I've got a few questions regarding
Temporal Mastery...
- Is the Time Walk dream really worth the bloat of TOL manipulation needed to enable it in cube? You could play cool and less time consuming cards instead.
- Is the high roll of this being played as a Time Walk something you're comfortable with exposing your drafters to?
- If yes, why not just run Time Walk? That saves you a lot of room you could fill with actual cards, rather than miracle support.
- Speaking of miracle, iirc pro's hated the mechanic, because it's hard to counter, you get super undercosted and overpowered effects, and it's the ultimate random miser's topdeck. Are your drafters prepared to relive prime Avacyn Restored anxiety with this card in the cube?
- If you want a Time Waalk, but at a fair price, why not run Time Warp?
Whoah, I've just woken up and my stream of consciousness may seem chaotic, but I'll do my best. Feel free to ask additional questions if my explanation will be messy!
1. We could also play Moxen and
Sol Ring, but is it that fun?
Jokes aside, I agree that one card might be not worth it, and we'd rather add some extra payoffs in any case.
2. I think, it's not that terrible (below I'll explain why I think so). And also...
3. ...
Temporal Mastery is not a
Time Walk in and of itself, but rather a card that you have to build around to get a Time Walk.
4. The answer is the same as for the second question: I should test it, of course. But I don't think Mastery is as unfun to play against as the notorious
Bonfire of the Damned. Time Walk effect's power depends on your board state: if you have a chance to attack/control planeswalkers/some other permanents woth activating twice, they are better. In a bad position, as it was said above, they just give you a card and untap your board.
5. I guess,
Time Warp simply doesn't make the cut at my 360 due to its high cost (maybe, when/if I get to the 450?), but Mastery (since you can make it as cheap as Time Walk) could. So, they are both cards that we could look at as
Time Walks at a fair price, but Mastery has the potential to be a more powerful effect, than Warp.
But there's a problem: if we don't choose the "5
Brainstorms" path, then we're most likely forced to add some more low-powered that work better with this theme, but that makes players expect more rewards for drafting less powerful enablers. Thooooough... You know what? Perhaps, even having 5 brainstorms in your list doesn't remove the necessity of adding several more payoffs, than just a Mastery, because there're still
Sensei's Divining Top and
Scroll Rack, which are (correct me if I'm wrong) not very good without payoffs. I mean, they count as artifacts for
Tezzeret, Agent of Bolas,
Karn, Scion of Urza, but require something else to be less narrow.
I'm not against trying
Entreat the Angels.
Mystic Sanctuary many people call a card that's often awkward since you won't often have 3 Islands on the battlefield. I tried it once in Utility Land Draft and was a bit disappointed. Maybe, I should give it another chance?
Counterbalance seems just narrow (though it's not without its charm).
Hey, there's also
Terminus!
Maybe, there's someone in whose cube
Bonfire of the Damned wasn't GRBS? I definitely remember I saw it in Jason Waddell's cube.