@evouga Yeah. It just doesn't seem like that much of a problem though. It converts FoW and Brainstorm into mana, which seems pretty sweet. I doubt there are many times when you aren't able to fire it off for lack of a target. Maybe you are short the start -up mana. I can see that. I can't believe this isn't better than Snap though.
Therapy as a sideboard tactic in humans, once a blue deck boards Missteps out is nice. If they're on White you proactively clear plow. Red, bolt etc. then lay you dude. Late it has synergy with Peek Pirate.
For 6 mana rather have a Consecrated Sphinx. Making insects is nice but not better than drawing 2 cards to the opponent's one. 6 toughness Sphinx blocks Thought-Knot Seer and survives as well as survives Chandra's -3 for 4 damage while this Locust does not.
It's a very good card, I think, it's just that there's not a whole lot of space between Toxic Deluge at 3 and Supreme Verdict at 4. Both of those cards cover 90% of what Bontu's Big Day Out can do, and more situations besides.
@Serracollector I sincerely didn't mean to offend you, so I'm sorry if my post came off as rude. I've played Dragon Breath in my Oath decks within the past six months and I KNOW at least some people think that card is a joke. However, I did test the card before revealing that I was running it, so I had some anecdotal evidence of its efficacy.
The card you mentioned COULD be as broken as Time Walk in a Mentor deck, and probably more so in the right situation. The thing is that Time Walk is good in many, many more situations. Time Walk on turn one off a mox buys you another land drop against Workshops which is incredibly beneficial. Time Walk sometimes just cycles for a card, or it acts as bait for terrible players to counter at times where it's basically just a cantrip.
Insult/Injury is going to be a very bad top deck unless you've established a board position that is already immensely favorable to you. This makes it the definition of "Win More" in my opinion.
Since you're on cockatrice you should take a Mentor list, find some flex slots, and jam some games trying random stuff like that. Eventually you might prove everyone in the thread wrong. OR you might try some other idea, do something amazing, then you can screen shot it for us and make a post. That second type of post is something we'd all like to see.
I don't think its better than the others so you don't cut any of the engine cards for it. That means you're cutting a creature for it. But you can't tutor/company for it and it's a dead draw during a glimpse. Its strictly worse than shaman unless your thinking of a different elves shell. The kill through bridge is rec sage.
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
Some of these are really beautiful. But for me the majority have a fatal flaw in that the style is too heavily a visual part of the entire line of artifacts. To me this makes it so it's both hard to easily identify artifacts from those that look kind of similar (the metal and aether is too consistently used throughout) and many of these don't do a very good job of illustrating what the actual card is. 2c
In my earlier post I was meaning this card could be a SB card for game 2 where opponents want to drop 2-3 Moxes and a threat turn 1 before MUD can drop Spheres, then MUD drops this turn one and a flip of a coin and EASILY be a 3 for 1 or better if it takes a jace or mentor or young peezy (cards that create CA) with it.
MUD was just my first thought due to this being so easily castable off a workshop, and requires no mana afterwords. It could ofc be used in a variety of control or combo shells, such as landstill or even Storm as a way to clear the board or make way to go off.
In all honesty I am hoping this brings back a surge of Mana Drain decks, by and far an under used option in todays meta.
@evouga I completely agree. I'm just pointing out that it does provide an answer that no other card can replicate. Nothing else clears the stack so completely, so it's nice to see a genuinely new counter even if they have costed it out of playability.
A card for 2 mana (totally playable in a deck that wants to spit the whole hand ASAP) cannot be compared with a card that costs 2RR, much harder to cast. Same for Jagged Poppet (I have seen it play in vintage). And this is a 5/5, way harder to kill.
Affinity seems the natural home, but even aggro mud can play it.
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