you have already done the basic testing on your mana and you’re now testing other aspects of the deck.

I’m reasonably sure this is not a statistically powerful evaluation of these matches, but I am just as sure that I couldn’t take that many Jund mirrors over the course of a weekend.

So what did I learn?

First, it’s kind of depressing to cascade right past one of your Ravines.

Second, there’s very little cost to having even up to four Raging Ravines in the deck in the place of Rootbound Crags. In my testing, there were a couple instances of a Raging Ravine cutting off one potential play on a single turn, but none of them were game-losing. Again, even at twenty-four games across four matchups, the sample size is small. However, consider that in the Jund-0 list that runs four copies of Rootbound Crag, the likelihood that you’ll be able to play an untapped Crag by turn three on the play is about 60%. Slightly more than half the time, you get that land untapped. Converting this to “never untapped” with the Ravine thus isn’t even the equivalent to swapping a normal land with a tapland – you’re getting an animatable land at about “half price” in this case.

Third, the Ravines rarely made a positive difference, either. Most of the time a Jund deck has some kind of viable play in hand, so your mana is constantly in use. Unlike Treetop Village and friends, the Worldwake lands require a minimum of three mana to activate. This means you’re typically unable to do something useful and animate one in the same turn. Note that I was testing the costlier Raging Ravine (four mana to activate) and a Jund deck could also profitably run Lavaclaw Reaches, which I did not test.

However, in the rare cases where a Raging Ravine managed to activate and not eat a Lightning Bolt, it was a real beast. A progressively growing 4/4 in the late game is tremendously hard to deal with, especially in an environment where the bulk of the playable creatures don’t deal more than four damage and decks depend on Lightning Bolt for removal.

The third discovery had nothing to do with my hypothesis going in, and that pushed me in a different testing direction altogether.

Testing the edge condition

One of the givens of scientific research is that you’ll often find that the most interesting result that comes out of your work doesn’t really relate to why you started the work in the first place. For example, you might have started studying extreme thermophiles simply because you were curious about how bacteria could live in boiling water. Later on, another researcher might have invented an amazing DNA amplification method that just needs some high-temperature enzymes to work. Combine the two, and you have PCR, the fundamental basis of much modern biotechnology and criminal forensic science.

If you were to look at my notes from the first round of Raging Ravine testing, you’d see “KRB” written in many of the game notes. That stands for “kicked Ruinblaster,” and it was often the deciding factor in many of the games.

This suggested that perhaps I ought to consider a completely different land from Worldwake. After all, if Ruinblaster is the deciding factor in so many Jund mirrors, what will Tectonic Edge do?

In looking at Tectonic Edge using my “Jund mirror” system, I was not going to simply swap Edges in one-for-one with color-producing lands. The mana base almost certainly wouldn’t stand up well to that kind of insult. Instead, I decided to start swapping in Edges in place of spells, swapping out some of the higher-cost action on the logic that although your Edges keep your opponent off mana and sometimes off a color as well, they also necessarily slow down your own mana development. The swap-out schedule looked like this:

1 Edge – Remove 1 Broodmate Dragon
2 Edges – Remove 1 Broodmate Dragon and 1 Garruk Wildspeaker
3 Edges – Remove 2 Broodmate Dragons and 1 Garruk Wildspeaker
4 Edges – Remove 2 Broodmate Dragons and 2 Garruk Wildspeakers

Then I went and ran another series of test matches as before between Jund-0 and Jund-TE1, 2, 3, and 4. The number is the number of Tectonic Edge swapped in, naturally.

By the way, it’s at Jund mirror number thirty-six or so where you really start to develop a headache.

So what did I learn this time around?

First, I literally never once found myself with a Tectonic Edge in hand, wishing it were one of the cards I’d sided out. There were no test games that turned on the absence of a Broodmate or a Garruk.

Second, Edge is significantly less effective than Ruinblaster. This comes down to the fact that you can hit a kicked Ruinblaster on your turn four on the play and take an opponent down to two lands. In contrast, a turn four Edge on the play does nothing in particular. In addition, Ruinblaster gives you a body, which means you can eat one of their lands and present a blocker if they already managed to get something onto the board.

Third, Tectonic Edge is tremendously effective at keeping someone off of their big mana spells. If your deck is engineered to work with about four mana, you can happily sacrifice your Edges to keep your opponent off of their five- or six-mana spells all day long. This came up in the test matches from time to time, but would be much more evident if your opponent chose to run a higher-end Jund deck featuring Siege-Gang Commander and other expensive cards.

General conclusions on Edges and Ravines

Although I was specifically asking about Tectonic Edge and the Worldwake duals in the context of Jund, I am more generally interested in their application in the upcoming Standard, and I think we can generalize from my observations here.

First, the Worldwake duals are legitimately amazing. They are quite playable in a deck with fairly picky mana requirements, which means we can expect them to be eminently playable in decks that only run two colors, or for which their three-color requirements are less stringent. Pretty much any G/W deck is going to want to run three or four copies of Stirring Wildwood, for example. Remember that we were already playing lands that enter the battlefield tapped just to fix two colors and perhaps gain a slight bonus of life. Getting that same color fixing combined with something to do with your mana from the midgame onward is tremendous.

Second, Tectonic Edge stands to really wreck decks that depend on getting to higher mana counts. It certainly appeared to be worth it to side in extra land over “action” spells in the test Jund mirrors. The ability to prevent big spells – or, indeed, to keep your opponent off a color – is also tremendous. Tectonic Edge is a “fixed” Wasteland in the sense that it’s not quite as much of a kick in the gut as Wasteland, but it is still quite good.

I’d convert these observations into the following actionable statements:

I recommend running Worldwake duals over M10 duals, unless extensive testing shows that it does not work in your specific build.

I think every deck will need to have four copies of Tectonic Edge in the main deck or the sideboard.

Both of these statements are meant for Standard, of course. I do think the Worldwake duals have a place in Extended as well, but I’ll need to do some more testing before I can say anything decisive about them.

I’ll close today by reiterating that I’m a big fan of just testing things out. It’s important that we critically evaluate our narrative thoughts, whether they’re “these lands are terrible in Jund” or “these lands will be amazing.” More to the point, it’s fun testing these options instead of just ruling them out ahead of time. As with any experiment, it’s exciting seeing what works, what doesn’t, and what unexpected results will lead you off in an entirely new direction.

15 Comments »

  1. With the manlands, did Jund-0 have to play differently when Jund-x had an active Ravine on the table? i.e. hold up a red to represent lightning bolt, red-black to represent terminate, etc, or have to keep removal in hand for the Ravine that might have been needed elsewhere? I’m not expecting to actually attack with my Ravines in Jund, I’m hoping that their presence will change how my opponent plays. Did that come up or could active Ravines be ignored since the player with the Ravine was too afraid to attack into Mountain?

    Comment by Jeff H — February 2, 2010 @ 10:39 pm

  2. Um… did Jund-1 actually play a ravine in 6 test matches? I’d bet you had many games where you were playing a pseudo-mirror (i.e. all cards drawn were common to both decklists). The probability of drawing ravine is pretty much going to be swamped by the noise of your small sample size.

    I’d reccomend your “stressor” to be some guaranteed ravine-finding mechanism.
    e.g. play a 59 card jund-4 deck with one ravine removed. Draw a 6 card hand at the start of the game and add a ravine to it. That way you get to see the effect of the card you’re interested in and won’t have to spend time on games where you don’t see the ravine.
    (Obviously, this only tests a subset of games where ravine is drawn - those where it is in your opening hand, but it does amplify the impact of the card which I think was the aim of the process)

    Also, this way you get to test normal builds of your deck instead of pre-boarded or LD-heavy versions which people may well not take to a tournament.

    Nice read though - good to see a scientific approach

    Comment by Sebastian — February 3, 2010 @ 3:35 am

  3. The ’scientific approach’ is not really usefull here as 6 matches say nothing about the difference between 1 and 2 ravine. Theory is actually better then practice lots of time in magic as practice gives skewed data, testing is more better for realizing unforeseen interactions etc instead of what number to use.

    The great thing of manlands is that they give a mana sink when you are flooded, rarely do you want to use them if you have a active spell you can play instead (counters or doing lethal damage are obvious exceptions).
    Basically the manlands allow to run extra lands without the drawbacks of land floods, making decks more consistent. For jund a 26th land while having 2 or 3 of them be raging ravine is pretty good. Extra land means less mulligans in the mirror which is crucial there as blightning is so critical in that matchup, a slightly flooded opening hand is not so bad against blightning as you can just discard the extra land. Extra land is also fantastic if you plan on playing explore which I think is absolutely nuts. The card is acceleration that isn’t dead later on but doesn’t fix mana and requires you to have enough land, by playing more land that rarely happens but the lategame advantages of it cycling off a cascade still apply.
    With that said I think a great jund version is:

    / Lands
    4 [MM] Swamp (4)
    4 [RAV] Forest (3)
    2 [M10] Rootbound Crag
    4 [ZEN] Verdant Catacombs
    4 [ALA] Savage Lands
    3 [M10] Dragonskull Summit
    3 [PT] Mountain (3)
    2 [WWK] Raging Ravine

    // Creatures
    4 [ALA] Sprouting Thrinax
    3 [ALA] Broodmate Dragon
    4 [ARB] Bloodbraid Elf
    3 [M10] Siege-Gang Commander

    // Spells
    4 [M10] Lightning Bolt
    4 [ALA] Blightning
    2 [ARB] Bituminous Blast
    2 [ARB] Maelstrom Pulse
    2 [ARB] Terminate
    4 [WWK] Explore
    2 [M10] Garruk Wildspeaker

    // Sideboard
    SB: 2 [ALA] Jund Charm
    SB: 3 [M10] Duress
    SB: 4 [ZEN] Goblin Ruinblaster
    SB: 3 [M10] Deathmark
    SB: 2 [ZEN] Malakir Bloodwitch
    SB: 1 [ZEN] Vampire Nighthawk

    Explore is just nuts especially if you go turn 2 explore lay land into lightning bolt, duress or deathmark. Explore is also a great turn 3 or 4 play if you have extra land whereas rampant growth sucked then, for example turn 3 explore into land into terminate. Garruk is sweet because it’s the most impressive card to accelerate into turn 3 and the +1 ability which you are forced to use occasionally can be used to sink mana into manlands now.

    Tectonic edge is a great card but lots of decks won’t really be able to play it because they need colored mana too much. For now I only see eldrazi green and knightfall decks really using it, jund needs it mana too much to care about knocking their mana.

    Comment by Markwerf — February 3, 2010 @ 7:06 am

  4. While your methods seem a bit suspect, you still have interesting points to make. While the numbers may not be perfect, I still learned something, so it was a fine article.

    Thanks!

    Comment by The_Engineer — February 3, 2010 @ 7:53 am

  5. All the websites are hyping new cards when in fact most of them suck. This set is all about the commons and uncommons. The manlands will be $4 rares soon enough. Cards are ALWAYS overpriced the first few weeks and every site says “get em now before they go up.”

    You talk about scientific method and how to test a null hypothesis, but do not give any conclusions. You offer no differences between the various levels (1-4) of manlands. That’s because your tests, if analyzed by a statistician, would be inclusive. There would be no confidence intervals that said something relevant.

    Be honest, are you just trying to generate inflated sales for this site? Or is this actually a strategy article?

    Comment by Jason — February 3, 2010 @ 8:27 am

  6. lol @ lactose

    Comment by Jack — February 3, 2010 @ 11:32 am

  7. Nice try.

    Comment by DanielMoreno — February 3, 2010 @ 12:23 pm

  8. A friend playtested with me somewhere between 25-30 games of Grixis control (me) vs. Jund with / without 4 Lavaclaw Reaches in place of Dragonskull Summit (him). This is took a very long time because Grixis wins slowly. We played most of the games with Lavaclaw Reaches in the deck because it seemed pretty relevant.

    After playing about 5 games against Manland Jund I had to ditch my Calcite Snappers and bring in more Terminates. With the manlands there were too many creatures you need to kill with instant speed removal that cannot be blocked by a 1/4 shroud creature.

    In my opinion the WWK dual seemed to perform quite well over the long games. There was at least 1 game that Jund won post-Cruel Ultimatum because he had enough lands in play to pump his Lavaclaw Reaches big enough to close out the game.

    Comment by Jason Barnett — February 3, 2010 @ 12:56 pm

  9. In Development - Exploring the Edges and Ravines…

    Your story has been summoned to the battlefield - Trackback from MTGBattlefield…

    Trackback by MTGBattlefield — February 3, 2010 @ 3:25 pm

  10. @ Most Posters
    He stated that his sample size was too small for real conclusions to be drawn, and that this was meant to give his take after the testing he did do. All the posts going “derf derf derf needs more n” are silly.

    @ Jason
    He asserts 4 things that he learned from his Jund testing of the manland. Here’s one fo them, since it connects with my next point:
    “Third, the Ravines rarely made a positive difference, either. Most of the time a Jund deck has some kind of viable play in hand, so your mana is constantly in use.”

    If he was trying to drive up sales on channelfireball, he would probably advocate these a bit more in his testing conclusions, no? Sure, he advocates them at the end in a more general sense, but for him to say he put in a fair bit of testing and came up with the conclusion that perhaps 30% of the meta doesn’t need this new rare seems to run contradictory to your assertion.

    Lrn2readingcomprehension, the lot of you.

    Comment by Jordy — February 3, 2010 @ 5:39 pm

  11. @Jeff — That’s an excellent question, and I wish I’d addressed it in the column. Indeed, the single biggest effect of having a Ravine on the table is to force the opposing Jund player

    @Sebastian — Although I don’t think I’d call that a “stressor,” that’s a fascinating idea. I’d have to figure out if I’d want to tweak the opposing deck as well to generate some kind of pseudo-parity.

    @Markwerf — Agreed that it was “underpowered,” to use science jargon, but my sanity and schedule could only take so many Jund mirrors in a weekend.

    Also, you are dead on about the value of animatable lands as mana sinks when you have nothing better to do. Although I didn’t feel like linking into it, this also fits in to some extent with Mike Flores’ latest jag on a universal theory of Magic. That said, it feels as if Jund decks typically do have something to do.

    @The_Engineer — Thanks.

    @Jason — Actual strategy. I still think that all testing will be underpowered until Worldwake is up on MTGO (that great analysis lab in the ether), but in the meantime I wanted to put some actual time in on the question of “are these cards good?” instead of just accepting narrative assessments that they were or weren’t.

    Note that I regularly make W/x/x decks that don’t run Baneslayer /and/ I recommended people go to a PTQ in an article that went up a week before this site ran a big sealed event on a PTQ weekend, so clearly I’m not a very good shill. :)

    @Jason — Yeah, I think having creature lands back in Standard will drive more Instant speed removal.

    @Jordy — Yeah. I’m actually more excited about putting some of these duals into non-Jund decks based on these results. Naturally, that will require more testing.

    Comment by Alex — February 3, 2010 @ 8:31 pm

  12. What university/institution is sponsoring your lab?

    Comment by adam — February 3, 2010 @ 9:45 pm

  13. @Alex I applaud your efforts and I think you definitely took the right environment for the testing. It should be in jund on jund mirrors. Not jund on grix control because that is *definitely* best case scenario for manlands and is not the most frequent matchup/pairing. At any rate was jund losing to grix before manlands? No.

    @jordy
    L2rding is hardly appropriate. Typically when a person summarizes conclusions as 1-4, the biggest and most relevant point is listed first.
    I’m mainly just bothered by the conclusion below…
    “First, the Worldwake duals are legitimately amazing.”

    I thought testing said we aren’t sure that they are amazing and if anything, they are pretty similar in power to the other dual lands.

    Comment by Jason — February 4, 2010 @ 9:07 am

  14. @Adam — http://www.ai.sri.com/people/shearer/

    @Jason — That’s a good point. I was honestly just so excited that they didn’t undercut the deck and could pretty happily port in one-for-one for the M10 duals that I was amazed. Retrospectively, that does sound like I’m saying they’re going to smash your opponents left and right. A more sober conclusion would be “They are pretty solid, and I’d be happy to play them in many decks, so I recommend trying that rather than just writing them off.”

    Comment by Alex — February 4, 2010 @ 12:38 pm

  15. As a molecular biology student, I am amazed by your application of scientific approach to testing in Magic. This is definitely the best Magic article I have ever read.

    Comment by Mc — February 4, 2010 @ 1:35 pm

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