i do love me some strix
literally infinite 4/3 fliers might a BIT much lolHaven't played with it in Cube, but it's really nice in constructed. I guess the biggest question is not whether to squadron it when you include it but how many you plan to squadron when you do. I'd expect that your cube could handle 4 or more. Heck, for you the right answer may be to only offer one in the draft portion but for it to come with an infinite number of them in your sideboard, effectively replacing the text on Legion Angel with "When CARDNAME enters the battlefield, conjure a card named Legion Angel into your hand."
This but with drafting 1+ Learn spells unlocking all Lessons. Or each player gets 1 of each lesson! Hmmmm.Haven't played with it in Cube, but it's really nice in constructed. I guess the biggest question is not whether to squadron it when you include it but how many you plan to squadron when you do. I'd expect that your cube could handle 4 or more. Heck, for you the right answer may be to only offer one in the draft portion but for it to come with an infinite number of them in your sideboard, effectively replacing the text on Legion Angel with "When CARDNAME enters the battlefield, conjure a card named Legion Angel into your hand."
it’s a lot better than it looks if your curve is low. if my whole deck runs on 3 lands, i don’t mind saccing my 3rd or 4th drop to kill a thing. what else was i gonna do with it?
This card is just bad, right? It's not a decent pickup for a lands deck or anything? For context, my average burn spell is for 2 damage and upside at sorcery speed. It almost seems decent in this context as a Bolt but only in the late game.
Doesn't this just slow the game down in a kind of uninteresting way?
Losing 2 life per card in hand is just way too much of a risk to make this card worthwhile. Demonic Pact "works" as well as it does because players have a decently large window to reset their pact. Demonic Lore doesn't provide that same opportunity- you basically have to kill it the same turn you play it or else you are going to lose a ton of life.
I didn't see anyone ever mention this card on these boards so far, but I think it's a very real option for Demonic Pact number 2.
I topdecked it tonight, cast Teferi's Time Twist on it and then destroyed it before it could do me any damage by sacrificing my Thrashing Brontodon. I basically used two and a half cards to draw 6 juicy new ones.
Can't say if I just got lucky, but I think this might be a sleeper.
I second this, Treacherous Blessing is great!I like Treacherous Blessing a lot more if you want something in that vein
For me the biggest fear is it getting into play on turn 3 via Tinker. You can reanimate it faster but I'm much less scared of Reanimator as an archetype, it's far more vulnerable.it really depends on how fast you’re getting to 7 mana. if you just play 7 lands and tap out for it on turn 7+, you could have been running a bunch of stronger cards at 1-3 mana that win the game. if you’re cheating it out turn 2-4, it’s quite strong, and will leave some value behind if it dies, but isn’t an instant win the game button, so it’s a nicely designed cheat target.
I was actually thinking of replacing Triniform with it so that's actually a point in its favour.Just alright if played fairly.
I wouldn't want it tinkered in against me, but I'd rather face this than your Triniform or God-Pharaoh's Gift.
It hits a bit too hard, but it also lacks trample so I'm unsure if it's too scary compared to other cards I run.It attacking for (up to) 12 the turn after it comes in has never sat well with me. Thats a huge gut punch for a card that is fairly easy to get out early. Compare to Titanoth Rex, which hits for less and is *much* harder to straight cast.