The Great Escape: Exploring an A+ Mechanic

A while back, I wrote an article on the "Top 8 Characteristics of a Great Limited Format." When looking back at the sets I enjoyed the most, the biggest surprise to me was that almost all of them used the graveyard as a resource. In Theros Beyond Death we have another exceptional way to utilize the graveyard in Escape. Today, I’m going to explore what makes this such a slam-dunk limited mechanic and how it affects the evaluation of a number of cards in the set.
Let's Play a Game

One of the most frustrating things about Magic is how often non-games can happen. Being either choked on mana or flooded are two of the biggest feel-bads, which means that mechanics that help mitigate either of those scenarios are going to lead to better game play. Cycling allows you to turn your expensive or situational spells into potential land drops, Adventure gives aggressive decks the combat tricks they need without the cost of an actual card in your deck, and Flashback provides an opportunity to cast more spells in the late game. Escape works in a very similar fashion in THB. When you’re not purely reliant on the top of your library to be able to further your position in the game, you are given more options to interact with your opponent. More interaction = more interesting games of magic.
In THB, not all colors get access to fantastic Escape cards. The best of the bunch are concentrated in Black (one of the reasons it’s the best color in the set) and Green. Pharika’s Spawn
The Old (self) Mill

Speaking of ways to fuel your graveyard, there are quite a few in this format. And I’m not just talking about the obvious cards like Venomous Hierophant
As you start to think about cards in your graveyard as fractions of an escape card, so too should be thinking about cards ending up in your opponents graveyard. Take, for example cards that can trade 1-for-1 with an opponent's card, while putting their card in exile and yours in the graveyard. Removal like Final Death
With the presence of Escape comes the danger of milling your opponent. Towering-Wave Mystic
And I think a handful may even be too many. The sweet spot for escape is 3-4 cards, in my opinion. You want enough that you have access to at least one, but not too many that the utility of these cards is diminished. Almost certainly, one of your escape cards will be better than the rest. Once you find that one, you want to be sure you’re not spending precious resources to cast a Mogis’s Favor

Depending on how much self-mill you have, it can be correct to run more than 40 cards. If you’re in a dedicated Golgari Escape deck and have 5 or more pieces of incidental self-mill, that’s when I’d start considering running more than 40 cards to ensure you can enact your gameplan before you run out of resources in your library. Use this deckbuilding tool sparingly but know that it is available to you.
This format has not been an all-time great for me, but the presence of Escape has led to some incredible games of limited. Golgari Escape is one of my favorite decks in the format, if not my favorite, and Escape has a lot to do with that feeling. What have been your favorite interactions with Escape in THB? Let me know on Twitter! And, as always, happy drafting!