Does this have a home in (Paradoxical Outcome) Storm? I suppose it doesn't add to your storm count, but an uncounterable cantrip that can refuel your Academy seems pretty useful. Or is it too narrow to have an impact?
Minamo does the same thing but doesn't cost 3 and is uncounterable. Maybe in the "Academy" deck that's been posted before but I doubt in the current Paradoxical decks.
Minamo is legendary permanent only. This is any permanent. Minamo also doesn't cycle for for a draw if its not needed.
@evouga I agree this is probably unplayable. Instant Speed Braingeyser is better than Braingeyser, but this card is almost always just worse than Stroke of Genius. Stroke only has one U in it's casting cost, making it easier to cast off of lots of artifact mana, and it can be used on your opponent to end the game in decks like High Tide. This card can't do either.
There is a corner case where this card is good, though, and that's where you want to dig in your deck deeply and put a particular card in the yard. I could see Worldgorger Dragon considering this card, for example. Mana Drain into this in a Dragon deck might legit end the game, since you can draw protection and possibly Animate dead, then bin the Dragon. At the same time, EOT pay UU to bin my Dragon to set up a win next turn is not horrible in a pinch, either.
Now, all we need is for Dragon to be good again :)
Whether the cost is 2U or 1UU won't matter in 99% of the cases.
As someone who has around a dozen 3-1s or better in MTGO dailies with Paradoxical Outcome decks (never Storm versions) on various accounts, I would seriously consider replacing this in my rainbow lands version over my currently singleton slot over Wear/Tear (or maybe Nature's Claim). The flexibility of cycling seems better than being able to hit enchantments out of the maindeck. That said, I don't think this is ever powerful enough as a sideboard card.
finding a situation where this is better than an old dual is WAY easier than that ... how about
you draw a land
you already have enough lands
This isn't a particularly rare or obscure situation. Still, I think you need a minimum number of "things that give you mana right now" to make most mana curves work - and you'd have to run this on top of that ... making more sense in a build with high land counts.
Honestly these card probably aren't competing with Duals as much as they are competing with other lands people run to support high land counts but mitigate mana heavy draws, e.g. Wasteland and Mishra's Factory
There might be a very specific sort of mana curve that makes comes-into-play-tapped lands less damning, for instance, if you had a really high concentration of 2 drops, but almost no 1 or 3 drops, you'd have more situations (turn 1 and 3) in which a CIPT land doesn't hurt you. I wouldn't consider running a card like this without looking into how you're spending your mana turn-by-turn.
Ultimately I'm intrigued by the cards, but at Cycling 2 I don't think I'm willing to spend time testing them. I think a one-mana cycling cost (colorless or otherwise) would might be necessary for vintage usability – especially in the current metagame where most decks are cutting extra moxes and don't have a glut of colorless mana to spend
@Serracollector yeah, Leovold decks are definitely gaining ground, but I don't think they want this as much as other decks would? They already have Claims and Trygons which could be better for them (Claim having synergy with the high Snapcaster/JVP count, Trygon being more controlling but perhaps worse in a post-Ballista world)
My thinking is that the "artifacts come into play tapped" ability is most useful for decks that care about tempo, or have problems with Paradoxical Outcome, and right now Green decks care the least about tempo or Outcome. Leovold decks are very slow/controlling and probably have a better natural Outcome matchup than other blue decks, and Sylvan Mentor is probably the most controlling/least tempo-centric version of Gush.
If this card was in White, Eldrazi would get a gigantic bump against shops (synergy with Displacer? insane).
If this card was in Red, then Jeskai Mentor and particularly Delver would have an interesting way to race shops decks.
If this card was in Black (obviously it wouldn't be, but hypothetically), it would be the best artifact removal spell in the color, giving straight U/b combo decks an option it never had before.
If this card was Blue, then it would have all of the advantages of being in red/black/or green, except castable off of basic islands which would be insane.
That's all I meant when I said that green was the worst color for this card (though pretty obviously the correct color from a game-design perspective). I don't want this in any green decks right now. I would have wanted this in some nongreen decks.
If I were still seriously working on White Eldrazi I would be curious about trying this out with a green splash (in part because Horizon Canopy is such an insanely good card), but ultimately I don't think the Eldrazi vs Shops matchup is bad enough to hurt the manabase just to run a shops hate card. (and this isn't a good enough anti-Outcome card to splash just for that, either)
It has a considerable amount of value but connecting in the combat phase isn't the near-given it once was and a single -1/-1 counter per turn is probably an ineffective way to manage these already congested board states. Ophiomancer is probably superior to what this card attempts to do in those colors.
@thecravenone I think also the fact that it can be cycled to dredge like Street Wraith at absolute worst, it might wind up with a place. It's probably just fool's gold, but it feels like it could fit in a goofy way. Like pitch dredge post board, or something.
It's probably just endemic of the fact that right now vintage is chock-fulla-creatures and removal is very targeted aside from Toxic Deluge/Elesh Norn. These particular graveyard and discard interactions are very attractive though and maybe there will be more in the set costed better!
Been running this guy in a control-ish Mentor shell in the tournament practice room on MODO to rather good success (meaning at least slightly more wins than losses). Posting the decklist here for tips from more experienced players. Initially the list was more "passive" than "active" but it has gradually moved into a hybrid between aggro and control. Baral has been good, sometimes great. The cost reduction is good when "going off" with demonic tutor (cc =1 with Baral) or Tinker (cc = 2) or Yawgmoth's will (cc = 2). Looting is nice during normal turns but one needs to be careful to not loot without thinking through if you want to risk losing good cards in hand. Baral is obviously great against Thorn-effects, that's where he really shines. But anyways, on to the decklist:
3 Baral, Chief of Compliance
4 Force of Will
2 Jace, the Mind Sculptor
1 Swords to Plowshares
3 Monastery Mentor
2 Dack Fayden
2 Mana Drain
3 Mental Misstep
1 Ancestral Recall
1 Time Walk
1 Treasure Cruise
1 Dig Through Time
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
1 Library of Alexandria
4 Flooded Strand
2 Scalding Tarn
2 Volcanic Island
2 Underground Sea
1 Mox Jet
1 Demonic Tutor
1 Yawgmoth's Will
1 Polluted Delta
1 Blightsteel Colossus
1 Mindbreak Trap
Sooo i have been testing this as a one of in a U/B key/vault outcome list. Its a pretty far break from the conventional lists i see people playing these days, but i think the card can have a place in many combo control lists. I had a chance to test it at a local event and went undefeated in the Swiss. As for Whir itself, the card won me the game outright 3 times on the day and pitched to force a few more (which i think is a pretty good track record for a one of at a small tourney). I can say the card is at least solid but i cant help feeling that there arnt better cards to be playing. I enjoyed the utility of Whir and am playing many one-of artifacts in the main and SB to take advantage of this. I would say if u r playing transmute artifact it is a strict upgrade, so there's that. Just my thoughts :)
My TPS/Mentor hybrid is something a bit like a Brian Kelly deck. I have a few singletons, like Kaya, that sort of push the boundaries of "normal TPS". I have a singleton Snapcaster for the '0' ability but I primarily just fire off the '-2' twice and then reset it with the '0'. I've got 4 Duress, 4 FoW, and 2 Mindbreak Trap so the +2 card advantage every turn is just very relevant. And occasionally, since I am a Tendrils/Necro/Bargain deck, the gain 2 life ability comes up. Not to mention it comes down off a Dark Ritual and another dual land.
I like it since the rest of my deck is kind of weak to Flusterstorm, Misstep, Mindbreak, Arcane Lab, etc. and it's nice having a Bomby threat to get around that
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