Maybe I could find it on an earlier page but I'm too lazy and the last block introduced a lot of new gy-interactions.
Leap is miles better than mysteries. Mysteries has a nontoken clause which makes it really bad and uninteresting in my opinion.... for cube.
oh no A SINGLEUh... I disagree. This all depends on the power level of your cube. Mysteries doesn't require you to hold up mana and makes creatures when you sac a clue, which isn't irrelevant. It's also a lot better against sweepers. I'm not saying it's more powerful than Evolutionary Leap, but to call it really bad and uninteresting... Well, that's just your point of view![]()
oh no A SINGLE!!!
even the turns where all you do is cycle Leap are not expensive and you're probably casting spells after combat / they try to pop your war doughnut anyway so the mana efficiency argument is fallacious imo
Well i know how the card worked in the stock draft. It was okay. Not the best. You need 5 mana to gain any value from it and you need a dude of yours dead.How many games have you lost because you missed a land drop on turn 3? Keeping up a single mana is a real cost in the early to mid turns, and you will simply not be able to deploy your threats as efficiently if you are forced to keep one land untapped all the time. Not to mention the times where you need double green for something with only two green sources out and Leap in play. Of course you aren't required to keep up a green mana, you can also ignore Leap in the early to mid turns and grind out value later, but the fact that Mysteries does not require mana is an advantage. Also, all I implied was that calling Mysteries really bad and uninteresting just because it doesn't interact with tokens is short-sighted. I think Meltyman is ignoring some small advantages and cute interactions Mysteries offers in favor of raw power. Nowhere am I denying that Leap is the more powerful card.
no, they are completely different cards
also if your mana is constrained such that you can't activate Leap, you're not cracking all those clues God gave you either
mea culpa you're totally rightHow many games have you lost because you missed a land drop on turn 3? Keeping up a single mana is a real cost in the early to mid turns, and you will simply not be able to deploy your threats as efficiently if you are forced to keep one land untapped all the time. Not to mention the times where you need double green for something with only two green sources out and Leap in play. Of course you aren't required to keep up a green mana, you can also ignore Leap in the early to mid turns and grind out value later, but the fact that Mysteries does not require mana is an advantage. Also, all I implied was that calling Mysteries really bad and uninteresting just because it doesn't interact with tokens is short-sighted. I think Meltyman is ignoring some small advantages and cute interactions Mysteries offers in favor of raw power. Nowhere am I denying that Leap is the more powerful card.
Tracker and Mysteries in my mind tries to outvalue the opponent by gaining card advantage. Tireless Tracker is generating that value more easily, while Mysteries require a lot of setup to be of any use. 1/1s aren't that exceptional in my opinion to go nuts over Evolutionary Leap.no, they are completely different cards
also if your mana is constrained such that you can't activate Leap, you're not cracking all those clues God gave you either