Constructed magic would suggest there's quite a lot of decks that don't.Here's a thinker: are there decks that don't want 1 mana cantrips like this?
Constructed magic would suggest there's quite a lot of decks that don't.Here's a thinker: are there decks that don't want 1 mana cantrips like this?
Aggro?Here's a thinker: are there decks that don't want 1 mana cantrips like this?
I like Adventurous Impulse, too. What deck is it specific to, though? Gx spells?What Safra said. It's basically the only good Green cantrip at the moment.
True. It would be more on-color to choose creature or land, but that leads to some issues with using it as a tutor. Even like "Reveal top N<5, choose a permanent" is strong and greener.The question is also, imo: Should every color get cantrips like this? In many ways it feels like a color pie break to me. Usually greens card draw is tied to creatures or it gets those cantrips, where you can get a creature or land, sometimes enchantment, from the top X cards of your library. Abundant Harvest is the only one that can draw you a Lightning Bolt. It is the only one, that has a 100% guarantee to draw you gas. Sure, it's not Brainstorm, but for my personal taste - and I reckognize this is probably an upopular opinion - it gets too close. It feels like putting a burn spell into my blue section.
Constructructed magic, sure, but we're playing limited here (Mostly. Battlebox enjoyers?)Constructed magic would suggest there's quite a lot of decks that don't.
I am a firm beliver in yes, but I aim REAL high:The question is also, imo: Should every color get cantrips like this? In many ways it feels like a color pie break to me. Usually greens card draw is tied to creatures or it gets those cantrips, where you can get a creature or land, sometimes enchantment, from the top X cards of your library. Abundant Harvest is the only one that can draw you a Lightning Bolt. It is the only one, that has a 100% guarantee to draw you gas. Sure, it's not Brainstorm, but for my personal taste - and I reckognize this is probably an upopular opinion - it gets too close. It feels like putting a burn spell into my blue section.
Personally, I think WotC is already muddying the color pie a bit too much. Mostly to please commander players' desire to have card draw and ramp in all colors, and have them be great at the long game. Sure, I do appreciate some of the innovations, like red's impulse draw or a third color being able to answer enchantments now, but I am also worried, that it could easily lead to a point, where the colors all feel to similar. And giving green and white better versions of Opt or Ponder is exactly that horror scenario of a future I have in mind
Well, yes, true, but why does that distinction matter? Do aggro decks have drastically different incentive structures in limited that makes cantrips more appealing to their gameplan? Do cubes, despite the infinite variety of environments they provide, all necessarily encourage cantrips? It's not like Opt is traditionally a highly contested pick in retail limited to my knowledge, and I would imagine Abundant Harvest is quite bad in the conventional green decks in the MODO cube considering a significant portion of your nonland cards are mana producers. Do I think cantrips improve the quality of games? Yes. I would not even be too surprised if cantrips were good in every deck in my game, but in general terms I think cantrips are often replaceable at best.Constructructed magic, sure, but we're playing limited here (Mostly. Battlebox enjoyers?)
I'm very sympathetic to this but ultimately think: yes, they should, and if it is a break it shouldn't be. The color pie was defined by Garfield 30+ years ago, long before Frank Karsten sat down to math out your pips in deck vs # of mana sources etc. Dr. Garfield is a genius and an incredible game designer but I think he made a mistake when he gave blue the lion's share of control over interacting with the game engine itself (drawing cards; stack interaction).The question is also, imo: Should every color get cantrips like this? In many ways it feels like a color pie break to me.
In the early days not all had to be blue. The thing is, over time blue got the best of everything. Blue was due to card draw the support color but (aside from merfolk) could not get a dent in (and even merfolk was not obnoxious like delver).I'm very sympathetic to this but ultimately think: yes, they should, and if it is a break it shouldn't be. The color pie was defined by Garfield 30+ years ago, long before Frank Karsten sat down to math out your pips in deck vs # of mana sources etc. Dr. Garfield is a genius and an incredible game designer but I think he made a mistake when he gave blue the lion's share of control over interacting with the game engine itself (drawing cards; stack interaction).
While cantrips are 'replaceable at best' in many decks (low-curving midrange ones without major synergies), that doesn't describe any of the strongest decks in my cube, all of which shave some number of lands for cantrips in order to 'see' 'more cards' per game. Seeing more cards means making more (and more interesting) decisions, which is what I want to encourage. Leaving good cantrips mostly in blue (they've never all been blue) means that the drafters who were in good seats for blue get most of the cantrips, which means they have more "xerox"-y decks, which means they see more cards and make more interesting decisions than anyone else does.
In constructed formats like Legacy, that's fine. Everyone's blue and everyone knows everyone else is blue. But in draft? I think it's more important to me to give everyone some draw smoothing than it is to adhere to a version of the colour pie where blue gets most of the fun and most of the 3-0's.
So we were looking for a final mechanic for Onslaught. We had tribal; we had morph. What we needed was what I call a "deck greasing" mechanic. That is, each set we try to include something that helps players smooth their mana draws (aka help make sure that players get land when they need it and avoid it when they don't). While morph helped a little (you could still play the creature even if you had color problems) it didn't fill the role we needed. The mantra that kept coming up was, "We need something like cycling." We messed around with a number of mechanics, but none had the right feel for the set. Finally, I made a bold suggestion: "How about cycling?'
You have to realize at the time that we hadn't ever brought back a keyword mechanic except to grant it evergreen status. My argument was that mechanics were a tool and we shouldn't be afraid to use them again. Yes, others replied, but we shouldn't bring back a mechanic unless we can do something new with it. "Okay," I replied, "how about cycling?"
? It just has random cycling attached to it. Not that it does anything with cycling/discarding cards.Unfortunately, for a long time Cycling effects were often tied to narrow mechanics that don't fare well in a 'standard' cube environment, but my hope is that in the future we will see more versatile options including the keyword (Ozolith, the Shattered Spire is a wonderful modern example).
? It just has random cycling attached to it. Not that it does anything with cycling/discarding cards.
Yes they are the same side of the coin. Thing is, not all colours should have equal access. Definitely not if one colour has more strength in a certain field than another.This discussion is about cantrips, but what it really comes down to is draw smoothing IMO. Safra mentioned cantrips, Rusje mentioned cycling and for me, they are two sides of the same coin
I both agree with you, and also think certain things just shouldn't be cordoned off from certain colors. Cantrips are one of those things I think every color should have, at equal power level, using their own mechanics and flavor, because they let you play good games of magic.Personally, I think WotC is already muddying the color pie a bit too much. Mostly to please commander players' desire to have card draw and ramp in all colors, and have them be great at the long game. Sure, I do appreciate some of the innovations, like red's impulse draw or a third color being able to answer enchantments now, but I am also worried, that it could easily lead to a point, where the colors all feel too similar. And giving green and white better versions of Opt or Ponder is exactly that horror scenario of a future I have in mind
?the same way someone playing green should be able to do something other than concede when their opponent plays giver of runes
You’re also playing with late 90’s creatures which have a significantly less impactful board presence than creatures from the mid 2000’s onwards. Mother and Giver both get way more powerful when they have better things to protect.?
Green goes over it with trample/go wide. Mother of runes is in my cube (twice) and it is good, but not even remotely concede worthy. No matter the colour(s) the other player is playing with.
Better creatures are in all colours. Thing is, mom does nothing against the green beasts of these days. If your cube is such that white creatures are as strong as green then yes, but what does green do then?You’re also playing with late 90’s creatures which have a significantly less impactful board presence than creatures from the mid 2000’s onwards. Mother and Giver both get way more powerful when they have better things to protect.
I am confused. Suppose green has nothing against flyers, then the lavamancer is just a 2/2 flying. If you cannot play around the decoy, but you must interact with it, then we play vastly different games.It doesn't need to be giver specifically, just any creature that you need to interact with. Grim lavamancer, Royal Assassin, Master Decoy, etc
"just win around it" is not an acceptable answer to what do I do if my opponent has this thing in play
I think this is the more reasonable approach to the topic, and there are a lot of tools to combat it. Wotc has realized that interacting with creatures is a core part of the gameplay that every deck is encouraged to be able to do, and therefore has given it much wider distribution than it had during its inception. I don't really think smoothing cantrips falls into the same category, because a lot of decks just aren't interested in trading tempo for consistency, and I think instead that we (they) should find ways to provide every archetype with reasonable ways to mitigate randomness if you are of the opinion that cantrips makes for higher quality games. I think effects like kicker, evoke, and to a lesser extent adventures, help more in that regard than colorshifted ponders and adventurous impulses. They should also stop using the few names we have for split cards on draft chaff.This discussion is about cantrips, but what it really comes down to is draw smoothing IMO. Safra mentioned cantrips, Rusje mentioned cycling and for me, they are two sides of the same coin.
My playgroup is strongly against breaking singleton. I just asked them. Maybe they're ignorant...I was going to art-singleton Cast Down and Ultimate Price to x3 each if I break singleton.
Colours? Conditional? What do you desire?My playgroup is strongly against breaking singleton. I just asked them. Maybe they're ignorant...
Either way, give me your best/favorite 3 mana creature removal.
My playgroup is strongly against breaking singleton. I just asked them. Maybe they're ignorant...