This card has some similarities with Grafted Wargear. While I don't think this is better than Wargear because of potential floor and significant life payment for equipping on turn 3, it seems like a large Cube with Wargear could also want this.
If you curve out 1-drop 2-drop this, it gives +3/3 on the play and +4/4 on the draw the turn you play it. The next turn, you can attack before playing anything, so +4/+4 on the play and +5/+5 on the draw. You probably play two or three cards that turn, so +2/+2 to +4/+4 the turn after that. If you missed your 1-drop, increment these numbers by one.
As Patrun already mentioned, the most natural card to compare this to is probably Grafted Wargear as both are 3-mana equipment that give a flat boost and equip for 0 mana. In the early game, the buff is easy to keep above what grafted wargear would give, and in the late game, as long as you can find 2 lands to hold and play cards postcombat, it stays above the rate of Wargear.
So, if you started the game with infinite life, I think this card would be even better than Grafted Wargear. Unfortunately the card does nothing for you when blocking, and trying to race with it is very rough, as you either have to bolt+ yourself or actually pay mana to equip. Because of this, you probably need to side the card out against faster decks on both draw and play, and equally fast decks on the draw. But the card also gets worse in very low-to-the-ground decks, as your cards in hand go down much faster, so even in the ideal deck you probably don't want the card all the time.
Overall I think it's actually really good, potentially even better than Grafted Wargear in the right deck? Testing it for sure.
Why is everyone (literally, everyone) comparing this to Grafted Wargear when, stripping it down for a sec, Empyrial Plate seems like a far more accurate comparison in its function and typical play patterns. I don't think that's a very cubeable card but maybe I am wrong.
Probably because they both cost 3 and can attach themselves for free. That's big for aggro, which will happily trade life for a tempo boost. It's like phyrexian mana for the equip cost.
Why is everyone (literally, everyone) comparing this to Grafted Wargear when, stripping it down for a sec, Empyrial Plate seems like a far more accurate comparison in its function and typical play patterns. I don't think that's a very cubeable card but maybe I am wrong.
There's a massive difference between the equip costs. I'm curious how the play pattern of Hand of Vecna is more similar to an equipment that costs 2 to play and 2 to equip than one that costs 3 to play and 0 to equip. I'm not sure if Hand of Vecna will ultimately make the cut, but its spot on the curve is much better than Empyrial Plate.
1) How many games will you top-deck this card? A reasonable %, I think we'll agree. (It is a dead draw.)
2) Other side of the coin, how many games will you be at too low a life (or too many cards) to even use this card?
To your question, how do these play patterns compare to Grafted Wargear? Well...
1) Top-deck? THRILLED. No problems whatsoever.
2) Too low a life. LOL, problem likely solved now, LET'S GO.
Now, I don't think this is a fair estimation of actual play patterns. It's WCD and that isn't fair or accurate. But, neither is focusing 100% on its BCD either, which is what a lot of folks seem to be doing.
Well, they are certainly different but I don't really see any 'massive' difference there.
Sometimes 2 + 2 isn't that far off from 3 , but in this case, it's night and day different. Taking both your 2nd & 3rd turns off to equip your 1-drop with Empyrial Plate is a risky (and telegraphed) proposition. Waiting until you have 4 mana available to cast + equip in the same turn makes the effect slower and a lot less consistent. The ability to play and equip this on T3 is THE reason why the card has potential, so comparing it to a card that can't do that isn't particularly apt.
Hand of Vecna is not better than Grafted Wargear. Wargear is a better topdeck, provides more consistent stat buffs, and applies the bonus on both turns. But Hand isn't without its own advantages. Even on the play (and making a land drop and casting a spell every turn) Hand outpaces Wargear in terms of overall damage. That number only goes up if you're on the draw, draw extra cards during the game, or can pair it with a silly effect like a draw-7 or something. And despite the consistency issues with the varying stat buff, it's never vulnerable to killing off your threat if it gets shattered like Wargear is, and you can move Hand around if needed without losing your other threat. Paying life is a minor cost for the kind of potentially explosive damage output this can grant. The average performance from this card on the play is +10 damage over your first 3 swings... which is more than Wargear.
You asked why the comparison to Wargear? Because it will go in similar decks, adds risk/cost for aggressive damage, and it has an almost identical play pattern. It's quite different from Empyrial Plate because Plate simply can't do the one thing you're trying to do with Hand, so the comparison falls flat. So it's far closer to Wargear in terms of function than it is to Plate, despite how they might appear on the surface.
Whenever I see a card like this, I just think "Why cannot we have another Smuggler's Copter".
Colorless 2 CMC (fits in any deck), loots away lands/ 1 drops, great with Welder etc.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
This card has some similarities with Grafted Wargear. While I don't think this is better than Wargear because of potential floor and significant life payment for equipping on turn 3, it seems like a large Cube with Wargear could also want this.
Thoughts?
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
As Patrun already mentioned, the most natural card to compare this to is probably Grafted Wargear as both are 3-mana equipment that give a flat boost and equip for 0 mana. In the early game, the buff is easy to keep above what grafted wargear would give, and in the late game, as long as you can find 2 lands to hold and play cards postcombat, it stays above the rate of Wargear.
So, if you started the game with infinite life, I think this card would be even better than Grafted Wargear. Unfortunately the card does nothing for you when blocking, and trying to race with it is very rough, as you either have to bolt+ yourself or actually pay mana to equip. Because of this, you probably need to side the card out against faster decks on both draw and play, and equally fast decks on the draw. But the card also gets worse in very low-to-the-ground decks, as your cards in hand go down much faster, so even in the ideal deck you probably don't want the card all the time.
Overall I think it's actually really good, potentially even better than Grafted Wargear in the right deck? Testing it for sure.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
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There's a massive difference between the equip costs. I'm curious how the play pattern of Hand of Vecna is more similar to an equipment that costs 2 to play and 2 to equip than one that costs 3 to play and 0 to equip. I'm not sure if Hand of Vecna will ultimately make the cut, but its spot on the curve is much better than Empyrial Plate.
Well, they are certainly different but I don't really see any 'massive' difference there.
Empyrial Plate requires to get online.
Hand of Vecna requires either (plus 1-7 life) *or* go get online.
1) How many games will you top-deck this card? A reasonable %, I think we'll agree. (It is a dead draw.)
2) Other side of the coin, how many games will you be at too low a life (or too many cards) to even use this card?
To your question, how do these play patterns compare to Grafted Wargear? Well...
1) Top-deck? THRILLED. No problems whatsoever.
2) Too low a life. LOL, problem likely solved now, LET'S GO.
Now, I don't think this is a fair estimation of actual play patterns. It's WCD and that isn't fair or accurate. But, neither is focusing 100% on its BCD either, which is what a lot of folks seem to be doing.
Testing will bear out the truth. Let us know!
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
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Last Updated 02/07/24
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Sometimes 2 + 2 isn't that far off from 3 , but in this case, it's night and day different. Taking both your 2nd & 3rd turns off to equip your 1-drop with Empyrial Plate is a risky (and telegraphed) proposition. Waiting until you have 4 mana available to cast + equip in the same turn makes the effect slower and a lot less consistent. The ability to play and equip this on T3 is THE reason why the card has potential, so comparing it to a card that can't do that isn't particularly apt.
Hand of Vecna is not better than Grafted Wargear. Wargear is a better topdeck, provides more consistent stat buffs, and applies the bonus on both turns. But Hand isn't without its own advantages. Even on the play (and making a land drop and casting a spell every turn) Hand outpaces Wargear in terms of overall damage. That number only goes up if you're on the draw, draw extra cards during the game, or can pair it with a silly effect like a draw-7 or something. And despite the consistency issues with the varying stat buff, it's never vulnerable to killing off your threat if it gets shattered like Wargear is, and you can move Hand around if needed without losing your other threat. Paying life is a minor cost for the kind of potentially explosive damage output this can grant. The average performance from this card on the play is +10 damage over your first 3 swings... which is more than Wargear.
You asked why the comparison to Wargear? Because it will go in similar decks, adds risk/cost for aggressive damage, and it has an almost identical play pattern. It's quite different from Empyrial Plate because Plate simply can't do the one thing you're trying to do with Hand, so the comparison falls flat. So it's far closer to Wargear in terms of function than it is to Plate, despite how they might appear on the surface.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
So now that we'd got Eye of Vecna and Hand of Vecna, I can't wait for Head of Vecna.
Or if the Vecna card is actually playable.
WorkshopsLegacy:
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EDH:
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We already got the Vecna "card"
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Colorless 2 CMC (fits in any deck), loots away lands/ 1 drops, great with Welder etc.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i