Wow, this is a great card! I'm really looking forward to testing this and see how it fits into various hatebear shells and if it can take some of the slots of Thalia 2.0 and Deafening Silence.
Though I gotta say that from a design perspective, I'm not a big fan of this card. The two effects don't really make that much sense together and it seems a bit lazy to just jam two already known effects onto one card. Why not make the first ability something like "Lands can't enter the battlefield from anywhere other than players' hands" - or if they really wanted to use effects we already know, the Ankh of Mishra effect would fit better here.
if it was a symmetrical effect that would be cool.
If you're replying to me, then I did actually propose it as a symmetrical effect.
@80percentbuffoon said in Mana Incubator:
@80percentbuffoon said in Mana Incubator:
Oh, a fantasy card thread. Haven't had one of those in a while.
Is this the only comment you make on this board?
I also complement good Vintage original content. Unfortunately I haven't seen an opportunity to work that muscle in a while.
Well, you could try posting some yourself
Dual lands that said "Players can't search libraries unless they pay 1", I would play.
Wouldn't that just be strictly worse than true duals?
No, not strictly worse as in you would never play these over regular duals. They would just go in another shell, though.
You make some excellent points, and I agree with everything you say. Don't get me wrong, I'm a big fan of Deafening Silence, and I've played it myself both maindeck and sideboard (and I'm also trying it out in the sideboard at the moment). Heck, I've even played Eidolon of Rhetoric maindeck at some point.
I think there's actually of lot of theory that could be discussed in this regard, like "speed vs. disruption" and "bombs vs. general utility (do you play cards that are very impactful in a few matchup like but dead in other, like Deafening Silence, Grafdigger's Cage, Chalice of the Void etc., or cards that are decent to good in a most matchups but aren't almost game winning in any specific matchup, like Thalia 2.0, Phyrexian Revoker, Scavenging Ooze etc.).
Hatebears can be designed in so many different ways - which is the wonderful part of the deck - and it all depends on the approach you're taking. You and I play very different decks with very different approaches, so comparing them directly and stating that one card that is good in one deck is also good in the other would be wrong (not saying that that is what you're stating, but you know).
Are you guys facing much DPS or Doomsday? What is the game-plan there? Seems like not running Deafening Silence is a problem when facing combo.
My record against combo on MTGO is 6-1 (1-0 vs DPS, 3-0 vs Breach, 1-0 against PO and 1-1 against Doomsday). Small sample of course, but I haven't really missed Deafening Silence yet. The PO and and Breach matchup seems pretty good, while the Doomsday and DPS matchup seems worse (because Ouphe isn't very good here), but my sample size for those two matchups is very low. I did get completely destroyed by Doomsday in the top 8 of the Challenge two days ago, but Deafening Silence wouldn't have made a difference here since both games losses were to Thassa + Consultation off Lotus.
I do really like Deafening Silence and I could see the Kambal's being replaced by those, especially if DPS and Doomsday continue to see a lot of play.
...And just as I wrote this, I got destroyed 2-0 by DPS
The list looks aggressive and clean, though it lacks interactive cards. Adding more sanctum prelates is one way to put the brakes on faster decks. General Kudro looks like a house in such an aggressive deck.
What I don´t get is the manabase: Why do you run a five-colour manabase in a three-colour deck? A fetch and dual base could be made stable and compact and would support your non-human cards better. In particular, I dislike both unclaimed territory, nurturing peatland and silent clearing, since they don´t cast ouphes and plows.
The best part of playing fetches and duals is of course to support Knight of reliquary That way, adding those utility lands actually becomes worthwhile.
Having played quite a lot with a very similar list now, I have some experience. I actually like the manabase. What this deck (and most hatebear decks) lack is a draw engine and card selection. You don't Preordain and keep lands if you need them and bottom them if you don't. Playing a few more lands than usual and making them cycle if you don't need them, like the Canopy lands do, is a way of making it less likely that you don't draw lands and also that you don't flood. I'm pretty sure that was chubby's intention, and it's working out for me at least (although I do play a slightly different manabase).
Also, the deck plays 9 lands that cast Plow and Ouphe (and you could even name 'Ouphe' with 8 other lands as well if you really needed), plus on color moxen, Petal, Lotus, 4 Hierarch as well as 4 Once Upon a Time. In my experience, casting Ouphe or Swords has never been an issue (although to be fair, I haven't played that many matches in which I've boarded in Swords).