There's so much good stuff in here!
Power of the Moon
Enchantment
Whenever an opponent casts a spell, sacrifice ~ and counter that spell.
Seems comparable to Undying Evil, which has been a hit in my cube.
Has some play to it- besides the dream of trading up you can target an opponent's chump and still get the token. Not bad for .
I really want to like Thermo-Alchemist. Besides reminding me of Vent Sentinel, it fills the "cheap, defensive red creature with utility" hole that most of us might not even know we have; for the vaunted Big Red decks to work, they often need a little help surviving until the mid-game. For whatever reason, I never liked Guttersnipe much, even though I know he does good work in some folks' cubes. Costing two instead of three and being able to block weenies here and there seems like a potential upgrade; it also has the same damage output as Guttersnipe if you cast one instant or sorcery every turn (though it does have 'summoning sickness').
While this can't do a machine-gun impression like Gelectrode, the fact that it's easier to cast and can immediately defend could make up for that.
A lot of this stuff is neat design but doesn't seem like it would play nice in cube or they just aren't quite powerful enough. Faith Unbroken is cool but has archetype limitations (controlling decks won't always have a creature) and makes your opponent's regular removal that much better. Shreds of Sanity only buying back sorceries is so narrow, and savage alliance honestly seems underpowered to me. Hamlet Captain is a reprint.
Are people really able to build those types of decks though? Prowess works because even creature heavy decks have 8 cards that trigger. But instant/sorcery only? My cube has maybe 90 of those in totality. How many can I possibly grab during drafting? If I have 6-7 in a deck, I've probably done pretty well. How many triggers will I get off that after T3?
This is Guttersnipe's problem. And Young P too, but he costs 2 mana and if I get just one body off him, he's already exceeded expectation for a 2 drop. But a 2/2 body and 2 to my opponent on a 3 drop? That's not good enough.
That new art is a huge improvement indeed!I need to go through the list again, but what I'm most excited about is the new art on terrarrion!
Wasn't the problem with Viridian Emissary that it was basically awkward and didn't stick to a plan? Does this one at least stick to a plan (defense) better?
This is an obvious plant for Emerge strategies. I don't know how many cubes without really, really heavy sacrifice themes will be able to make use of her.Wasn't the problem with Viridian Emissary that it was basically awkward and didn't stick to a plan? Does this one at least stick to a plan (defense) better?
Probably is there for Emerge. I'd posit that, like emmisary, people get too caught up in having to get the trigger at a specific time. I simply think that this is the same principle as VE, but sticks to a better game plan (defensive-based green).This is an obvious plant for Emerge strategies. I don't know how many cubes without really, really heavy sacrifice themes will be able to make use of her.
Well, the best plan is for emissary is to trade with an attacker. If the opponent has two grey ogres, there's a good chance both would stay home. Against a 0/3, they would just attack into it.Wasn't the problem with Viridian Emissary that it was basically awkward and didn't stick to a plan? Does this one at least stick to a plan (defense) better?
That's probably true. The problem is VE doesn't signal that super well.Well, the best plan is for emissary is to trade with an attacker. If the opponent has two grey ogres, there's a good chance both would stay home. Against a 0/3, they would just attack into it.