I don't think I'll be playing it at 720. While it can certainly be a blowout for 7 mana, most of the time it's just going to be a two mana Unsummon.
Into The Roil is significantly better and I'm rarely excited to play with that card. I could be wrong about this though and the Overload could be absolutely nuts and totally worth it.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I don't think you guys are looking at this the right way.
Just take a moment and think about it. This card compares reasonably well with Upheaval, one of the best cards in cube.
Its clearly not as good, but also not always worse.
Upheaval generally needs to be played with at least seven mana available, and when you still can make a land drop for the turn (so you can replay something, like a signet). So their costs are similar. They end up having very similar effects (your opponent should end up very far behind in board presence while you have a threat/strong mana).
This card is easier to come back from if you don't have a threat, but get worse and worse for them as your board gets better and better.
I like the card, as it fills the utility answer role that control needs to have (and ramp decks to some degree) while still being a finisher. Not sure how good it is, but it seems like a cool card.
I think this card is quite strong. This reminds me of the Miracle cards but then better because there are less timing issues.
You basically have a mediocre boomerang effect strapped to an overcosted finisher. But the Boomerang effect is not that bad and the finisher is quite extreme.
I think this is very playable at 550+, but I might be tempted to test it if I find some room.
I dunno - how good is the overload, really? It's amazing if you're in a board stall, but if you're a control deck then it's going to buy you a turn of forcing your opponent to replay all their stuff. That's not that great for a 7 mana spell. Besides, if a control deck has made it to seven mana, then it's probably already taken over the game. If anything I see this being a way for ramp decks to get a massive tempo swing that puts them over the top on turn 5 or so.
Modal fetish tickled. I don't know if it beats out Into the Roil in terms of power. But in terms of happy its a win. Bounce everything (except lands) for 2 aint a bad deal. Not stellar but I often find myself casting an unkicked Roil. This can also bounce Swords and walkers and Parallax Wave.
Even back in the day, Boomerang cost UU. Expecting this to bounce lands too would make it one of the best Blue cards in the Cube and is being greedy. I'll also be honest in that though the inability to bounce your own permanents is relevant, I've cast Into the Roil unkicked more often than I've bounced my own stuff with it. Because Rift is an instant, this is probably the closest we've come to Upheaval since well....Upheaval. Unlike most board bounce spells and like Upheaval, you will always be ahead after this resolves. As a bonus, the card is even useful in the early game. I don't think its a snap include and it's likely worse than Into the Roil but I don't think this card can just be dismissed.
Modal fetish tickled. I don't know if it beats out Into the Roil in terms of power. But in terms of happy its a win. Bounce everything (except lands) for 2 aint a bad deal. Not stellar but I often find myself casting an unkicked Roil. This can also bounce Swords and walkers and Parallax Wave.
I'll probably run it. Because modal = happy me.
Agreed, but it fits the power level of my modal cube, so I'll have to get my hands on one.
I'm pasing on this as well. Blue bounce is great because of versatility, able to bounce from any side of the board and some can even bounce lands as well. The 7 mana is not the finisher like Upheaval is, too.
The Overload spells seem versatile in their own unique way and may make the cube more interesting, but right now, seems like they are not yet needed.
To me this card feels more like devastation tide than upheaval. I like this kind of effects in blue but 7 mana cards have to be almost unreal(Karn) for me to play them outside of green.
The times when this is a blowout in a U/x deck don't seem very common. You have to have to be in a board stall basically. Otherwise this card is just average. Into the Roil seems better...
I don't like it as much as Into the Roil or Repeal. Can't target my own stuff, and doesn't do anything more than a regular bounce until I've got 6U available.
Overcosted bounce that can be a blowout in the late game? Seems like the obvious comparison is Capsize. My only issue is that blue control can't take advantage of the tempo boost quite so much, and blue aggro can't get to seven mana.
To me this card feels more like devastation tide than upheaval. I like this kind of effects in blue but 7 mana cards have to be almost unreal(Karn) for me to play them outside of green.
I think people should not make this sort of calculus. You're asking for a Karn with a split side as a bounce spell? I think it's more appropriate to compare the 7 cost side with a 6-cost spell, because you pay the extra 1 for as a convenience cost for the modal options. I think it's certainly arguable whether a bounce-all-opponent's-nonland-permanent effect is worth 6 mana.
I think in cube we've generally discovered that cards which have a large effect on the board state can be extremely powerful even when they cause effects symmetrically and are sorceries. An asymmetric, instant-speed effect of this power-level will be quite easy to abuse, in my opinion.
As for the 1U side, I think it's better than the 3 cost mode of Capsize, which still sees regular play (though not in my cube).
I'll be testing it in unpowered 360, if that means anything.
This looks quite interesting. I might be trying to make a room for it.
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Into The Roil is significantly better and I'm rarely excited to play with that card. I could be wrong about this though and the Overload could be absolutely nuts and totally worth it.
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Just take a moment and think about it. This card compares reasonably well with Upheaval, one of the best cards in cube.
Its clearly not as good, but also not always worse.
Upheaval generally needs to be played with at least seven mana available, and when you still can make a land drop for the turn (so you can replay something, like a signet). So their costs are similar. They end up having very similar effects (your opponent should end up very far behind in board presence while you have a threat/strong mana).
This card is easier to come back from if you don't have a threat, but get worse and worse for them as your board gets better and better.
While i'm okay with this for a 2cc spell, investing 7 mana for not hitting opponents lands i a no for me also....
Draft it on Cubetutor!
You basically have a mediocre boomerang effect strapped to an overcosted finisher. But the Boomerang effect is not that bad and the finisher is quite extreme.
I think this is very playable at 550+, but I might be tempted to test it if I find some room.
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I'll probably run it. Because modal = happy me.
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Agreed, but it fits the power level of my modal cube, so I'll have to get my hands on one.
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The Overload spells seem versatile in their own unique way and may make the cube more interesting, but right now, seems like they are not yet needed.
Comparisons to Upheaval really shouldn't be made, as the cards are vastly different and Upheaval is much, much better (but who didn't know that?)
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I think people should not make this sort of calculus. You're asking for a Karn with a split side as a bounce spell? I think it's more appropriate to compare the 7 cost side with a 6-cost spell, because you pay the extra 1 for as a convenience cost for the modal options. I think it's certainly arguable whether a bounce-all-opponent's-nonland-permanent effect is worth 6 mana.
I think in cube we've generally discovered that cards which have a large effect on the board state can be extremely powerful even when they cause effects symmetrically and are sorceries. An asymmetric, instant-speed effect of this power-level will be quite easy to abuse, in my opinion.
As for the 1U side, I think it's better than the 3 cost mode of Capsize, which still sees regular play (though not in my cube).
I'll be testing it in unpowered 360, if that means anything.
You would like this to costU? That seems a bit undercosted almost.
I agree that the Boomerang effect by itself is not cubeworthy, but the extra build in finisher makes for a completely different card.
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