So apparently there are like five versions of the same card, each has the same name but entirely different abilities... and that means that as a cube owners, we have more choices to make! and now the joke of Very Cryptic Command makes way more sense...
Personally, I like the Very Cryptic Command with the Scry 3 ability, because all of its abilities are very useful and it doesn't break the rules too much. I will call it "Scryptic Command" to differentiate it from the other versions.
I might mess with my drafters' heads since they occasionally forget what cards do, especially new additions. I will run one version of Very Cryptic Command for a few weeks then change it for a different one without telling anyone, if anyone notices I will call them crazy and say it has always been thet way.
On a more serious note why run just one? If someone drafts it you could let them pick their flavour of command to run.
I really hope they complete the joke by giving us a full art promo version.
EDIT: A few cards seems to have versions with alternate rules/art, might be worth re-purposing the thread for discussion on that in general not just VCC.
I wonder if stores are gonna get shafted on this one? I allready ordered Ineffable Blessing and I wouldn't accept the collector number one if they shipped me that instead, I want the one I preordered. Same for VCC but to a lesser degree.
Specifically onto Very Cryptic Command, assuming there are only the five versions, we have:
I already mentioned my opinions of this version in the other thread. I think it's sweet.
This seems quite good, with the Pongify mode being appealing along with the bounce and Catalog for card advantage options. Misdirection is nice too.
This one doesn't seem all that great, with Turn to Frog, and a Gnome being underwhelming. Drawing from an opponent's library is distinctly silver bordered, and generally worse than drawing from your own.
Assembling a contraption is a non-ability for virtually every cube. Drawing a card is a fine option, so the Wayne England text is superfluous. Still with only three options, and none of them stellar, this is likely the worst version.
This one is interesting. A 2/2 menace, and scry 3 are pretty much always good. More or Less is a very conditional card, so this is a really good place for it. Hurkyl's Recall is a little harder to get value out of, but it can be a blowout.
May as well compare them all. The original does have very solid abilities that are hard to argue with. Countering a spell is probably the single best ability on any of the versions. The bounce and the cantrip are fine, but other versions have them, and tapping all the creatures is situationally sweet, but isn't always all that important. The comparison to the version I labled "Turn Over" is interesting. Misdirection can often be better than countering a spell, and bounce-Catalog is quite a bit better than bounce-cantrip. Turning over a creature can certainly be better than tapping several.
That said, I'm trying really hard to watermark the cube, so my results may be abnormal. There are a total of 91 permanents this will untap for me (74 of which actually tap, 67 of which are creatures plus an additional 3 creatures with vigilance), and another 9 creatures I'm working on acquiring the watermarked version of.
I've determined a few options for how I will run these Very Cryptic Commands in my Un-Module.
A) One copy in draft, when drafted, player gets to choose which version they would like. Cleanest. Most boring.
B) One copy in draft, when drafted, player gets all 6, and may play as many in a deck as they like. Could spawn a goofy mono-blue "Options Tribal" deck.
C) One copy in draft. When cast, player rolls a six-sided die and casts that version of the card, A-F. I've already established dice-rolling mechanics in my module, so this is flavorful and can be manipulated in and of itself. Probably going with this.
There are no concerns for the annoyance of handing out cards post-draft because I already do this with the meld cards I am running.
I'm still a fan of swapping them each draft session without telling anyone. Keep them guessing and ensure someone always has to ask what it does. Bonous points if you can convince a drafter they are crazy and the card says the same thing it always does.
Option C seems like overkill, you can't depends on any given effect so it is hard to know if it fits into your deck. That might be fine if it was easier to cast but if I am tapping for 1UUU that is a big commitment and a huge drain on my mana. It could be fun for a few drafts but I think it would see less and less play as players get shafted by the dice roll because the Command they got didn't have a mode they needed. Doing it your way it becomes very hard to use reactivity so you just have to cast it out for value when the coast is clear and hope you get a useful mode.
I think the "Flip" version looks great. I was going to get one the other day by my LGS's system was wrong and they didn't actually have one in stock. TBH, if it was a black-bordered card and the last mode was "turn down" (a la Ixidron) I think everyone would be all over it. The only problem I'd see is that two 1UUU cards might be too many.
So apparently there are like five versions of the same card, each has the same name but entirely different abilities... and that means that as a cube owners, we have more choices to make! and now the joke of Very Cryptic Command makes way more sense...
Personally, I like the Very Cryptic Command with the Scry 3 ability, because all of its abilities are very useful and it doesn't break the rules too much. I will call it "Scryptic Command" to differentiate it from the other versions.
So what do you think?
On a more serious note why run just one? If someone drafts it you could let them pick their flavour of command to run.
I really hope they complete the joke by giving us a full art promo version.
EDIT: A few cards seems to have versions with alternate rules/art, might be worth re-purposing the thread for discussion on that in general not just VCC.
I wonder if stores are gonna get shafted on this one? I allready ordered Ineffable Blessing and I wouldn't accept the collector number one if they shipped me that instead, I want the one I preordered. Same for VCC but to a lesser degree.
Specifically onto Very Cryptic Command, assuming there are only the five versions, we have:
I already mentioned my opinions of this version in the other thread. I think it's sweet.
This seems quite good, with the Pongify mode being appealing along with the bounce and Catalog for card advantage options. Misdirection is nice too.
This one doesn't seem all that great, with Turn to Frog, and a Gnome being underwhelming. Drawing from an opponent's library is distinctly silver bordered, and generally worse than drawing from your own.
Assembling a contraption is a non-ability for virtually every cube. Drawing a card is a fine option, so the Wayne England text is superfluous. Still with only three options, and none of them stellar, this is likely the worst version.
This one is interesting. A 2/2 menace, and scry 3 are pretty much always good. More or Less is a very conditional card, so this is a really good place for it. Hurkyl's Recall is a little harder to get value out of, but it can be a blowout.
May as well compare them all. The original does have very solid abilities that are hard to argue with. Countering a spell is probably the single best ability on any of the versions. The bounce and the cantrip are fine, but other versions have them, and tapping all the creatures is situationally sweet, but isn't always all that important. The comparison to the version I labled "Turn Over" is interesting. Misdirection can often be better than countering a spell, and bounce-Catalog is quite a bit better than bounce-cantrip. Turning over a creature can certainly be better than tapping several.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Also, follow us on twitter! @TurnOneMagic
This one starts off strong, but sputters out when it starts caring about watermarks and milling. Clearly a weaker entry.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
That said, I'm trying really hard to watermark the cube, so my results may be abnormal. There are a total of 91 permanents this will untap for me (74 of which actually tap, 67 of which are creatures plus an additional 3 creatures with vigilance), and another 9 creatures I'm working on acquiring the watermarked version of.
Draft my cube! (630 cards)
Also, follow us on twitter! @TurnOneMagic
For the low, low price of $15-20 per basic, you could watermark all your basics!
Draft my cube! (630 cards)
Is really great, but seems to have passed under the radar a bit. It's a rare playable Redirect effect, too!
On spoiled card wishlisting and 'should-have-had'-isms:
A) One copy in draft, when drafted, player gets to choose which version they would like. Cleanest. Most boring.
B) One copy in draft, when drafted, player gets all 6, and may play as many in a deck as they like. Could spawn a goofy mono-blue "Options Tribal" deck.
C) One copy in draft. When cast, player rolls a six-sided die and casts that version of the card, A-F. I've already established dice-rolling mechanics in my module, so this is flavorful and can be manipulated in and of itself. Probably going with this.
There are no concerns for the annoyance of handing out cards post-draft because I already do this with the meld cards I am running.
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*
Option C seems like overkill, you can't depends on any given effect so it is hard to know if it fits into your deck. That might be fine if it was easier to cast but if I am tapping for 1UUU that is a big commitment and a huge drain on my mana. It could be fun for a few drafts but I think it would see less and less play as players get shafted by the dice roll because the Command they got didn't have a mode they needed. Doing it your way it becomes very hard to use reactivity so you just have to cast it out for value when the coast is clear and hope you get a useful mode.
How are people experiences with the card?