A breakdown of the archetypes in the Vintage metagame, according to MTGGoldfish, looks something like this: The problem with understanding Vintage is that with such a high concentration of powerful cards in the format, even with an archetype breakdown in front of you, it can still be mystifying to the uninitiated
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Tireless Tracker Would you like to turn your land drops into Clues that draw you more cards
Not only does it foil the plan, but you also get to choose and play the card they look for instead, which is purely evil
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If a creature has prowess, it gets +1/+1 whenever you cast an instant, sorcery, enchantment, artifact, or planeswalker spell