1G Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Can be nice as a solid explore-like card with late and early game function. Not insane, but it can be good to nail a signet and ramp up, especially since the land can ETB untapped.
I think this might be a dark horse in this set. Sorcery speed is a bummer, but combining removal with ramp in green for that cost is quite potent. I also like that it is green's way of telling other decks that might be using colorless ramp (like signets) that green is the ramp color and they can get out with that....
This is one of the better Naturalize variants. Especially in powered cubes where there are a lot of early targets. Not sure what I'd cut for it if I were going to play it, but I think it has the potential to be quite good.
Card strikes me as excellent in cubes with high artifact density...
I'm trying to limit my artifact destruction effects at the moment, but hard to not justify running this one.
My friends and I love playing with Strip Mine, Wasteland, Tec Edge, Dust Bowl, Field of Ruin, Crucible/loam etc. We also love blowing up artifacts and enchantments. I'll be testing this.
EDIT: Thought it said from your GRAVEYARD, not hand. Pass.
Can definitely be powerful in the right situation. Seems like green's version of Smash to Smithereens, advancing your game plan while setting theirs back, although this is much better as an early play. For two mana I'm a fan.
Outside of Karn, this easily seems like the best none 2/1 white creature card in the set. It says a lot on the actual set quality for cube... Two sets in row, c'mon WotC... Stop throwing cash in law cases and start making good magic cards again. Spoiler seasons tend to become sadder and sadder.
Outside of Karn, this easily seems like the best none 2/1 white creature card in the set. It says a lot on the actual set quality for cube... Two sets in row, c'mon WotC... Stop throwing cash in law cases and start making good magic cards again. Spoiler seasons tend to become sadder and sadder.
This set has people excited for Standard, draft and Commander. Those all make more money for WOTC than cube. The set looks fine to me. Im probably going to add 5 cards so far.
I think Nature's Lore is the tentative cut for us. It's much worse early game, as your opponent won't always have an artifact to play, but the blowout potential of hitting a signet and ramping is brutal. I'm also always a fan of maindeck noncreature removal, especially since we don't run other common ones like Wickerbough Elder, Manglehorn, etc.
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Un powered? Yes. In unpowered? No. I think there will be too many occasions where you'll want for a target until later in the game where you have no extra land drops to capitalize on the effect with.
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Can be nice as a solid explore-like card with late and early game function. Not insane, but it can be good to nail a signet and ramp up, especially since the land can ETB untapped.
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I'm trying to limit my artifact destruction effects at the moment, but hard to not justify running this one.
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EDIT: Thought it said from your GRAVEYARD, not hand. Pass.
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This set has people excited for Standard, draft and Commander. Those all make more money for WOTC than cube. The set looks fine to me. Im probably going to add 5 cards so far.
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Would you all cut Nature's Lore for this card?
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