I prefer the cancel as I think the drawback to deprive is too severe for what it offers, but I'm not especially stoked about either.I'm back with this one again ...
Assuming you're playing a draw-go-ish, blue based control deck, do you like it more or less than a Cancel-variant with minor upside like this one?
And if you do like Spell Snuff more, would something like a single Umara Wizard be enough to change that?
Like if we started with 8 Deprive? Probably. Unlike most shitty ideas (where is @LadyMapi ?), this one doesn't excite me.Could we design a cube where deprive was busted? Probably not... Could probably design a cube where it was good, though.
Gone, for now at least.(where is @LadyMapi ?)
if your deck tops out at 3 mana, and you return your third or fourth land to hand with Deprive, and then just replay that land and continue casting 1-3 MV spells, what did you lose? i wouldn’t run Deprive in an environment where getting to 5 mana was necessary, but in an environment with a low overall curve, the drawback is severely diminished, and if you add synergistic effects to that environment (ETB effect lands, dual faced lands etc etc), it starts looking better and better.
Something similar to my cube tbh, I’ve def had URx decks cap at 3Jokes aside, which cube would you draft from to build a blue deck where you curve out at 3 mana value?
if your deck tops out at 3 mana, and you return your third or fourth land to hand with Deprive, and then just replay that land and continue casting 1-3 MV spells, what did you lose? i wouldn’t run Deprive in an environment where getting to 5 mana was necessary, but in an environment with a low overall curve, the drawback is severely diminished, and if you add synergistic effects to that environment (ETB effect lands, dual faced lands etc etc), it starts looking better and better.
This is a sentence I find I use a lotI cut Whip long ago. I'm pretty sure it's unplayable in Funch's cubes, but in my cube it was not fun to go up against.
I'd go with Technique. More fun in a multiplayer setting where you have to weigh the risk/reward and most walkers kind of just suck if you can't protect them. This Liliana pretty much exists to be a one shot reanimation spell rather than a 5 mana zombie token factory most of the time.
I have a multiplayer cube, pretty high powered, but lacking a lot of the battlecruiser cards (that you would want to reanimate).
I am looking for a value reanimation spell for this slot and have these two in mind (I already have Dread Return and Living Death).
Technique is cool because you get mill+reanimation in one card and I like the spell and copy of the Technique for random Magecraft, but giving an opponent something is a real cost.
Liliana is always at least a 5 mana reanimation spell and sometimes more, but I am not a huge fan of the +1 token spam.
Perfect for my Cube though:I cut Whip long ago. I'm pretty sure it's unplayable in Funch's cubes, but in my cube it was not fun to go up against.
That very much depends on your cube...Powerful but easily beatable? Check.