@neo_altoid @CountDaBubba it is perfectly reasonable to play Dig and Cruise and up your blue count for FoW. This is what ecobaronen decided was the correct line. Personally my team liked dig, will, snap a small amount more.
Agreed on that. We felt Snapcaster was basically required, and it was "Pick 2 of Will, Cruise, and Dig"--and Will/Dig was what we (well, only Ryan, really, as BPK ended up on Oath,and I ended up on Survival)
@countdabubba Good question! It is my belief that you can only support 2 "delve spells" in PO. So for this you have to choose between Dig/Cruise/Will and Snapcaster. Dig is the best one as you are a combo deck. Cruise IMO is more underwhelming then Will and Will plays a bit better with the one snapcaster mage. It is perfectly acceptable to run 1 dig 1 cruise or 1 dig 1 will 1 snap. Any other configuration doesn't make sense.
Definitely correct. I didn't miss Treasure Cruise at all. In fact, my openers probably benefited from not having 3 early game bricks in addition to 3 gigantic Oath animals.
@ebgmtg karn has been slowly less impressive for me. I thought he would be a good plan versus jeskai but I have found him to be a liability versus dack. I would be looking to move away from him in the future. @ChubbyRain 's opinion may differ?
If Dack is your problem, I know what your issue is. Karn isn't there to tick down--he's there to just keep ticking up for a few turns. Paradoxical--even with the bonus card usually being a Mox--can overwhelm Jeskai if you get to just tick up Karn a bunch, then -1 and get an extra Will/Outcome to just have more stuff than they have answers. It was one of those very paradoxical "this isn't a threat, it's a howling mine" realizations.
Pretty sure there are better cards that can do that affect. Karn is at its best when its ticking down.
Not as many cards that can do both. Karn might be at its best when ticking down but the ability to tick up and turn into a CA engine gives flexibility that shouldn't be underestimated.