It depends on the nature of the low power environment. I have a low power environment, but fast decks exist, so the high mv plays have to be impactful to turn back the tide. What impact does a 7 drop in your environment need to have to make an impact on the game? If games easily last beyond turn 8, and you're expected to cast the Titan in every game, then it needs to be compared to the other options at its mana value in the cube. If making it to turn 8 isn't guaranteed, and you might already be at a low life total by that time, your ramp decks will probably appreciate a tool to claw their way back into the game. I think in this regard, the Titan plays similarly to Pelakka Wurm. Both are strong for the cost but not broken, but if aggro and midrange are well-supported, strong for the cost but not broke. is exactly what you are looking for in a seven drop. They will only be overpowering in your environment if it's trivial to hold out against aggro and midrange deck until you get to seven mana.Is this too much for a low power enviroment?
I love cards with choices, the aesthetic is super good and I just really like it overall, but seems a bit too strong maybe.
The only cheating I run is a pretty small reanimator package (Dread Return, Profane Command, Nullpriest of Oblivion and Body Double without any Entomb-type effect) so it would be mainly a ramp target.Can’t disagree with Onde above.
My question to you, @kryss , is how do you plan to make Titan of Industry available to your players? Regular land drops seven times. Reanimator. Ramp. Cheating onto the battlefield.
Personally I am trying out with a low-powered reanimator using mostly Blood tokens. For me this is too strong of a 7 drop. But for you it might be very fine if you go through Onde’s process.
May I suggest
Real. I dislike cheap unconditional tutors since they lead to repetitive games. However, jumping through hoops for it is okay. It could find you an out and be able to cast it at once as opposed to diabolic. Demonic is too strong/boringIs Dark Petition a real card or just Demonic Tutor for storm decks?
I do not mind cheap restrictive tutors, since it requires a deck building restriction. The cheap general ones are, just like blue can’t rip (yes this autocorrect was to good to correct), a sore tooth for the game. It is repetitive and boring (after a few games).I'm in the opposite lane although I respect the 'they lead to repetitive games' because that's a very real argument.
For me the tutors are important if my players are trying to construct decks with a focus. If they are doing a combo or a theme where they have some key pieces, then I want my tutors to be strong and efficient so the players can find those important pieces.
I get that they can also be general good stuff but I see that as more of an issue with the rest of the cards and not with the actual tutor.
Tutors create repetitive games. But it is good to give the players the opportunity to repeat their synergies so they consistantly feel rewarded for drafting their themes and synergies.
Persist and undying cards? (Sadly it is not on enchantments)I think this one was on a recent Lucky Paper Radio episode and it seems cool
Has anyone had experience with it? What cards does it work best with? I have some counters themes but they don't really get into blue.