This kinda raises the question then of how many combat tricks are desirable in a format. Generally speaking, I feel like my own format has too few (I can think of 3 off the top of my head in my 360. One each in white, green, and black, not counting
reckless charge in red because it's not really a 'trick' as such). I actually really like the way games feel when combat tricks are prevalent. I find they make best of 3 series really interesting too, in much the same way that seeing
Daze in game 1 or 2 can.
But how many tricks does a good cube deck want? And then, extrapolating from there, how many does my cube want? I think you can probably make them feel less like filler if you support double strike, heroic, or prowess, but I also don't want my cube to turn into
Become Immense cube (although the occasionally blowout on a double striker
is funny...)
I don't think I want to go the route of Utility Trick Draft, but I dunno how many slots I want to "waste" on tricks either