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The Magic Market Index for Oct 13, 2017
 
The World of Kamigawa
 
Treasure Cruisin' - Manaless Dredge
  • posted a message on [Peasant / Pauper] Print this Wizards
    1B scry 2 is certainly stronger than BB scry 1, scry 1, and 'machine guns' better (assuming that term means just digging for a card) because it is less colour intensive. The benefit of the single mana version is just that; single mana so you can stop scrying once you hit a card you want to draw without the potential to 'waste' any mana.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Peasant / Pauper] Print this Wizards
    I agree. I think the sweet spot is 'slightly below par' for the cheap version, such that you'd rather be playing something else, but you'll cast it if you don't have something better to do with your mana; and that the 'full cost' mode is better enough than the cheap mode that you would actually cast it a decent amount of time once you get the mana. Perhaps trickier than I had expected, especially for a tutor.

    Perhaps Blah de Blah Tutor could just be:
    Sorcery
    Cost : 2BB
    Search your library for a card and put it into your hand, then shuffle your library.
    B, Reveal this card from your hand: Scry 1.

    It's a strictly better Diabolic Tutor but I don't really have a problem with that. Scry 1 seems pretty innocuous, even if you can activate it multiple times per turn.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Peasant / Pauper] Print this Wizards
    It's not 'free buyback' in the traditional sense; buyback is usually on cards where you get the effect on the card, and if you can afford the buyback cost, you get to do it again. The templating here perhaps doesn't work, but the idea was that the kicker version without the 'buyback' is essentially a different spell altogether.

    jovian, as salmo has implied you'd rarely pay the kicker cost because the card advantage / quality you get from keeping it is excellent, but maybe that was an oversight.

    I like Creeping Insight, although I have a sneaking suspicion it would do degenerate things in older formats with the like of Lion's Eye Diamond and such. Though probably no more broken than what they already have...

    Pending Tutor
    Sorcery
    Cost : 2BB
    Search your library for a card, put it into your hand, then shuffle your library.
    Forecast 1B - Scry 2

    That kind of solves some problems. Scry 2 for 1 mana might be cheap, but forecast has the eternal problem of requiring investment in your upkeep and I don't know how often I'd want to spend 2 mana in my upkeep. 2 mana is probably right to disincentivize just forecasting it every turn and actually tutor sometimes.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Peasant / Pauper] Print this Wizards
    Some recent discussion on Razaketh's Rite got me thinking about tutors / card filters.

    Blah de blah Tutor
    Instant
    Cost: 1B
    Scry 4 and lose 1 life. Then you may pay 1B. If you do, draw a card. If you don't, return ~THIS~ to your hand.

    I started the cost at B and the trigger cost at 2B, but that is probably pretty nuts. Potentially playing out 2 swamps over your first couple of turns and clearing away up to your top 12 cards to find bombs or set up nuts plays from turn 3 onwards sounds pretty damn good. Maybe it's still pretty nuts and actually worth NOT replacing itself to keep on scrying every couple of turns if you have the mana.

    I was looking more for something that mini-tutors if you don't have the full mana, and is worth actually playing at full mana...

    Attempt 2
    Sorcery
    Cost : B
    Kicker 3B
    If you paid the kicker cost, search your library for a card, put that card into hand and shuffle your library. If you didn't pay the kicker cost, instead scry 3, lose 1 life, and return ~THIS~ to your hand.

    I'm a bit dubious on the templating there.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Pore Over the Pages made it in my last update, but I don't think it has seen play (which is due to not being able to cube much rather than the card). I see the position on it not drawing you into lands, but by the same token neither does Jace's Ingenuity which I think most agree is a perfectly playable card. I'll drop it to 1, and I might add an additional comment that the presence of bouncelands or Wild Growth variants in a cube make it a little better.

    Riddleform, Supreme Will can go to 2, and Force of Will to 3.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rando Cube Card of the Day
    Quote from Phitt77 »
    Doom Blade is only the third best 1B instant speed black removal after Go for the Throat and (usually) Ultimate Price, so I don't think there is a need to run it below 540 (and personally I wouldn't even run it at that size).
    I think this statement is more about our position on cube design. It's still probably the third best black removal spell, and if you were just jamming the most powerful cards in your cube, then all three of them would go in. But I think most of want to either vary our removal a bit more, or depower it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    And the blue 5cmc spells that I need to catch up on.


    4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
    3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
    2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
    1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
    No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.

    Fool's Demise - 0??? I think it's interesting but I'm guessing it isn't good enough.
    Description - So one option is you can cast it on one of your creatures, and keep getting it back when it trades / dies, recast and repeat, which might be relevant for sacrifice decks. Or, cast it on an opponents creature so you can gain control of it, repeat. But either way, you really have to have ways to force the cretaures to die, otherwise you've invested all this effort in an engine that isn't running.
    Anchors -
    Supports -

    Force of Will - 2
    Description - You two for one yourself most of the time, but it doesn't cost you any mana so it can be a tempo hit for your opponent. A U/x aggro deck is probably happy to play it so it can develop the board while disrupting the opponent… as long as it has a blue card to exile. It's less important at peasant than in rare cubes that are chock full of broken cards, but it will be better in cubes that include the broken peasant cards.
    Anchors -
    Supports -

    Gush - 3
    Description - It's the alternate mode that really makes this card (though you can hard cast it). If you are stuck on 4 lands, you can tap them, return 2 Islands to your hand, then replay one so you cast your 5-drop. Mid to late game, you get to mitigate one of the drawbacks of most draw spells; the tempo loss. In the late game, you can often just cast Gush and then cast 1 or 2 other spells. It also opens up some other lines of play with effects requiring a discard; a Psychatog with a single card in hand might not be too threatening, but if that card is Gush, it can be worth 6 damage. Also consider higher if you care about landfall.
    Anchors -
    Supports -

    Honden of Seeing Winds - 1
    Description - It is one of few cards that, on its own, can draw you a card every turn without any further investment. You could just play Jace's Ingenuity for the same cost for instant cards, but if you've stabilised and heading for the long game you are likely to overwhelm the opponent with card advantage. It can be played on its own, but you are probably only cubing it as part of a Shrines package.
    Anchors - Shrines
    Supports -

    Jace's Ingenuity - 2
    Description - Elegant and efficient. It isn't overly powerful, but is simple and effective enough that it forms a baseline to compare other card draw against.
    Anchors -
    Supports -

    Lost in the Mist - ???
    Description - I assume this is just too expensive, but maybe the effect is ok?
    Anchors -
    Supports -

    Mind Control / Persuasion - 3
    Description - Control Magic is strictly better, but at 5 mana the ability is still very strong. It can either be a second Control Magic, and some cube owners have been known to 'depower' Control Magic and play this instead.
    Anchors -
    Supports -

    Pore Over the Pages - 2
    Description - Interesting design, in that the untap clause potentially lets you cast something you draw (particularly if you are on more than 5 lands), mitigating some of the drawback of sorcery speed card draw (doing nothing to affect the board that turn). The discard provides some incidental graveyard matters support.
    Anchors -
    Supports -

    Psychic Spiral - 2
    Description - It can be a control finisher, as long as you provide it with enough support. If your control decks are full of 1 for 1 trades, or a lot of incidental self-mill or card filtering, then this can be a win condition. Note that it is inherent card disadvantage, and the improvement to card quality will take several turns to equal a card, so don't cube it unless you have decks that can win with it.
    Anchors -
    Supports - Graveyard Matters

    Quicksilver Geyser - 1???
    Description - So, Undo seems a lot better. BUT, this does do instant speed and can hit artifacts and enchantments if it needs to. Enough for niche?
    Anchors -
    Supports -

    • Allied Strategies - Too conditional.
    • Biting Tether - I suppose it is a somewhat interesting take on Control Magic, but not something you would ever want to cube unless you are depowering the effect.
    • Blinding Spray - Not a good enough trick at 5 mana.
    • Brilliant Plan - There are better card draw options.
    • Coma Veil - Way too expensive for what it does.
    • Contradict - Strictly worse than Dismiss.
    • Corrupted Conscience - You would probably play it, but you probably shouldn’t cube it. It leans more defensively than most Control Magic variants.
    • Dispersing Orb - 9 mana investment before it does anything AND requires you to sacrifice your board for a short term gain.
    • Double Take - I wonder if this might actually be good for a reanimator deck cast game 1, given you will be discarding on your first turn, but it is pretty bad.
    • Drake Umbra - There will be scenarios where this is better than Zephid's Embrace, but not enough to warrant inclusion.
    • Enhanced Awareness - There is better card draw.
    • Essence Fracture - I suppose you could cube it if you think Undo is too cheap, but not a card you should generally cube.
    • Fervent Denial - A counterspell that needs 5 mana before you can cast its first mode is not something you want to play.
    • Gone Missing - Not efficient enough.
    • Heed the Mists - Not consistent enough, especially at sorcery speed.
    • Illusionary Armor - Too fragile.
    • Laquatus's Creativity - There are better card filtering cards, especially as this puts you down a card and doesn't even do anything as a top deck.
    • Mysteries of the Deep - Just cube Jace's Ingenuity.
    • Numbing Dose - Too expensive.
    • Ojutai's Summons - Apart from getting double spells matters triggers from the rebound, this is just a lot worse than Talrand's Invocation.
    • Petals of Insight - It has options, but not taking the first 3 cards is super inefficient.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    The blue Hour of Devastation spells.


    4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
    3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
    2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
    1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
    No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.

    Riddleform - 1
    Description - A 3/3 flyer for 2 is obviously great, but only if it is on consistently enough. If it is only every other turn it equates to 1.5 damage per turn, but there are a couple of other upsides. With mana open and cards in hand, they might choose not to attack into it, which might make it worth the 2 mana even without a lot of actual activations. It can also provide insurance against sorcery speed removal and sweepers if those are prevalent in your environment.
    Anchors -
    Supports -

    Supreme Will - 1
    Description - It's two good 2-mana effects (Mana Leak & Impulse) tacked onto a modal spell for an extra mana. Usually you want the more focused versions, but this does have the flexibility of being a counterspell that can dig you for an answer for a permanent if that is what you need instead.
    Anchors -
    Supports -

    • Jace's Defeat - Too narrow
    • Unquenchable Thirst - There are more consisten options.
    • Countervailing Winds - You need to do a lot of work to resemble a decent counterspell.
    • Tragic Lesson - In the vast majority of cases it is worse than plenty of other draw spells. You can make a case for inclusion in landfall heavy themes or with sufficient 'discard for effect' cards in your cube, but they just aren't prevalent enough.
    • Imaginary Threats - Sleep is going to be more consistent at pushing damage through, as you get two attacks out of it. You can make an argument here that they are forced to attack and you can eat some of their creatures, but sometimes you can just win with Sleep, and Sleep can also buy you a turn if you are behind, which this certainly can't do.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Errr... looks like I just forgot blue non-creauture spells entirely back on page 63. Blue keeps getting the shaft, next on the list is going back to do 5cmc blue spells because I somehow skipped them altogether too... I'll have a look at the Hour of Devastation spells in the next couple of days.

    EDIT: Though is Riddleform called out because you think it is worth considering? A 3/3 flyer for 2 is certainly good, but not so far above the curve that missing triggers isn't going to hurt. And I wouldn't have thought the scry makes up for it, but maybe there is enough there?
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Where did my last comment disappear to? Why does this keep happening to me? Sigh...

    Agree with Leelue that Desert's Hold is strictly better in a purely mechanical sense than Arrest, though with a reasonable likelihood of no Deserts being a cube, Arrest has better aesthetics in those environments, so I will list them together and point that out. And if some people are playing it, I should give the White Desert a 1.

    And Puncturing Blow can be a 0.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    For comparison, we gave the Barren Moor cycle a 1, and the Drifting Meadow cycle a 'no reason to cube' on the basis that you would always want the 1 mana versions. I like obscure or unique archetypes / synergies more than most I think, but 'Desert Matters' doesn't seem important enough to play the otherwise strictly worse Hour of Devastation cycling lands.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Quote from Leelue »
    I like sunscourge champion at 2.

    Did arrest get a grade? Desert's hold is strictly better.

    I can't imagine wanting a deal 5. You could just play aftershockOh yeah, I guess I just saw the Desert requirement and threw it out, but yes it is strictly better than Arrest, which I'm sure will have got a grade. I'll just combine them given purple's comment and call out that for aesthetics you should probably only cube it over Arrest if you have actual Deserts.

    I'll go with 2 for Sunscourge champion. It sounds high to me personally, but I might just be underestimating how Eternalize plays generally given that I have no personal experience with the mechanic.
    I would lean towards giving Khenra Scrapper a 2, but that would mainly be based on HOU limited. 4 power menace just does combat really well, even if it does less damage on an open board.

    Sunscourge Champion at 2 sounds about right.
    Scrapper at 2 it is.
    Quote from JovianHomarid »
    Quote from slap_phillips »
    "meh"
    Quote from guitarspider »
    Probably not quite good enough, but it's not that far off.
    Quote from BrownDog5117 »
    2 mana to activate is such a bummer.
    Quote from VariSami »
    It is likely comparable to Think Twice. Both have their pluses and minuses relative to each other, and I actually think Think Twice could be worth considering if it was not so very bland. However, it also does not quite get there power-wise.
    Quote from _i0 »
    Four mana draw one!!
    Quote from Leelue »
    just shy. Would get there on a 1 drop
    Quote from BrownDog5117 »
    I'm not feeling the Pyramid... maybe if it cantripped when it entered or something...

    Is sunset pyramid a 2 now?
    This might be personal bias in wanting a playable artifact that draws cards. I remember hearing it was good in the draft format via Limited Resources, but maybe it doesn't translate as well. I'm fine to drop it to 1, as I guess if you DO want artifact draw, this is probably one of the better options.
    Quote from Leelue »
    I didn't contest the ruling because of how good it was in its draft format, but I am suspicious.

    I scoffed at the word 'ruling'. I'm not that important. I did add the card to my order, so I will probably make space for it and give it a spin.
    I would be up for considering Firebrand Archer to move from No Reason to Cube to Niche. You are right that there are some other better options for the Spells Matter deck (Guttersnipe, Kiln Fiend, Thermo-Alchemist, Weaver of Lightning, and Young Pyromancer), but I am going to try out Firebrand Archer given how good it was in its native limited. Also remember it can trigger off more than instant or sorceries, granting it a little extra utility.

    I do think the 6th best mono-red card for Spells Matter exactly fits the niche category defined as a "1."
    I don't have a problem raising Firebrand Archer to 1.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Made updates to the previous post in line with the above comments.

    The rest of the Hour of Devastation cards, with a few questionables.


    4 - Staple - Cards with enough base power that your cube is less powerful from their omission. They are cards that are likely to never rotate out of your cube unless you ban them for being too good.
    3 - Strong - These are solid cards that get the job done. Their exclusion is probably an indicator that you are actively not supporting a popular deck / archetype / effect.
    2 - Playable - These are good cards, but they are either interchangeable (e.g. lots of removal, aggressive red 2-drops) or are build-around cards that need a little support to be good (Favorable Winds).
    1 - Niche - These cards aren't usually considered great, but might be included to support some obscure archetypes, specific interactions, or if going deep on a particular type of deck / archetype / effect.
    No reason to cube - There isn't a reason to cube these over options. You might find some perfectly 'playable' cards here, but there is little reason to put them into your cube in the first place unless you are intentionally depowering an effect.

    Overcome - 1
    Description - Gets a mention as an alternative to Overrun if you find that card too good or swingy for your environment. That said, this ultimately does the same thing (wins games out of nowhere), it just works in less situations (and maybe sometimes you can cast this when you need a 3rd green source for Overrun).
    Anchors -
    Supports -

    Burning-Fist Minotaur - 3
    Description - Solid baseline, and threat of activation makes it hard for your opponent to block or attack into if you've got open mana. It's also a discard outlet for graveyard based themes, and the activated ability can make it a 2 drop that has relevance in the late game by being able to discard lands or other dead cards.
    Anchors -
    Supports -

    Khenra Scrapper - 2
    Description - It can hit as hard as Brazen Wolves, albeit every second turn. However the menace can help it hit early, and then smash for 4 when the time calls for it. Doesn't do anything a lot of other red aggro 3-drops can't, but still ok in this slot.
    Anchors -
    Supports -

    Abrade - 3
    Description - Solid addition to a cubes removal suite, giving it flexibility to deal with problematic artifacts without sacrificing a deck slot specifically for that; 3 damage for 2 mana at instant speed is a good deal, even if it doesn't hit players.
    Anchors -
    Supports -

    Oketra's Avenger - 2
    Description - 3/1's for 2 need some upside, and this is about on par with the alternatives. The exert can help you force some damage through or force unfavorable blocks, but loses some value as soon as a 4 toughness creature hits the battlefield. Gets a little better if you give it some pants to wear. The threat of activation on Adanto Vanguard and being able to activate it on defense gives that a bit of an edge, but this isn't far behind and does block better if you can't afford the life loss.
    Anchors -
    Supports -

    Steward of Solidarity - 1
    Description - It's a 2 mana token creator that requires no further mana investment which makes it appealing. Only creating one every other turn can be a little slow, particularly if not cast on curve, but over a longer game it can add up.
    Anchors -
    Supports - Tokens

    Sunscourge Champion - 2
    Description - A 2/3 gain 2 life for 3 isn't exactly good, but trading the worst card in your hand into a 4/4 gain 4 life for 4 mana is ok. It's not super exciting, but it's functional.
    Anchors -
    Supports - Gaveyard Matters

    River Hoopoe - 2
    Description - The base creature isn't amazing, but could block some cheap aggro creatures in the early game. The investment required to activate makes it more likely to see play in Simic ramp decks, but the life gain can be pretty relevant in a stalled game or where your opponent is pressuring you with an evasive creature.
    Anchors -
    Supports - Ramp

    Bloodwater Entity - 2
    Description -
    Anchors - Spells Matter
    Supports -

    Obelisk Spider - 2
    Description - If you are looking for a defensive Golgari creature, this is a decent option and acts better than a 2/4 in that role. The -1/-1 counter stacks with combat damage, so it can take out x/2's, and there are situations where the -1/-1 counters really disincentivize your opponent attacking. E.g. Two 3/3's which would normally just attack into a 2/4. Bad at attacking, but you would cube it if your Golgari decks spend time setting up graveyard interactions or are otherwise grindy.
    Anchors -
    Supports -

    Sunset Pyramid - 1
    Description - If you want some colorless card draw for control decks there aren't many viable options, but this is one of the better ones. Only requiring 2 mana to activate means you may be able to play out cards you draw, or allow control decks to hold up counter mana while playing this out. Once depleted you still get some card selection if you've got mana lying around.
    Anchors -
    Supports -

    Ifnir Deadlands - 1
    Description - It is fine enough on it's own, which is good given that none of the other Deserts are worth cubing (except actual Desert). This isn't fast, but trading it in later to kill or shrink a creature is ok. There isn't anything that really compels you to cube it though.
    Anchors -
    Supports -

    Shefet Dunes - 1
    Description - It's a land when you need it to be, and a pump spell later. Sorcery speed and your opponent seeing it coming are downsides, but not giving up a spell slot is reasonable upside.
    Anchors -
    Supports -


    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I said Ongoing Ivestigation is "relevant" and "solid" in aggro match-ups. Solid != good; good means you actively want to draw it, while solid means you don't mind drawing it.
    I haven't played with Ongoing Investigation to make a comment about the card, but I think the assumption that everyone applies the same distinction between 'good' and 'solid' is a bit ambitious.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Evaluate Everything
    Quote from Leelue »

    ingenious skaab isn't exactly always on, bacchus. you do have threat of activation (can we just abbreviate this as ToA now?) but always being able to draw a bad late game card over a dead draw is a real advantage I don't know how to measure.
    You don't always get prowess, but you do always get a 3rd point of toughness, and that alone makes the front side is still strictly worse than ingenious skaab (plus you can bluff the prowess even if you don't have a spell). Does the eternalize make up that difference? I don't know. Let's give it a 1.
    Quote from JovianHomarid »
    I was responsible for a fair bit of the discussion around Ondu Giant, as I run it and like it quite a bit. I also asked a This or that between it and Oasis Ritualist, and while views differed somewhat, I actually think the majority "voted" for the Giant. Same grade is probably fine, but the Giant has the advantage of the body being disposable. When you want ramp on a defensive body, it's nice to actually be able to use the body in combat.

    I don't think Cunning Survivor is good enough. Not pumping toughness hurts it, as the ToA at worst threatens turning a chump into a trade, and you don't really have a "blow out mode". The very similar Grisly Survivor got a zero, but I guess it's easier to trigger in blue..

    I can't imagine Banewhip Punisher not being good enough. Whether it is better than tooth collector, I'm not sure, but tooth collector has been very solid for me. Depends on the density of X/1's in your cube I suppose, as if you balways "hit", you'd rather have +1 power than the second ability.

    I don't think anyone is advocating cubing Razaketh's Rite over Demonic Tutor, but I also don't think a single better card obsoletes Rite that easily. There aren't that many tutors, and running a second one can be wanted in certain cubes, especially if you run a lot of build arounds. (Aside: Perhaps it's better to run a couple of extra tutors rather than Barrage of Expandables and other options for "redundancy"?). Although, I do seem to remember the Limited Resources guys putting it in their "cards that under-performed" category.

    I considered Cunning Survivor slightly more because you can make it unblockable, but it can be 0.

    Banewhip Punisher I guess can be a 1 for now. It's not so much whether the card itself is good enough, but is it outclassed by enough other options that there isn't a reason to cube it over them. It can often act as a kill spell which Tooth Collector and friends can't so it seems reasonable to at least consider it.
    Quote from _i0 »
    I added Rite when it was new, it's been fine. 85% of the time it's cycled when you can, but then it gets to be one of your best possible draws on T6 or T7 in a lot of games. Probably just worth a 1, though.
    If it's cycled 85% of the time, is that good though? It's only a single mana, but if 85% of the time you are just replacing it with another card, wouldn't just playing another playable card instead save you that mana? If something is being cycled that often (without some other benefit like Krosan Tusker), it indicates to me that the hard cast mode isn't worth it. It still doesn't excite me, mainly because in that 15% I'm guessing it doesn't affect the board (or rather, the card you find) the turn you cast it. I might be more interested if it was a card that had a powerful impacturn you cast it and was worth the opportunity cost of paying to cycle it in most games.

    In any case, I'll give it a 1 and try and give a reasonable description. I've saved enough other marginal cards where people don't agree with me Smile

    On Jovian's comment about redundancy, when you draft a tutor for your deck it can give you that redundancy in that deck. But sometimes you might want redundancy in your cube so that cards for a specific archetype might wheel to the right player, and if you are cubing a bunch of playable tutors they might get drafted all over the place, rather than being the second Goblin Bombardment that you should be cubing instead.
    Posted in: Pauper & Peasant Discussion
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