In an earlier post, I talked about the difference between tutor, draw, and manipulate. In this post, I'm taking a closer look at library
manipulation
Hey, what is library manipulation?
For my purposes, library manipulation is something
that lets you choose which card to draw out of several cards, usually on top of your library.
This differs from tutoring where you look for the exact card you
want from your entire deck and put it in your hand or on top of your library. It also differs
from raw card drawing where you replace the card you cast with several cards sight unseen. Let's compare.
Personal Tutor
is a tutoring spell. Surprise! You can only look for sorceries with it,
but you can look through your entire deck for exactly the sorcery you
want and put it on top. Powerful stuff, but not library manipulation by
my definition.
Divination is a card drawing spell. You cast it, giving
up one card, to draw two cards off the top. Doesn't matter what they
are, you just draw them. Also powerful, but not library manipulation by
my definition.
Ponder is a library manipulation spell. You cast it, look at three cards, decide in what order you want to draw them, or
even decide to put them on the bottom of your library if you don't want
to draw any of them. For your trouble, you immediately replace Ponder by
drawing a card. Really powerful stuff.
Great! What do I do with it?
Tutors
add a lot of consistency to a deck, especially in the Commander format
where you are only allowed to run a single copy of any given card except
basic lands. Demonic Tutor is incredibly powerful for this reason. For a
measly 1B, it can "become" any card in your deck. So, if you really
need to cast Wrath of God this turn but you don't have it, pretend you
have a second copy in your deck that costs 3BWW instead of the usual 2WW
casting cost. Nifty, right?
Library manipulation spells also add a lot of consistency
to a deck. Although they don't give you the exact card you need right
away, they give you the best of a selection of cards and create
better draws. What you end up doing is drawing the card you need more
often than you would otherwise. A good example of this is
Sensei's Diving Top. Turn after turn, for a 1 mana activation cost, you
get to draw the best card out of the next three on top of your library.
Even if there weren't a bazillion different tricks you can do to make
this card even better (fetchlands, Future Sight, etc), that would be
pretty darn good on its own in this format.
I want to point out that there are a lot of spells that
are considered "cantrips." These are spells that typically have a small
effect on the game and then replace themselves. The net effect is
library thinning rather than library manipulation. A blue example of
this is Gitaxian Probe, which can even be cast without using up your
mana by paying life. It lets you look at an opponent's hand and then
draw a card. With such a large starting life total in the Commander
format, playing this card is like playing with a 98 card deck. A non-blue
example is Urza's Bauble. It costs no mana to cast, you get to see only
one card instead of the entire hand, and you have to wait to draw the
replacement card. For this post, I'm not looking at cantrips since
they don't fit the definition above.
The bottom line is that including library manipulation in
your deck increases consistency in an otherwise very random format. The
tradeoff is that it eats up slots in your deck for cards that would
otherwise do something that affects the game directly. It also uses up
some of the mana you would be using for those very same spells. Think of
it like a tax on the spells you are playing.
Instant vs. Sorcery
Instant library
manipulation spells play a special role. If you are playing blue,
you probably have counterspells. If you have counterspells, you probably
want to leave mana open to cast them on your opponents' turns. If your
library manipulation spells are at instant speed, you can cast them immediately
before your turn (at the end of your opponent's turn). This allows you to leave mana open for the longest
possible amount of time in case something particularly nasty tries to
ruin your day.
Sorcery speed spells must be cast on your own turn during
the main phase(s). They are "slower" in the sense that they use up mana
on your own turn so that you have less mana open for countering spells
on your opponents' turns. If you are playing defensively, that means you
will cast sorcery speed spells on later turns when you have developed
your mana more.
Which one is better? In general, instant speed spells
that you can cast sooner with a smaller window of opportunity for
opponents' to swoop in and take advantage of the situation where you are tapped out are going to serve you better.
But it's never that simple. You have to also consider the mana cost of
the library manipulation spells and the curve of the costs in your deck.
How much do my spells cost?
In
general, you want to run spells that have the biggest effect for the
least cost. Which one of those two things you prioritize will depend on
your deck and what you are trying to accomplish. For example, Lightning
Bolt does three damage for only 1 mana. That's about as good as it gets.
Yet, I've never actually seen Lightning Bolt in a Commander deck
(YMMV). Why? Because three damage isn't all that great in this format,
even if it does only cost 1 mana. In that same deck slot, you could run a
card like Fireball or Earthquake that is way more flexible and scales
with the amount of mana you have available.
Library manipulation goes hand-in-hand with
control decks that tend to sit back and influence how the game develops.
It's not always the case, but it's often true. These decks have the
time to worry about drawing the best card for the situation. Library
manipulation also tends to support combo strategies where putting the
right combination of cards together wins the game. By running more
library manipulation, you increase consistency, which means you can put
the combo together more often and increase your win percentage. Library
manipulation is a friend to combo and control.
What does this have to do with how much my
spells cost? In a combo deck, the combo pieces cost whatever they cost.
You don't have much of a choice about it if you want to run that
particular combo. For example, Mind Over Matter + Temple Bell costs X +
Y. But the other spells you run, you do have a choice over. How you
choose to get to that combo (and how quickly, with how much protection)
is up to you.
With control decks, the further you can push your deck
down the curve the better, almost always. For example, Swords to
Plowshares is an awesome spell for dealing with one creature. Unless
that creature has shroud or hexproof, Swords will almost certainly deal
with the problem. At one white mana and instant speed, Swords is the
go-to spell for spot removal. Path to Exile is also a contender. In
other words, if you are looking for ways to deal with creatures in your
control deck, these spells are your benchmark. Anything that costs more
mana will put a strain on your available mana in any given turn, no
matter how much "bigger" the effect is.
Want another example? Take a look at Counterspell vs.
Cancel. They both do the same thing, but Cancel costs 1 mana more than
Counterspell. Which one is better? Counterspell is almost always the
better choice. But what about Render Silent? Is that better? Like Cancel, it also
costs 1 mana more than Counterspell, in this case one more W mana. Plus,
it has a nifty additional effect that the controller of the spell it
counters can't cast anymore spells this turn. The question is, how often
does that additional effect actually impact the game? How often are you
not able to counter an important spell because you don't have the mana
you need open (or in the right combination of colors)? Most of the time,
good ol' Counterspell gets the job done with less problems.
It's up to you!
Take a look at your deck, especially if you are playing combo or control. Are you running library manipulation spells? Are they the most efficient versions of those spells (furthest down the curve), showing you the most cards (options) for the least mana? Especially if you are playing control, how many of your spells are at instant vs. sorcery speed?
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