Invasion Draft: Split Cards, Artifacts and Land Uncommons Gary Wise The Spilt cards when split It seems like when weighing the value of the split cards, one of the most creative and interesting innovations by R&D in a long time, people only judge them on the basis of their collective value. There is no Spite, there is no Malice, there is only Spite and Malice. This is an oversight that should be corrected. When examining these cards, one must remember that you can't combine the two spells on any one card in estimating its power. You don't get a 3/3 creature and a Shock, you get one or the other. The value in cards like these comes in the fact that they give you a chance to examine more ways in which you can optimize the card. Regardless of whether you're playing one or both of the colors of a given card, you might value it a little higher because of the possibility of using the alternate ability, but you should base your judgments of its importance to your deck on the way you're most likely to use it: Wax/Wane is usually going to be a kickerless Explosive Growth, so treat it that way. Just give it a little more credit when the possibility of the alternate use is there. Split Cards Assault/Battery If you're playing both colors, this card is obviously awesome. Take your pick: Highly efficient kill or a highly efficient creature? Battery produces a pretty weak creature considering it's 3/3 for 4, considering the effect cards like Recoil and Repulse have, but let's face it: a weak 3/3 for four in Invasions is a strong creature. A 2nd - 4th pick. Pain/Suffering The weakest of the Split cards, It's doubtful that you'll ever find yourself desperate enough to use either ability that you'd use it, though Keldon Necropolis is a worthwhile target for Suffering. An 11th - 13th pick. Spite/Malice Obviously a great card, its even better than a card like Agonizing Demise which, while having a slight advantage when playing with red mana, doesn't have the diversity that the Spite aspect of this card offers. Combined, these two spells are capable of handling any non-land except for black creatures, and if all goes well in the draft, those should be in your deck instead of someone elses. A 1st - 3rd pick. Stand/Deliver I think I like this card a little more then most, because of its versatility. You will not find a duel where one of these two abilities do not apply, and opponents generally forget to account for them, especially when you only have one Plains untapped. A 5th - 7th pick. Wax/Wane Another really solid utility card, the best thing about Wax/Wane is that with so few good artifacts in the format, one doesn't have to think about running Dismantling blow in the main deck. Throw in a damage dealer like Wane, which also protects ones creatures, and you have a really solid card that should be run in every WG deck. A 5th - 7th pick. Artifact Uncommons Alloy Golem Sure, you know that this is a 4/4 that can go in any deck and that 4/4 is big, what if you haven't played this format, you don't realize how important this big boy's coming into play ability is. The general rule is to name black, but with Djinns, Weavers and like to think about, you should think about it before you do. A 3rd-5th pick. Chromatic Sphere Good enough for any deck, too weak to make a difference, the Sphere will stabilize your mana in a miniscule way, allowing you one use of that color you haven't drawn yet. Use it wisely. A 7th - 9th pick. Power Armor Most analyses of this card has compared it to Dragon Mask, but this one doesn't return creatures you want in your hand to your hand. That said, once the Armor resolves and becomes active, it's definitely a force to be reckoned with, regardless of the number of basic land types one uses. A 2nd - 4th pick Sparring Golem The only thing this creature is good for is attacking. Great! That's why you use creatures. I'm not saying its optimal, but if you need filler for your deck, you could definitely do worse. A 7th - 9th pick. The Attendants , , , , While a little overcosted, the Attendants serve some pretty important functions. They provide the UW player with beef, the non-black player with a way to stop 'Fear' creatures and any player with fat enough to stop Serpentine Kavus without losing two creatures. That said, they're mediocre creatures in a casting cost stratosphere that should only be populated by powerhouses. Don't chase them. A 6th- 8th pick. The Cameos , , , , The value of these things can be found in your mana curve. If you don't have any 3 casting cost creatures or have made the mistake of drafting too many 5's and 6's, the Cameo can be your savior. An 8th - 10th pick. Land Uncommons Archaeological Dig I would never use this thing. I'd recommend following my example. A 13th - 15th pick. Dual Lands , , , , These are good, sometimes being worth taking over a marginal sideboard card. Don't take them too high, but understand that there's nothing you would rather play as your first permanent then one of these. A 5th-8th pick.