Wednesday, February 19, 2020

Modern Manabase Construction Primer


Great, everything’s still here. It’s been a while. Since my last post, I’ve started playing Magic: the Gathering again and, well, not had a great deal of time for much else. Turns out grad school is quite the time sink. Anyway, I wrote this based on a lively Discord discussion of some of my less orthodox deckbuilding decisions and figured it might be useful for someone. 

The fetch-shock manabase is one of the cornerstone elements of the Modern format, offering incredible consistency for 3+ color decks with the added benefit of reducing the number of lands in your deck in proportion to how many you already have, reducing the chance of severe mana flood. It is not, however, without its downsides; fetchlands and shocklands chip away at your life total, making you more vulnerable to aggressive decks, and it can be quite complicated to build optimally.
Over the last year, I’ve gradually developed a process for evaluating my fetch-shock manabases, as I couldn’t find an existing resource that accounted for all of the factors I wanted to incorporate. I draw heavily on the articles of unrivaled MtG statistician Frank Karsten as a baseline; though a couple of his assumptions aren’t ideal for our purposes (he doesn't account for the London mulligan, and many Modern decks may mulligan a 5-land hand which he classifies as a keep), the net effect likely isn’t more than +/- 1 color or land and I’m not sufficiently motivated right now to break out Python and recalculate them all myself. I’ll talk through the process first, and then give an example using my favorite Modern deck, Mardu Pyromancer.

Step 1: How Many Lands?
First, determine the number of lands your deck ought to be playing. This is critical—drawing too few or too many lands is a sure recipe for a quick defeat. If you play an existing archetype, this number is probably fairly well established. If not, calculate the average CMC of cards in your deck and refer to the table in Frank Karsten’s How Many Lands...? as a baseline. Keep in mind that filter and draw effects, such as Serum Visions, can count as lands (or some fraction of one) when you need them to, insulating you against both mana flood and mana screw. 

Step 2: How Many Colored Sources?
Next, look over the cards in your deck and focus on any that you need to be able to cast early or that have strict color requirements. Refer to the table in Frank Karsten’s How Many Colored Sources...? and construct a list of the color requirements to cast various spells or combinations of spells on-curve, being sure to note the additional recommendations for gold cards and draw/filter spells if relevant.

Step 3: What Kinds of Lands?
Total the highest color source requirements for each color, and compare it to your target number of lands. More than likely, your total sources are more than twice the total number of lands in your deck; this is why you need fetchlands (or lands that produce any color, but those often come with drawbacks or restrictions that are incompatible with most decks). Your next step is to work out the number of fetches, number of duals, and number of basics (or single-color utility lands) required to meet your needs. Filter and draw effects also help here, though some are harder to quantify than others.
There are numerous mathematically valid solutions to this, but we can introduce some additional constraints to help. Almost all decks want some number of basic lands to provide insulation against Blood Moon, Path to Exile, and similar cards, and to have fetch targets that come into play untapped at minimal cost to your life total. There are also a limited number of dual lands that are viable in any given deck due to conditionally entering tapped or, once again, adversely impacting your life total. Finally, there is a practical limit to the number of fetchlands you can run; as a general rule, you should avoid having more fetchlands than valid targets.
In the end, most decks will have somewhere in the vicinity of 7-10 fetchlands, 3-5 shocklands, about 5 basics, and a small number of other dual or utility lands.

Step 4: Land Selection
Time to pick out some actual lands! At this stage, I like to set up a spreadsheet with each of the lands in consideration, with boxes to total relevant information like untapped turn 1 sources of a color (possibly subdivided by how much life they cost), total sources of a color, total numbers of basic land types (for checklands or ELD Castles), and so on. You can then easily tinker with land numbers without stopping every time to recount colors and such. This is also the point to consider factors that are difficult to quantify, like whether certain dual-land color combinations are more useful for your deck than others.

And that’s it! Don’t be afraid to circle back to step 3 or 4 and tweak your numbers if you’re struggling with self-inflicted life loss or if some other aspect of the manabase doesn’t feel quite right, and make sure to revisit your assumptions whenever you add new cards to the deck.

Optimizing Mardu Pyromancer
Step 1: Calculating the average CMC of Mardu Pyromancer requires some creativity, as the deck runs Lingering Souls, which has a CMC of 3 but flashbacks for 2, and Bedlam Reveler, which can cost anywhere from 2 to 8 mana depending on the number of instants and sorceries in the graveyard. I decide to split the difference on Lingering Souls (it often winds up discarded rather than cast for 3) and look at near-optimal cases for Reveler of costing 2 or 3. This gives an average CMC for the deck of somewhere between 2 and 2.1, for which Frank’s article recommends either 22 or 23 lands. Looking through his descriptions, however, and we find ourselves in an awkward spot. While Pyromancer plays a great deal of cheap interaction for the early turns, the reality is that it needs to land its 3-drops (Seasoned Pyromancer, Lingering Souls, Blood Moon) to advance its gameplan. At the same time, the 4th and beyond lands are far less important. This is part of why Ransack the Lab is such a critical component in recent versions of Mardu Pyromancer—it practically guarantees the ability to find a 3rd land in time, remains useful later in the game when you want to dig for Bedlam Reveler or key sideboard cards, and keeps the actual land count low to minimize dead draws in grindy midrange matchups. Since we now have the London mulligan, we’ll settle on 22 lands, which with the help of 3x Ransack will perform closer to 25 lands in the early game at the cost of sometimes taking a turn off to cast the Ransack.

Step 2: The key considerations for Pyromancer’s mana are turn 1 B and/or R for discard and removal (14 sources each excluding taplands, and a few extra for consistency wouldn’t hurt), 1RR on turn 3 for Seasoned Pyromancer (18 red sources), 2W on turn 3 at least some of the time for Lingering Souls as well as several 1BW sideboard cards (about 11 white sources), and maybe either BB or 1BB on curve for combinations of Ransack the Lab, Fatal Push, and Thoughtseize/Inquisition or Ashiok out of the sideboard (18-20 black sources). Total colored sources = 47 (18 red, 18 black, and 11 white).

Step 3/4: As a Blood Moon deck, Pyromancer requires a reasonable number of basics. At the same time, we need to squeeze 47+ colored sources out of 22 lands. We have some help from 3 copies of Ransack the Lab, which I’ll approximate as one red and one black source--we want to avoid using Ransack for mana fixing when possible, and we can’t count on hitting a white source off of it. I already know I want to include 1-2 copies of Castle Embereth which means we need a reasonable number (13 or 14) of mountains so we can reliably play the Castle untapped by turn 2 or 3. I’m also interested in how many ways we have the option of a turn 1 black source that costs 1 or less life to mitigate the life loss associated with Thoughtseize.
Starting with 5 basics and 1 Castle as a minimum, that leaves 39 colored sources across 16 lands, which works out best to either 8 fetchlands and 8 dual-color lands, or 9 fetchlands, 6 dual-color lands, and 1 additional basic or Castle (both with one extra colored source). After some brief tinkering, I find that gives us three reasonable solutions, summarized in the table below.


Build A: The standard. Older versions of the deck often ran Godless Shrine + Mountain over Sacred Foundry + Swamp, but this configuration is more compatible with Blood Moon and with the color requirements of the deck—it most often wants combinations of black with either red or white. It has plenty of low-pain turn 1 black sources, and a reasonable number of mountains considering that there’s only a single Castle.

Build B: This version fits in the second castle at a slight cost to the reliability of early BB. On the upside, it has an extra white source over our original requirements and an extra mountain over Build A, meaning the Castles ought to come in untapped quite reliably. The extra fetchland makes for an easier time maneuvering around Blood Moon, and can also help out with the revolt trigger on Fatal Push.

Build C: The awkward middle ground between A and B. Here, we fit in the second Castle but also maintain the color balance of build A. This unfortunately introduces a significant vulnerability in white sources—if the one copy of Sacred Foundry ends up in the graveyard (say, off of Ransack the Lab)—it represents the loss of not one, but five white sources as there are no other white-producing targets for Bloodstained Mire. As a result, even though the numbers look good, I would not recommend running this configuration.

Build A and Build B are closely matched, with the differences mostly coming down to personal preference and the exact color distribution of the rest of the deck. Personally, I favor Build B; I’m quite fond of Castle Embereth, and don’t feel that being down a black source has significantly impacted the way games play out.

Saturday, January 2, 2016

Happy New Year!

Summer hiatus turned into a rather extended break. Progress has continued on several projects behind the scenes; most notably, I hope to finish up my work on the CAV 2.M ruleset in the next few months. There's not a great deal else to share at the moment, but I hope to resume posting intermittently in the coming weeks.

Thursday, June 11, 2015

Summer Hiatus

It will be likely be a month or two until I resume posting; I'm moving across the country this week and will be tied up for a while settling in at the other end. Hope to have some exciting new material when I return!

Thursday, June 4, 2015

CAV 2.M Electronics Revision Sample Data Cards

Fairly quick update this week, just wanted to share sample versions of a few data cards highlighting the new electronics abilities shared in my last post.

Thursday, May 21, 2015

CAV 2.M Electronic Warfare Revision

Following discussion with a couple of CAV players with experience in real-world electronic warfare, I've elected to attempt a more drastic rewrite of the electronics rules for CAV 2.M. The existing system has three main problems. The first is that generally speaking, if both sides are fielding electronics support models they simply cancel each other out until one is eliminated. The second, and most problematic from a gameplay perspective, is that electronics support operates in a small radius around the ESM model. This promotes huddled formations which block line of sight to the supporting model, making it very difficult to attack. The third issue is that the game mechanics for defensive electronic warfare don't correlate well with known technologies. While CAV is a science fiction setting, it is generally preferable in science fiction and fantasy to retain some connections to reality; this makes readers or players more willing to accept it when you do wave your hands and say "magic" or "science".

Thursday, May 7, 2015

Pathfinder Item: Cloak of Gliding

This idea came to me while working on a freelance assignment but didn't quite fit the theme of the project, and came a bit close to referencing a certain well-known superhero, so I'm sharing it here instead. Enjoy!

Thursday, April 23, 2015

Vil's Game Improvements: Total War Shogun 2 Partial Release

I've released the initial portions of VGI: Shogun 2 on TWC and Nexus (pending approval). There's not much more to say about it not already covered here or in the release descriptions. It's been rearranged slightly since my last post on the subject; the Technology module was broadened in scope and renamed Campaign, Ancillaries has been completed, and two new minor components (Starter Armies and Difficulty) were added. There is also now a Base file containing common assets and patches for some issues in the vanilla game that I came across in the course of my work.

Future plans are focused on the major AI and Battles components; I also intend to continue balancing and expanding the Campaign module, with specific changes in mind for diplomacy and general economics.