General Fight Club

Man, that's rough. I love both of these cards so much.

In most Cubes, I'd do Sevinne's Reclamation. Being able to cast spells that get incidentally milled is awesome, and the options expand for what you can grab. In core of the CCC though, I'd do Helping Hand. For a core card, it fits that role better. Power level is much closer, the cost is lower, and the effect is simpler.
 
The open-endedness of Sevinne’s Reclamation makes me think it’s a better core card. Works with small creatures, auras, lands even Jace Beleren!

Also Gifts Ungiven when for this spicy pile

 
I'd go with the seacrome coast cycle. Turn 1 and 2 are the most critical turns in most formats.

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Which white recursion spell would you rather have in the core cube?

Sevinne's Reclamation, no question. It working from the graveyard and hitting all kinds of permanents make it a much more interesting, playable and synergetic card.
 
Okay, I'll stick with Reclamation for now, but there is another fight up next:



I added Honor to further promote white prowess. It's cool, but now I wonder if Helping Hand could get the same job done (you still have 10-12 creatures) in these decks specifically, while also being more appealing to other strategies.
 
I would go with Helping Hand in your fight. More generically playable and impactful I think, though it's funny that both can rot in hand.



vs

Having a body vs returning more card types (that are all supported in the cube). Thoughts?
 
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Okay, I'll stick with Reclamation for now, but there is another fight up next:



I added Honor to further promote white prowess. It's cool, but now I wonder if Helping Hand could get the same job done (you still have 10-12 creatures) in these decks specifically, while also being more appealing to other strategies.
Still Helping Hand. Honor is cool but has fewer practical applications imo.

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Having a body vs returning more card types (that are all supported in the cube). Thoughts?
Insight is cool if you want to try and make the first ability relevant, but I think Wayfinder is the clear winner otherwise. Also, it is hard to tell what is going on in Dredger's Insight's art, which is a negative in my opinion, even though it's not really a mechanical concern.

I could definitely see a world where you just play both, usually decks that want these types of cards want multiple copies of the effect. Just one "mill+draw" card is usually not enough for archetype support in my experience.
 
I'd go with Satyr Wayfinder unless you're providing plenty of ways to trigger Dredger's Insight
Kind of? Between Welder/Engineer/Emry/Scrap Trawler/Myr Retriever/White recursion/Black reanimation there are plenty of ways to recur artifacts.
Similarly, recursive creatures are readily available.

I could definitely see a world where you just play both, usually decks that want these types of cards want multiple copies of the effect.
I’m with you on the art! I had planned to include one of these and Hermit Druid as a spicy self-mill option, but could also go safer and just run Satyr and Insight.

The body, no question. The life gain isn't going to matter.
The ability to recur more than just lands holds no value to you? Wondering if I am overvaluing that part of the card.
 
The ability to recur more than just lands holds no value to you? Wondering if I am overvaluing that part of the card.

Perhaps you’re slightly undervaluing the body?

You already have Malevolent Rumble for card selection. Green graveyard decks put high value on bodies as there’s already plenty of cards vying for those precious non-creature slots…whether it be reanimation spells or any of a number of tasty enchantments and artifacts

My preference is Wayfinder
 
Both are fine, but I agree that Wayfinder is more practical and easier to mess around with. It also has the massive benefit of not having an Aetherdrift set symbol, one that pulls me out of the game of Magic more than Spider-Man's face. No card's been in and out of my Cube more than Wayfinder, but that's only because it's such a valuable card at every power level and in almost any context. The same isn't true for Insight, which is good enough reason to prefer Wayfinder. The little Saytr simply communicates more clearly with your drafters what's going on.

But man, Hermit Druid is one of my favorite Magic cards of all time. I would never run either of these over him if you have the choice. It can mill so many cards at once, more than any other card of the style if you draft around it appropriately.
 
Perhaps you’re slightly undervaluing the body?
Quite possibly, but I think I am mostly overvaluing the leave the GY trigger from Insight. I imagine some non deterministic Trawler loops that gain me a bunch of life or some Gravecrawler nonsense.
I am happy including the Wayfinder, thanks everyone!
 
I was looking at sagas today and found the best variant of this card...from a power-level POV at least. It suffers massively from the complexity creep of the era:



Teachings of the Kirin is functionally perfect for my Cube. Such glue! Self-mill, it makes a token on ETB, it's two sacrificeable permanents for 2 mana, it's an enchantment for delirium, it gives counters, and it has incidental gy hate on the back.

But the problems are obvious. It's overly complicated in the biggest way. So much text. So much of it, especially on the back, is wholly unnecessary! It's a lot to grok when passing around packs, and DFCs are already inconvenient.

I also don't like colorless spirit tokens, partially because spirit tokens are still known to have flying and these don't, but in this case, it's even worse since it's both a non-flying spirit and also not white to benefit from crossover of Descendant of Storms.

I think the deeply inelegant design is enough to throw most of you off of this card, but I'm still tempted. It's a great rate for what it is....but maybe I just give Leaves from the Vine a more serious chance.
 
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