@dreampaint
Yeah well mean that it's not oppressive until they are out of removal. I don't tend to think of a 2 for 1 on turn 3 as really that oppressive, especially when it involves combat and 1/1s. It's
good even if they have removal, I think most 3 drops in cube should be at least pretty decently relevant even when facing tempo advantageous removal spells, but certainly getting shocked etc and leaving a snake behind isn't "oppressive".
In your example I'd probably attack for 3/4 on turn 2 and bolt the thing and attack into the snake. Depending on what I had in hand and expected from my opponent I might even hold my creatures back till hell rider was around to make blocking uncomfortable / force multiply. Or even wait for a 2nd removal spell but I assume that this deck has no short supply of more creatures with 3 power to run into your opponent.
Your 3 mana guy got an extra card and traded for 3 mana against a deck that's whole plan is apparently in it's opener and mainly just knows how to beat on the ground. I guess ya did good but not great.
Like I really don't consider 1drop 2drop removal 4drop to be "nut draw" but yeah, this card is good at taking apart aggressive starts. Lots of cards are, and it gets actually oppressive when it can duck removal for a couple of turns, taking turns away from your opponent's tempo strategey (unless they are playing into the removal + alpha cold war you often see in limited) I find these example situations very silly really. I always end up thinking:
okay I can deal with this at a loss or play to my outs. What is my opponent playing?
Ophiomancer to me seems like another reason not to run too many "creature protecter" counterspells in your cube. Who wants to play against a
God's Willing Ophiomancer? Will Ophiomancer usher in a new era of tradewind decks and the glorious return of
Flames of the Firebrand and
Pyrotechnics type effex?