I'm extremely happy with the new split cards, especiallyChucking away lots of cards mean your graveyard is full quickly; the threshold cards aren't powerful by modern standards but they demand less than delirium
I'm extremely happy with the new split cards, especially
Good PhilosophyPrepare to Start.
Fight to Finish.
Where is the ideal home for the bi-cycle lands? In the main cube or in a utility land draft? In the main list I feel like the tapped clause will hinder aggro and tempo decks, and in the utility land draft I worry they'll be snagged for fixing moreso than for cycling or delirium synergy.
Interesting questions. Scrylands have always been off the table for me because of how they disproportionately favor control decks so I wouldn't place them in either the cube or a ULD. I may be overreacting to the tapped clause, especially since the ability to cycle an unneeded land is quite the boon for aggro. I'm currently running double fetch lands, double shocklands, and a full cycle of man lands so the fetch able quality is quite nice too. I've decided I'm going to swap them in over the weaker man lands and in place of my second shock land for guilds with powerful ones.
I'll again mention an idea I've been experimenting with that I think people should explore. It's worked well so far and it's highly customizable.
Instead of running the full cycle of lands, consider just running only 4 of them and base your choice off color. If you run 5 "mini-cycles" like this, you get 20 dual lands and cover all combinations twice. But instead of only being able to run 2 cycles, you now get to play with 5 different types. You now get a little bit of everything.
My current setup:
White - Scrylands
Red - Fastlands
Black- Painlands
Green - Creaturelands
Blue - Bouncelands
This gives me tapped vs untapped combinations which lean one way or the other (or one of each) based on color combinations. For example, WU is scry and bounce (so two tapped lands). It's a control combination. RB is pain/fast, which are both untapped (so more aggressive) GR is a mix (fast/creature), etc. In addition to these 20 partial cycles, I also run single fetch and double shock (technically bicycle ally and shock enemy until we get the enemy bicycles).
And again, the combination can be anything. Creature lands too good for a mini-cycle? Remove them and replace with check lands. Or filters and make those white and move scry to green. Or... pretty much whatever you want.
I'm tempted to bring back the Painlands and Talismans because I felt like they embodied what I wanted from fixing sources, namely fast fixing at the cost of life. Colorless support was gravy too. That said next time I draft I'll try to be conscious of how many times I would have preferred something like a scryland, I'm such a sucker for cycle symmetry.
FWIW I played with Firemane Angel in both an unpowered and lower powered cube, and it was pretty awful. The 1 life and the insanely overpriced reanimation effect were pretty bad gravy and worse reasons to play the card, and a 6 mana 4/3 flier with first strike is a pretty bad creature in most cube environments. I don't want to poo-poo on your parade but I have literally never seen it be good, at least 'good' in the way I expect my 6 mana investments to be.
Having a free spell just biding it's time until you have an opportunity to abuse it is very strong. I could see swapping out like so in my formatI think a lot of people are resistant to limiting creature lands to just a small subset because they are powerful. But I'd argue that running 10 of them in most cubes warps the environment around them. Much like running 5 swords does. So I'm a big fan of cutting them down a bit. I've always been a fan of the creature land design, being late game reach that is resilient and a sweet mana sink plus fixing all in one. These cards are amazing. But IMO there is such thing as too much of a good thing.