Another even worse example is some corp decks can self-mill down to only a few cards, then use accelerated diagnostics to play them all, including those that normally take 2 actions to play and those that recur said cards.
I love the mechanics of the game, but as the datapacks have rolled out constructed play is already moving towards setting up combos that push aside the juicy interaction that I think makes the game most fun. I guess this sort of thing was inevitable, I was just hoping that the it would take a...
Some other spells matter cards to think about might be ones that effect spells or can be cast more then once.
TwincastRecallQuickenWhispers of the MuseDistortion StrikeDeep AnalysisMystical TeachingsFlash of InsightDelayCast Through TimeredirectMisdirectioncowardiceSilent Departure
You could...
I think Bile Blight is going to be a good card overall. It kills important 3 toughness creatures, wipes tokens (including toughness 3 tokens!) and clears out multis for those that use them. Unlike the old card that did this (echoing decay?) couldn't kill nactyls, which made it pretty much...
My friend runs the heralds in his cube, which lets you tutor their card from exile, and they aren't nearly as good as you would think, even in his slow/low powered environment.
Leafcrown Dryad and my Observant Alseid (sharpied to the same cost) have been solid gridfillers for enchantress/heroic/replenish, but the more expensive ones or the weaker BNG ones are probably just too low value for the synergies to matter. I'm hoping Eidolon of Countless Battles and Spiteful...
I think the dynamic is much less interesting then leveraging the effect as a way to smooth out the drafting process. Giving a couple of the players in the draft, determined basically randomly, a pick mulligan is not a dynamic I'm interested in.
Personally, I'd go the other direction with this draft gimic and give each player one copy of it before the draft starts. Being able to double up your picks or later pick this guy to mulligan a bad pack will help make decks smoother, particular in an undersized draft.
Imperial Recruiter is the man in R/B sacrifice, he basically finds whatever you need while also providing a body to be sacrificed. He gets your sac outlet, your recursive creature or your value generator, basically anything except falkenrath aristocrat.
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The wild growths are good for me because they have some useful upsides with land untappers (which I should probably run more then two of considering. . .) and enchantresses, but I'm probably the only one who cares about those synergies.
Hipster moment: When did the term "beast mode" enter the popular vernacular? I remember using that phrase in 2001 while playing CvS2 in college, then not hearing it for like 10 years and all of a sudden its back again?
Shit, I'm not going to commit yet, but I'm thinking about about it, Sunday afternoon is probably good though, will update on this as soon as I can confirm.
I have not tried it out, but the idea does make me think a couple of things:
This cube is basically impossible to have properly balanced and fully interactive.
HOWEVER that is not particularly important in this case. With the huge number of different combinations you can make, the challenge...
I'm thinking about aggro across the colors for a second and what can make them unique besides just curving out with efficient creatures into a game ender.
Black has the crawler theme, where they keep coming back.
Blue has delver, where a single protected threat runs wild or cloudfin raptor and...
Nah, bro, you just make sure you have enough copies of innocent blood, path of exile and swords to plowshares in your (720 card singleton cube) for all 7 others players to be able to handle it and you'll be fine.
The Rebel errata is a great idea and one I've considered co-opting a version of . I think if you make these changes huge and intuitive it makes them easy to remember and emotionally satisfying, particularly when it lets people use cards that they like.