Sorcery
CMC 3
Card Text: Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order.
Oracle Text: Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
Ahh Stunted Growth. I opened this card recently in the holiday MODO masters sealed event and ran it for fun. This card fits in a similar slot as plow under, which is run in many cubes. If cast early enough, the card basically forces the opponent to mulligan to four. Crazy! If you have any pressure on the board early, like plow under, this card can slow down an opponent from playing both lands and spells for several turns. One downside is the lack of usefulness when the opponent has few cards in hand. I think Plow Under is probably better at this since it puts the opponent back two turns of mana development and is live early and late game, but hey, maybe someone plays this and likes it or maybe cubes would like two of these effects @ 5 CMC.
If it was actually a 3-cost sorcery, it would be crazy good. As-is, it's still quite strong. This type of effect is strongest when you can get an early advantage and play it as a tempo card. I agree that Plow Under is better, but I could see Stunted Growth run in larger cubes and/or cubes that heavily support the U/G tempo decks.
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I absolutely love this card. Mass discard in Green? It's insane. Green mana accelerants make this a fairly common T3 play for us, and it is brutal. It's great in midrange and ramp, but I've seen it run in mana dork-heavy aggro (the type of green aggro that uses elves/birds to power out T2 swords).
Like all discard, it's in danger of being dead later in the game, but I think the 5CMC makes people think this is slower than it really is. Due to the fact that it's in green, it's more comparable to 3CMC discard than 5CMC in effective speed, and it's in a colour that has a greater need for the effect. The fact that it removes the ability to draw out makes it even better against the more tentatively kept hands.
I strongly recommend anyone not running this to give it a try.
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Very strong card. Not as good as Plow Under, which hurts tempo even more and has less risk of being dead late game. But Stunted Growth still is very strong and if you ramp into it it will be a game changer. More often then not just win you the game.
We cut it when our cube got smaller. I wouldn't mind running it at 500-600 size.
I'd say this is the worst 5 cmc green sorcery, behind primal command and plow under for one reason only, i want my five drops to matter late in the game. This doesn't, the other two retain value early and late.
Plow Under is my second favorite card in cube, and I've tried this one to great success! I love these kinds of cards, and doing broken green things before I'm supposed to makes me quite happy.
It's currently not in my cube because I don't know why, I'm putting it back in next update.
I love the card. I played it as a singleton in one of my old Standard decks from long ago. But at 5cc its behind Garruk, Plow Under and probably Primal Command. Its just not quite good enough for my 550.
I only realized how powerful this is when it hit me. Stunted Growth gives WG (and other Gx) midrange decks a form of disruption. Since ramp decks either go big or fizzle, while the game is open, opponents haven't had time to play their whole hand. Think of it as "target opponent skips his next 3 draw steps".
Maybe not suitable for fast environments, but I think few cubes are dominated by aggro. I'd at least give it a try.
I found this card a while ago and have played it in various formats, EDH to cube. It's a good card, but plays a lot like Plow Under. These effects are powerful if ramped out fast, but can be just dead late or in some match ups. In the end, there was only room for Plow Under in my 450.
I don't think this is even remotely what this card is, unless your opponent can't cast the cards in their hand and doesn't have anything on the board to attack with and doesn't have any planewalkers in play. Then it's kinda like a Time Stretch.
If your opponent can cast the cards they put on top of their deck, all this essentially does is draw cards. It's like a 5cc Harmonize unless you're actually preventing your opponent from playing cards for multiple turns.
It makes it better most of the time since you kill their tempo, but even in green waiting to 5 mana is such a long time for hand disruption. There are plenty of cube decks that go hellbent before that point, or reduce their hands to two cards or less. If control is the dominant deck and is drafted by multiple players, then Stunted Growth gains some merit, but even in that type of environment I'd be less than thrilled to main deck the card.
Not just having your opponent put three cards from their hand back on their library in the order of their choosing (which is also a huge point against this card).
To be fair the opponent can also choose the order of the lands with Plow Under, but yeah, that's a much better card than this one. When this works it's awesome but we've found we did not want something so narrow. While a bit different, allow me to suggest Primal Command as an additional way to disrupt your opponent's game play.
Stunted Growth
Sorcery
CMC 3
Card Text: Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order.
Oracle Text: Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.
Ahh Stunted Growth. I opened this card recently in the holiday MODO masters sealed event and ran it for fun. This card fits in a similar slot as plow under, which is run in many cubes. If cast early enough, the card basically forces the opponent to mulligan to four. Crazy! If you have any pressure on the board early, like plow under, this card can slow down an opponent from playing both lands and spells for several turns. One downside is the lack of usefulness when the opponent has few cards in hand. I think Plow Under is probably better at this since it puts the opponent back two turns of mana development and is live early and late game, but hey, maybe someone plays this and likes it or maybe cubes would like two of these effects @ 5 CMC.
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Like all discard, it's in danger of being dead later in the game, but I think the 5CMC makes people think this is slower than it really is. Due to the fact that it's in green, it's more comparable to 3CMC discard than 5CMC in effective speed, and it's in a colour that has a greater need for the effect. The fact that it removes the ability to draw out makes it even better against the more tentatively kept hands.
I strongly recommend anyone not running this to give it a try.
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I've been looking for awesome green spells higher up the CMC chain. Why not have ramp targets that aren't creatures?
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We cut it when our cube got smaller. I wouldn't mind running it at 500-600 size.
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It's currently not in my cube because I don't know why, I'm putting it back in next update.
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Maybe not suitable for fast environments, but I think few cubes are dominated by aggro. I'd at least give it a try.
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I don't think this is even remotely what this card is, unless your opponent can't cast the cards in their hand and doesn't have anything on the board to attack with and doesn't have any planewalkers in play. Then it's kinda like a Time Stretch.
If your opponent can cast the cards they put on top of their deck, all this essentially does is draw cards. It's like a 5cc Harmonize unless you're actually preventing your opponent from playing cards for multiple turns.
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My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!