Day's End 2U
Sorcery
Each player shuffles his or her hand and graveyard into his or her library, then draws 7 cards.
If it's your turn, end the turn
Unlike other formats, Draw-7's are legitimately good in their own right in Cube, not just in Storm decks that need to keep going. That makes this effectively Twister #2.
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Timetwister and Time Spiral are good because you can use your extra mana afterwards. In a spell heavy deck, this will act similar, but most of the time it gives your opponent first crack at the new cards, which isn't good.
Someone is going to break this in half in modern. But cube already has better draw 7. Timetwister is only still power for nostalgia reasons. This card may give me some thought about if I should keep that. I do love time spiral, memory jar and wheel of fortune though.
3 mana is really important for this effect though. The higher net costs ones are much worse but this one allows you to keep mana open even if it is for the opponents turn.
Timetwister lasted a very short time in my 450 Powered and Time Spiral came out a few months ago (though I'm considering adding it back). I don't think I'd play this at almost any size.
My limited experience with timetwister was that it was very narrow, and the cards needed to break it in half were super high picks anyway (or as a splash in red agro), so not a good card for a draft experience.
This is clearly worse... so pass.
BUT, I assume this is an auto include in storm-supported cubes?
This seems like it will only be good in heavily spell-bases UR decks, and those decks will only want this if they want a third (or even fourth!) version of this effect behind wheel, twister, & spiral, or they didn't get those cards. I think that's way too narrow impact to include this card.
This seems like it will only be good in heavily spell-bases UR decks, and those decks will only want this if they want a third (or even fourth!) version of this effect behind wheel, twister, & spiral, or they didn't get those cards. I think that's way too narrow impact to include this card.
I bet it will be playable in modern burn though.
Don't forget Windfall. This is probably the fifth best Draw 7.
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This seems like it will only be good in heavily spell-bases UR decks, and those decks will only want this if they want a third (or even fourth!) version of this effect behind wheel, twister, & spiral, or they didn't get those cards. I think that's way too narrow impact to include this card.
I bet it will be playable in modern burn though.
Don't forget Windfall. This is probably the fifth best Draw 7.
I think it's better than windfall because it is consistent. You will always get 7 with day's end, sometimes windfall only gives you 1 or 2 cards. Either way, I don't want to play either of these cards in the vast, vast majority of my cube decks.
'Twister is good because it's cheap and you can play your freshly-drawn threats after you cast it. Spiral is good because it's free and you can cast your freshly-drawn threats after you cast it. This card is just bad in the cube.
I run the whole Storm package and I think this card is bad. What is good about Timetwister in Storm decks is that it gives you additionnal spells to cast on the same turn to actually get your storm count up. This isn't helping you do that at all. It's a easy pass for me. Can't imagine how much it is for ones how aren't even running Storm.
The only application I see for this card is in aggressive decks that want to interact at instant speed, such as burn or "spells matter" decks. Trying to use this as a combo engine is going to end poorly for the same reason that playing Zur-Taa Ancient generally ends poorly.
An easy pass. Timetwister is a wonderful curve topper for aggressive decks, since you can nearly always get some immediate value out of it. This just shuts down that possibility.
This is infinitely worse than Timetwister and that card was mediocre at best for us. FWIW, I'm no longer running Timetwister or Time Spiral at 555 and I'd bring them both back in before I'd run this one.
I just don't understand what you're supposed to do with it. Your opponent always gets first crack at using his new hand, so what's the point? This is weaker than Time Reversal.
Sorcery
Each player shuffles his or her hand and graveyard into his or her library, then draws 7 cards.
If it's your turn, end the turn
Unlike other formats, Draw-7's are legitimately good in their own right in Cube, not just in Storm decks that need to keep going. That makes this effectively Twister #2.
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3 mana is really important for this effect though. The higher net costs ones are much worse but this one allows you to keep mana open even if it is for the opponents turn.
This is clearly worse... so pass.
BUT, I assume this is an auto include in storm-supported cubes?
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I bet it will be playable in modern burn though.
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Don't forget Windfall. This is probably the fifth best Draw 7.
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I think it's better than windfall because it is consistent. You will always get 7 with day's end, sometimes windfall only gives you 1 or 2 cards. Either way, I don't want to play either of these cards in the vast, vast majority of my cube decks.
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All three allows you to play the cards you have drawn in the same turn.
This I will pass, but what an interesting design.