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By the time you read this, Strixhaven: School of Mages will have been available on MTGO for six days. And some people even have it in paper. Consequently, results are beginning to trickle in which include the new cards. Which means that I can start seeing how well my psychic abilities are developing. And maybe get some insight into what's going on in Modern now. That'd be a nice, but entirely secondary, objective.

With all eyes on presumptive Modern All-Star Clever Lumimancer, I certainly thought that this first week would be the Boros Prowess show. It's just the way these things normally go: the new and hyped card is adopted by everyone online. It has good results thanks to the Law of Large Numbers and simple population density ensuring high results. However, it quickly fades as the other decks adapt and/or streamer interest wanes. At least, that's what I was expecting as I pulled the data from Strixhaven's first week. Spoiler alert: that didn't happen. And I'm not sure why, which makes the examination all the more interesting.
Tale of the Tape
Instead, it looks like Lumimancer is starting slow, at least in comparison to the hype. It's doing better than the MDFC's after Zendikar Rising in a similar timeframe. If that sounds vaguely like I'm damning Lumimancer with faint praise it's because I am. Lumimancer has the advantage of a readymade archetype while it took time for Oops, All Spells to get worked out. It's an especially weak statement considering that Thrilling Discovery is hot on Lumimancer's heels results-wise, and only fits into one deck. And most of Lumimancer's results came from the same event. This isn't like Hogaak levels of immediate saturation, and Lumimancer has the advantage of extra MTGO events during its release weekend.
Which is not to say that the results are poor by any stretch of the imagination. However, given the chatter surrounding the card, it is well below my expectations for a first weekend. And, unfortunately for Lumimancer, I haven't seen anything to contradict the MTGO results. While it is still early, the results that streamers and YouTubers are putting out about Lumimancer doesn't point to a busted card. It is logistically impossible for me to watch every piece of content currently out there, but a strategic audit indicates that for every 5-0, completely busted League run which matches the hype, there's another 0-5 where the deck simply implodes. And the vast majority are 3-2 struggles. Which is... perfectly fine. It's how an average card should do in Modern. But given the hype, it makes me wonder what makes Lumimancer only an average card?
Observations
Obviously, it's still very early. Literally the first weekend. The decks being early drafts and the pilots being inexperienced is certainly a factor. It might already be turning around, but the lag in data reporting doesn't show it. However, if a card is truly busted, then I'd expect that its raw power would make up for suboptimal play and deck building. And I'm not seeing that.
From what I've seen, the issue with Lumimancer decks is Lumimancer. With no help, it's a 0/1 and dies to a weak breeze. At least Monastery Swiftspear is a 1/2 with haste. If the opponent provides any resistance, Lumimancer suddenly becomes a liability. Again, without magecraft triggers, Lumimancer is a 0/1. To save it from a Lightning Bolt requires expending two spells or a Mutagenic Growth. If the opponent is smart and Bolts on their turn, then those resources are expended for no value. And that's not getting into what happens when you dump a bunch of spells into an attack and Lumimancer gets Fatal Pushed orPath to Exiled. Which gives me strong Infect vibes, and that deck doesn't perform well, either.
However, sometimes the opponent offers no resistance. In those cases Lumimancer... is still a bit underwhelming. It seems to offer a single enormous hit followed up by not much. While +2/+2 per instant or sorcery is better than the prowess rate, Lumimancer still starts from 0, so it takes a lot of spells to produce a reasonable, Modern-level hit, but rarely a lethal one. After which, the typical Prowess list won't have much follow-up. Lumimancer requires a surprising amount of help to be good.
The Logical Solution
Naturally, this makes me think that the correct solution is to go all-in on Lumimancer. I thought that this would lead players down the road to filling their decks with Apostle's Blessing, Gods Willing, and/or Blossoming Defense to protect Lumimancer while trying to dump Mutagenic Growth and Gut Shot alongside Assault Strobe to kill on turn two. However, that isn't happening. In the available data, only one deck's seriously going for the early kill.
Mardu Lumimancer, benchsummer (Modern League 5-0)
This deck not only goes for that quick kill with Assault Strobe, Manamorphose, and Ground Rift, it has Tainted Strike to as redundancy for Strobe. However, it's missing the protection elements that I expected. Yes, there's Emerge Unscathed, but that's a two-of when I was expecting multiple fours. I'm guessing that's because there just isn't room and it's insane to not run Bolt. Alternatively and surprisingly (because I didn't even consider it) Flusterstorm not only protects a big turn, but serves to make that turn more absurd.
Jeskai Lumimancer, unagieel (27th Place, Modern Challenge)
I like this version more than the previous Mardu version. The former has so few creatures that it will have to mulligan a lot, and there's no plan for when things go wrong. The Jeskai version's higher creature count means more (potentially) keepable hands. It can also come back from a failed kill shot thanks to Light Up the Stage's card advantage. I imagine that it also has a huge advantage over other Lumimancer decks thanks to Lava Dart. I anticipate that this is the direction to go with dedicated Lumimancer decks.
The Catch
However, these decks are the exception. Of the seven results for Lumimancer (as of Monday 4/19) these two decks were the only ones even trying to be dedicated All-In Lumimancer decks. The rest were Boros Prowess variants. This is also the direction that the vast majority of content creators have gone. I suspect that, despite claims to the contrary, it's so hard to actually pull off that early kill that it just isn't worthwhile to try. This is something that Prowess players figured out some time ago and have been adapting, but the lesson frequently needs reiteration apparently.
I'm not surprised that players came to this conclusion. It's why, despite favorable metagame positioning, Infect hasn't thrived in years. Any deck can beat one that doesn't provide resistance. However, if the only way to survive even slight pressure is to throw non-recoverable resources at it, resources you need to win the game, then the strategy is doomed to grind down. This being something known, I did anticipate players to move away from All-In Lumimancer, but not for at least another week. I thought that streamers particularly would want to have their fun and roll the dice. That doesn't appear to have happened.
In Comparison
However, it is possible that things will pick up if another lesson from the past gets learned. All-In decks hit their heyday at the end of 2016, which led to Gitaxian Probe being banned. It's been commonly claimed that the lack of Probe is what did the archetype in, but I think that's only part of the equation. Probe was critical for figuring out when to go for the kill, not for getting to the kill. Those decks, particularly the Kiln Fiend decks that are Lumimancer's direct ancestor, had to navigate the game very carefully because they couldn't really protect their threats. At least Infect could spend spells and still win thanks to Become Immense. And I think the way that UR Fiend solved the problem back then should guide Lumimancer players today.
UR Kiln Fiend, NJ4U1 (1st, Modern Competitive League 1/12/2017)
Right before the ban, UR Fiend had moved away from a single-shot deck towards a midrange deck. Earlier versions had little recourse but to slam down their threat and hope it survived to serve as a cannon to funnel their hand into damage. And that it would be lethal. These later versions could sit back and let Thing in the Ice do the work for them. This was before Fatal Push, meaning that a 0/4 was fairly hard to kill and a 7/9 was vulnerable only to Path to Exile. As the game went longer, Bedlam Reveler would refuel the deck and be a very dangerous threat. All while the threat of sudden death by Kiln Fiend was maintained.
It's possible that Lumimancer might make a similar adjustment. Thing in the Ice probably isn't on the menu anymore, but the similar plan of threaten the swift kill and actually win via creature card advantage has expanded since 2017. The question is whether the metagame is favorable to a deck deliberately slowing down. And if such a decision is better than the alternative.
Boros Prowess
That is especially important given that the default choice has been to just splash white for Lumimancer in mono-red Prowess. I've seen some attempts to make it fully integrated Boros Prowess, but they seem to be doing worse than just adjusting some of the Prowess trigger cards and adding Lumimancer. Frankly, I'm a little mystified, as many of the card choices look more like 2019 Prowess, but here we are.
Boros Prowess, _Tia93_ (22nd Place, Modern Challenge)
What is typically happening is players start with a typical Mono-Red Prowess deck, remove Blood Moon and Bonecrusher Giant, and replace them with Lumimancer and Crash Through, followed by some tweaks to card numbers and the mana. This version I shared went a bit further, lowering the curve and switching out Seasoned Pyromancer for Abbot of Keral Keep to use Lurrus as a companion. And it seems to be working, so I can't really begrudge this choice.
However, if it wasn't obvious from my tone, this does come off as rather lazy. It's clearly working much better than the dedicated shells, but it's not doing better than any other Prowess deck. Which might mean that Boros Prowess will simply slide into the constellation of Prowess builds. However, it feels like with some actual work, this could be a real contender.
Boros Charm is a little expensive by Prowess standards, but it does a lot of damage and can make Lumimancer lethal with double strike. Which makes it far more confusing that those decks that have tried it do worse than these lower-work versions.
What Does it Mean?
It is still very early in Strixhaven's Modern life, and it's possible that I'm being premature. However, going off the hype, I would have expected far more from Clever Lumimancer right out of the gate. More results, more convincing wins, more innovation, and more work being done on the actual decks. That isn't happening. It might be that these decks might need more time in the oven to reach their potential. It may also be that Lumimancer's high ceiling doesn't justify its appallingly low floor.



The first thing to discuss is that, unfortunately, learn and lessons didn't
happen, but given the quality of white's sideboard cards, I don't really want to sacrifice them for a mediocre effect just because I can tutor for them.
Which when I point out that we've been down this road before. The proposed play pattern (dumping your hand into a single massive swing) is less like current Prowess decks and more like the
While I don't really agree, I've also heard that Expressive Iteration will see play in Izzet Prowess. The argument is that sorcery speed doesn't hurt since Prowess only plays spells on its own turn anyway, and unlike Telling Time, Iteration is (potentially) card advantage. And I see the point. Prowess already plays Light Up the Stage, and it's easier to cast Iteration when spectacle hasn't been triggered. However, when Prowess is chaining spells, Iteration is a huge choke point since it always costs UR. Every other non-creature is one mana or Manamorphose. If Prowess needed some late game grind I could see it, but as-is, it seems like too big an ask.
The headliner is Elite Spellbinder. I'll admit, when I first saw Paulo's Championship card, I was confused. The ability is like nothing we've had before. And the lack of flash seemed to really hurt playability. However, as I've thought about it, I think that Spellbinder will be a very solid card. Humans could always use another way to look at opposing hands for Meddling Mage, and another 3-power flier can't hurt. The disruption is harder to assess. The card that Spellbinder takes (and it's any nonland, for once) is still technically in the opponent's hand (assuming they don't forget about it) unless they cast it and pay the tax. This is pretty mediocre against cheap spells and pretty devastating against expensive ones. This screams sideboard card for DnT against control, combo, and Primeval Titan.
Speaking of Meddling Mage, Strixhaven brings a new one. Kinda. Silverquill Silencer doesn't actually stop opponents from casting the named card. It just punishes them severely. And for a fast aggro deck like Humans, that might be enough. Three life and a card to cast a spell is no small price in a vacuum, and worse when on a short clock. This is balanced by the named card still being castable, so unlike Mage, Silencer doesn't actually stop sweepers nor prevent a combo turn. It just ups the price. As a result, Silencer will never replace Mage, which is probably why it gets an extra point of power. I also have doubts that it would see play in decks that wouldn't play Mage in the first place. However, it makes sense as extra Mages. Which makes me wonder how to fit the new cards into Humans, which in turn suggest that the deck needs a rebuild.
On that note, the main decks that I can see Proctor being good against are land decks. I'm specifically excited at the thought of Vialing in Proctor in response to Scapeshift and taxing all the triggers. Killing Proctor with the first trigger accomplishes nothing, too, since its taxes all go onto the stack first. However, I'm conflicted about using it against Amulet Titan. On the one hand, it hits Primeval Titan and Amulet of Vigor, seriously hampering the deck's ramping and gameplan. On the other, it also hits the Karoo bounce trigger, which can be a positive or negative depending on the intended sequencing. I want it to be good there, but I'm not sure it will happen.



Jund Shadow
Of course, not all Jund Shadow decks run Scourge of the Skyclaves. Wait... they don't? I don't know about you, but that's not a development I'd personally have predicted! Scourge's failings as the metagame develops are twofold, however:

a huge chunk of data to lose. I was genuinely worried that all of March's data would be lost and I'd have to skip the update just like in February. Even when the glitch was fixed, the gap was large enough to bring validity into question. Fortunately, it didn't come to that, as others were as frustrated as I.
All that changed with the gap. With only Challenge results to go on, Heliod Company shot up the rankings (particularly the power rankings). Once the data returned, the Preliminary results began to increasingly mirror the Challenges and with that Company stayed in the upper tier. Thus, I'm left wondering if this shift is the direct result of the gap or a natural metagame evolution. If it's the latter, then I should have seen a gradual increase of Heliod decks in Prelim results. The result is that the current results reflect the "true" metagame as it evolved. If it's the former, then what happened is that players saw Heliod do well in the only available results, assumed that it was the best deck and reacted accordingly. So the results I'm recording for April reflect an "artificial" metagame. In other words, the metagame's gone recursive.
As mentioned, the data's down from
Amulet Titan would have made it. I think Burn and Eldrazi Tron are actually Tier 2 instead of Tier 3 for the same reason. Both Infect and Crab Mill just missed making Tier 3, but I'm less certain that either would have made it with more data. Crab Mill had a few results early on then disappeared while Infect just appeared every so often. Mill missing Tier 3 is therefore likely correct (remember, more data changes the thresholds) while Infect is a random bullet so who knows?
countermove because that smallerish group of players can (theoretically) keep tabs on what they're doing. Without outsiders to challenge their narrative or provide a contrary point, that narrative reigns and becomes the metagame even if in a more open metagame with a more diverse population it would not be the case.
Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile.
Thanks to some very good Challenge results,
However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.






















































The signature mechanic is technically a split mechanic. Strixhaven introduces Lessons, which are instants and sorceries with the lesson subtype. This subtype doesn't mean anything on its own, impacting functionality only flavorfully. Rather, the marker is for usage with the learn keyword found on some spells. Learn seems to be used in place of "draw a card" in Strixhaven, as it's just on cards as an additional effect. Said cards are all flavored around the many parts of academic life (I'm feeling very seen by Pop Quiz), but that's the only connection. That said, learn has a lot of potential because it either lets you wish for a Lesson or just cycle (discard a card to draw a card).
Outside of Living End, there is certainly utility in discarding dead cards without cycling to draw into new, relevant ones. However, the cards currently spoiled strongly suggest that utility won't be sufficient for learn cards to see play. Frankly, they haven't spoiled a card with learn that's playable on its own. That may change, but it also may not. The closest is Professor of Symbology, and that's mainly because she's white. White doesn't get
The one possible exception is Academic Probation. This card is incredibly niche, but in certain matchups it might be backbreaking. Preventing a single card from being cast for a turn is way too narrow to see real play, and Azorious Arrester already exists and never sees play. However, as a wish target, Probation might be a decent bullet. I can see it being strong against combo decks by naming the right card. I'm seeing Past in Flames or Grapeshot against Storm, Thassa's Oracle against Ad Nauseam, or Living End just to buy the turn needed to finish the game. There's some (questionable) utility in naming Supreme Verdict to again buy time for an aggro deck to close the game too. Were it an instant, it'd be potentially devastating against many combos, which is probably why it's a sorcery in the first place. But when opponents are on the verge of combo-ing off, it reads a lot like Time Walk.
cantrips, cost reducers, or Gifts Ungiven to generate 20 total storm. Instead, there's a chance that red's mana production alongside green land search and black card draw can do the job with only ten spells. I'm not sure that's actually better than traditional Izzet Storm, but it's something to explore.
Next is ward. Ward is a new name for a mechanic that I first remember seeing on Frost Titan.
That could have been the end, mainly because the MDFC's spoiled so far are the college's deans, and none of them are Modern playable. However, also spoiled is the first MDFC planeswalker ever: the twin walkers Will and Rowan Kenrith. Both sides have Goblin Electromancer's cost-reduction ability, and Rowan is cheap enough that I could see her seeing play. Will might too, but he'd be an afterthought at five mana. However, Rowan does have two problems. At three mana, she's more expensive then Electromancer or Baral, Chief of Compliance, which would price her out of Storm. Plus, Storm doesn't always play a full set of either creature, so why play a three-mana version?
Secondly, she's fragile, with only two starting loyalty and a +1 ability. Wizards actually learned from War of the Spark, apparently.



          





