thankfully dig synergizes with more delve spells. It does suck that the mechanic's major benefit gets a long poorly with other, better graveyard mechanics though.Delve is a weird mechanic because it's anti-synergistic with itself.
thankfully dig synergizes with more delve spells. It does suck that the mechanic's major benefit gets a long poorly with other, better graveyard mechanics though.
I feel like only control decks, which tend to pack lots of narrow answers and a select few finishers, ever really need the selection of Dig Through Time, whereas Treasure Cruise can go in nearly any deck - see the Legacy deck that ano posted in the other thread.
versus is a real thing when we're talking about delve, too.
Also, while Dig was being compared to Fact or Fiction, Treasure Cruise was being compared to Ancestral Recall.
Just saying.
Yeah and they were totally not exaggerating anything
Well I'm still casting those 2 spells right? Like next turn? It kinda reminds me of fueling my graveyard. I guess I just think of it too much like accumulated knowledgeing.Nah, Dig put the other cards revealed on the bottom of the library
Things I like about dig: Instant, and double impulse is likely to be better than draw 3 when you can cast this thing.
during spoiler season I heard a lot of comparisons between dig and fact or fiction, a comparison I really don't think treasure cruise invites
Maybe I actually just run both for now. Not at all what I was expecting to do, but they both seem super sweet.
(keep debating the last one too, lots of interesting points!)
Treasure cruise is probably awful in environments where you kill creatures with faiths fetters and skinrenders and card draw/ selection spells tend to cost 3+ rather than 3 and under. Then again we have fetch lands. Devotion cultivation with building a permanent board vs graveyard cultivation maintaining spell velocity is a neat question.Treasure cruise is basically ancestral recall with a conditional threshold requirement. I do think though that both cards want environments where you can fill up the yard in a hurry and arn't using it as a resource: hence the U/R delver lists where its turning the usual array of burn and cantrips into more burn and cantrips. Delve also has real value in a format where you are limited on mana.
As for the three pump spells, I think it depends. For spells matter I think they are all rather poor, prefering something like distortion strike which in general synergizes better with the theme. Otherwise, I think I like titan's strength the most, because the scry on it can be valuable in those sorts of decks, where you are trying to maximize the impact of your draws.