Chris Taylor
Contributor
Possibly the cutest thing to combine with approach of the second sun
I think you would ideally want fetches in the mana base. In a singleton format, no one wants to accidentally cuck themselves by sending some critical card to the BOL. I know my drafters would be shy of it for that reason.
In a singleton format, no one wants to accidentally cuck themselves by sending some critical card to the BOL. I know my drafters would be shy of it for that reason.
I would think formats without fetches generally also have lower overall power levels and/or more focus on synergy. With more focus on synergy, there shouldn't be as many/any "critical" cards in the deck. But I do totally get that psychological aspect, even if it is technically meaningless (you might also dig yourself 5 closer to a powerful card, or even pull one with it). Alfonzo's format doesn't have fetches and it feels at least decent there.
Eh, it’s about the same. Especially if you run interesting build arounds, people wants to play those cards generally, and will shy away from interactions that could prevent them from playing them.
I know you didn’t say this, but I want to stress that it’s important not to frame this way of thinking as “dumb.” The psychological reality of the draft is more real than the mathematical one.
I understand the psychological aspect, but I have to disagree that Ancient Stirrings comes at creativity's expense. In fact it's a tool that can unlock synergy by finding a build-around artifact or land. In addition, it invites cool plays and corner cases. Shuffle effects can give you another chance at those cards, the card reordering can matter in a long game, or it could help you orchestrate your lab man win.For most players, it’s better to lose interestingly with rise from the tidess, than win boringly with a lay from the land varient.
In these casual draft formats, winning is more a pleasant consequence of creativity, rather than something to be pursued at creativity’s expense. If your framework is to pursue a creative goal, which you invested your draft into, you’re not going to want to run utility cards that might derail your vision’s execution, even if those utility cards might make you statistically more likely to win the game.
I understand the psychological aspect, but I have to disagree that Ancient Stirrings comes at creativity's expense. In fact it's a tool that can unlock synergy by finding a build-around artifact or land. In addition, it invites cool plays and corner cases. Shuffle effects can give you another chance at those cards, the card reordering can matter in a long game, or it could help you orchestrate your lab man win.
If your playgroup feels strongly about the psychologic effect, I could see replacing it. But I think for most groups, it's at least worth a trial run.
You probably mean peasant, but yeah this is a thing in my cube, although I was not aware of cache raiders. Nice find.
Is this a deck in pauper cube?
Also,
Thats just cruel