Conspiracy update: Miraculous Recovery > Custodi Squire
Recovery was the least played white 4+ drop and I had to cut one. Squire is a auto-include. Goldnight Commander > Council Guardian
Commander was sometimes very good, but more often then not rather mediocre. Guardian seems a very solid finisher. I might cut another white 4+ drop later if I feel I have too much now. Daze > Split Decision
Want to test Split Decision, but I might change this back again. Simian Grunts > Predator's Howl
Howl is very good, though I am a bit concerned about a possible shortage of green 3 drops I am playing at the moment. Prophetic Prism > Lurking Automaton
Prism wasn't very good, Automaton seems fun but so far has failed to impress. Might remove it again for something else. Sylvok Lifestaff > Cogwork Librarian
Librarian looks very cool. Lifestaff was only played in sac/token decks.
Other changes: Nostalgic Dreams > Evolution Charm
I didn't like Dreams at all. It seemed only playable in U/G or B/G. I saw Charm on some lists and it seems reasonable. Thassa's Emissary > Wing Splicer
With some more blink since the last update Splicer might be solid again...
M15 update: Aether Adept > Frost Lynx
I have quite a few dudes which bounce things when they enter the battlefield and Lynx seems more interesting and with the amount of etb abilities opponents sometimes have it might often even be better. Cumber Stone > Quickling
Not sure about this changes. I really want to add Quickling, I am just not sure want to remove. I am open for suggestions. Firefist Striker > Borderland Marauder
Striker is often just a Goblin Piker. Ashmouth Hound > Generator Servant
The Hound is ok, and I a not sure if Servant is better, but it at least is much more interesting. Arc Lightning > Stoke the Flames
I wanted to remove Arc Lightning for quite some time as I felt I had to much distributable damage spells. Stoke the Flames seems like a solid replacement. Beast Within > Reclamation Sage
Beast Within was more then often a 3/3 flash dude for which you had to sacrifice a land. Having no planeswalkers in the format really hurts this card. Sage is an auto-include.
Other changes: Swell of Courage > Ornitharch
Swell of Courage was never maindecked. I wanted to try Ornitharch for quite some time. Wingcrafter > Curiosity
Wingcrafter was really disappointing for the last couple of months. Curiosity gets a try. Briarpack Alpha > Harmonize
i have no idea why I didn't play Harmonize until now. I didn't want to increased the number of 4 mana cards in green and Briarpack Alpha was too often just a 3/3 dude for 4 so it got cut. Wilt-Leaf Cavaliers > Armadillo Cloak
A friend of mine suggested this change and it seems like a good idea. Sunhome Guildmage > Goblin Trenches
Saw quite a few people liking this card so decided to try it as well. Lurking Automaton > Icy Manipulator
Automaton was stupid and Manipulator was never really a bad card. I would like to see something else in this slot but there aren't that many good colorless cards. Again, I am open for suggestions.
With the upcoming Khans I am thinking of removing the multiples of mana fixing lands like City of Brass and Mirrodin's Core. The main reason I implemented it was so aggro would have more fixing and while playing sealed you wouldn't end up with lots of useless fixing but that really didn't work out as I wanted to. I had hoped to see more 3 color aggro decks (as two color aggro decks don't tend pick city of brass or gemstone mine highly) but this didn't really happen. As for sealed these are usually two color decks anyway and those decks (often midrange because of the nature of sealed) might play Expanse but not much else. Moreover, my group just don't seem to like the change because the problem with fixing for aggro didn't seem to be solved and decks like 4 or 5cc seems to have less fix because they could play 60-100% of all guildgates before.
As I was thinking of going to 400 cards, with Khans I can remove all multiples and 1 random artifact or land, add 10 tri-lands and 1 Evolving Wilds and cut 20 cards and I might have enough fixing still.
That's what I though as well but when they were played in 2 color aggro decks they often (~80%) could just have easily been one of the two basic lands. In maybe around 5% of the cases it was crucial that it could make both kinds and etb untapped. I also often noticed that in an aggro mirrormatch the deck with two or more Cities tended to lose due to losing at least 4 life to the Cities alone.
I must note though that most of my experience so far has been with sealed as during the holidays I played alot with only one other guy. I will definitely try it until Khans comes out and hopefully have some more experience with drafting in this configuration but so far I am somewhat disappointed.
Well sealed is a much slower format than draft so that somewhat makes sense. Drafted aggro is faster and often runs less lands so those fixers are really important. Sealed aggro tends to have a higher curve, bordering midrange, so the early fixing isn't quite as necessary.
Also, even if I keep the multiples I might replace 4 Mirrodin's Core and a random artifact with a full extra set of Vivid lands as Mirrodin's Core is really good at fixing the turn it come into play.
i just noticed I said that wrong, what I meant was: "Also, even if I keep the multiples I might replace 4 Mirrodin's Core and a random artifact with a full extra set of Vivid lands as Mirrodin's Core isn't really good at fixing the turn it come into play."
But I am guessing your already figured that out. I am, however curious why you would consider it undesirable. Both cards have there up- and downsides and both have situations in which you wished it would be the other, but I don't think those situations are heavily skewed towards one of them. Would you rather replace 4 Terramorphic Expanse and a random artifact for a full extra set of Vivid lands or just don't bother at all?
All of those lands are bad at fixing the turn they come into play. What is important is how many turns in a row you need colored mana. I would say that terramorphic expanses are weaker than mirrodin's cores, but cores are weaker than vivids.
I wanted to go to 400 for quite some time now and finally decided it was time. I cut 1 card of each color, 5 colorless cards and 1 for each guild:
-Land Tax
Insane in your opening hand when you are on the draw but otherwise very bad.
-Skywinder Drake
Too much redundancy in blue evasion three drops and this was the worst one.
-Carrion Feeder
It was either this or Butcher Ghoul.
-Reckless Charge
It was ok, but nothing more.
-Moldervine Cloak
It was often just an Oakenform with the upside that if you play it once and you really needed it again it was there.
-Culling Dais
I really want a colorless sac-outlet but there isn't one that is good enough.
-Icy Manipulator
This is a card that keeps getting in and out of my cube. It pretty solid, but never insane. Might come back again.
-Chronomaton
Too slow.
-Myr Sire
Too low impact. Gut Shot
-Often weak, sometimes extremely powerful.
Some changes: Miraculous Recovery > Nyx-Fleece Ram
Recovery is just not good enough. Wanted to test the Ram. Archaeomancer > Benthic Giant
Archaeomancer is just too low impact. I wanted to try another blue finisher and, for now, settled for the Giant instead of Riverwheel Aerialists. Frantic Search > Treasure Cruise
I heard some postive things about Treasure Cruise and Frantic Search seemed like the card to cut. Split Decision > Daze
Split Decision wasn't good enough so the change is reversed. Butcher Ghoul > Quest for the Gravelord
I recently played a 1-drop cube and the Quest was an absolute beast and I was suprised at how easy it got three counters. Although Peasant is quite a different format the ease with which to aquire 3 quest counter should be the same if not easier. The ghoul was merrly ok most of the time. Stupor > Mardu Skullhunter
Stupor originally went in to replace Hymn to Tourach beacuse everybody except me hated the card. However Stupor proved not to be good enough so this opens a spot to try Skullhunter. Blood Ogre > Hordeling Outburst
Outburst seems fun and might give a different way of drafting red together with Mogg War Marshal and Beetleback Chief... Avacyn's Pilgrim > Jungle Lion
Gruul aggro seems to be a thing again in the last few drafts and I wanted to cut the Pilgrim since I went to 400 as I think I still have enough mana elves left. Evolution Charm > Heir of the Wilds
Heir seems good in aggro while still being able to fit into other decks. Strangleroot Geist > Leafcrown Dryad
Geist is good, but GG is too much of a restriction. Heard good thing about the Dryad.
The quest is the best card I've added since whatever packs gave us the curses. At least offhand (my internal timeline is all messed up). That card is good.
Other changes: Fencing Ace > Disenchant
I desperately needed another enchantment/artifact removal in white and this seems like the only option. Ace was too often a Goblin Piker with protection for creatures with toughness 1. Deftblade Elite > Goldmeadow Harrier
I made this change the other way around once hoping Deftblade Elite was a nice aggro one drop. It's ok but I think it is time to test the Harrier again. Niblis of the Urn > Syndic of Tithes
Niblis was to low impact. Syndic goes back as it seems to have a bigger impact albiet not much bigger. Deep Analysis > Gush
Analysis is just too slow. Gush seems like a cool replacement. Nezumi Graverobber > Booster Tutor
Wanted to add this for a long time and after I decided that Graverobber wasn't as good as I thought a place opened. Overrun > Restock
Overrun is ok, but only in a stalled games or with tokens. Restock gets a try; I liked it a lot in Khans sealed and draft. Shambling Remains > Blazing Specter
Right, so Specter gets a try. Arctic Aven > Ascended Lawmage
This two cards seems to take each other places every once a year.
So, another large update. I was think of making these changes for quite some time and talking with my regular group I decided to do it now. Draft are usually too much about who has the strongest mana base and can play the most two for one's. As a result most aggro decks can't cope with that at all. So we decided to cut a few 2 for 1's and add more disruption and reach for aggro decks together with some more support for aggro in general. Also, there are too few enchantment hate cards in the format and cards like Haunted Crossroads can completely destroy games together with almost any decent creature while the opponent is lucky to have even one answer.
I think your problem with maw is that it might be a victim of your environment. It's easily the second best card in that section. With you having more creatures stick on the board, his value skyrockets.
I also take exception to the idea that arc trail only is good against aggro. There are looters, elves, spirit tokens, beetleback chiefs, and flickerwisps that make appearances in non aggro decks. It's best against aggro but is fine elsewhere.
Also chain of smog interests me but seems spotty. If your opponent has a worse hand than you do, it evens out the game in a negative way for the person using it.
I think your problem with maw is that it might be a victim of your environment. It's easily the second best card in that section. With you having more creatures stick on the board, his value skyrockets.
What do you mean by this? What makes my cube a bad environment for Maw?
Also chain of smog interests me but seems spotty. If your opponent has a worse hand than you do, it evens out the game in a negative way for the person using it.
I must say this card is somewhat of a chance find. However, I can't think of much scenario's in which a player would copy this spell against an aggro deck. Maybe if you had four lands in your hand or only two cards in total, but then either you've kept a hand you shouldn't or it is later in the game making it more likely that the aggro player doesn't have any cards in his of her hand left. Also it would be pretty funny (not good) in a golgari graveyard value deck by targeting yourself and then copying it.
You could copy chain of smog if you simply have fewer than 4 cards in hand. In other words, you can't play chain of smog to take the last cards out if someone's hand unless you want to discard 2 cards as well.
Anyway, you said you were having trouble with removal and value taking over games. With less of that going around it's possible that now maw of the obzedat will be able to come down in more creature v creature scenarios. That's where he is most brutal.
Miraculous Recovery > Custodi Squire
Recovery was the least played white 4+ drop and I had to cut one. Squire is a auto-include.
Goldnight Commander > Council Guardian
Commander was sometimes very good, but more often then not rather mediocre. Guardian seems a very solid finisher. I might cut another white 4+ drop later if I feel I have too much now.
Daze > Split Decision
Want to test Split Decision, but I might change this back again.
Simian Grunts > Predator's Howl
Howl is very good, though I am a bit concerned about a possible shortage of green 3 drops I am playing at the moment.
Prophetic Prism > Lurking Automaton
Prism wasn't very good, Automaton seems fun but so far has failed to impress. Might remove it again for something else.
Sylvok Lifestaff > Cogwork Librarian
Librarian looks very cool. Lifestaff was only played in sac/token decks.
Other changes:
Nostalgic Dreams > Evolution Charm
I didn't like Dreams at all. It seemed only playable in U/G or B/G. I saw Charm on some lists and it seems reasonable.
Thassa's Emissary > Wing Splicer
With some more blink since the last update Splicer might be solid again...
My C/Ube on Cube Cobra
Crossway Vampire > Imperial Recruiter
My C/Ube on Cube Cobra
Aether Adept > Frost Lynx
I have quite a few dudes which bounce things when they enter the battlefield and Lynx seems more interesting and with the amount of etb abilities opponents sometimes have it might often even be better.
Cumber Stone > Quickling
Not sure about this changes. I really want to add Quickling, I am just not sure want to remove. I am open for suggestions.
Firefist Striker > Borderland Marauder
Striker is often just a Goblin Piker.
Ashmouth Hound > Generator Servant
The Hound is ok, and I a not sure if Servant is better, but it at least is much more interesting.
Arc Lightning > Stoke the Flames
I wanted to remove Arc Lightning for quite some time as I felt I had to much distributable damage spells. Stoke the Flames seems like a solid replacement.
Beast Within > Reclamation Sage
Beast Within was more then often a 3/3 flash dude for which you had to sacrifice a land. Having no planeswalkers in the format really hurts this card. Sage is an auto-include.
Other changes:
Swell of Courage > Ornitharch
Swell of Courage was never maindecked. I wanted to try Ornitharch for quite some time.
Wingcrafter > Curiosity
Wingcrafter was really disappointing for the last couple of months. Curiosity gets a try.
Briarpack Alpha > Harmonize
i have no idea why I didn't play Harmonize until now. I didn't want to increased the number of 4 mana cards in green and Briarpack Alpha was too often just a 3/3 dude for 4 so it got cut.
Wilt-Leaf Cavaliers > Armadillo Cloak
A friend of mine suggested this change and it seems like a good idea.
Sunhome Guildmage > Goblin Trenches
Saw quite a few people liking this card so decided to try it as well.
Lurking Automaton > Icy Manipulator
Automaton was stupid and Manipulator was never really a bad card. I would like to see something else in this slot but there aren't that many good colorless cards. Again, I am open for suggestions.
My C/Ube on Cube Cobra
As I was thinking of going to 400 cards, with Khans I can remove all multiples and 1 random artifact or land, add 10 tri-lands and 1 Evolving Wilds and cut 20 cards and I might have enough fixing still.
My C/Ube on Cube Cobra
This is crazy talk imo
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Agreed. City of brass is pack one pick one material and gemstone mine isn't far behind it. Two of the top picks for aggro decks.
I must note though that most of my experience so far has been with sealed as during the holidays I played alot with only one other guy. I will definitely try it until Khans comes out and hopefully have some more experience with drafting in this configuration but so far I am somewhat disappointed.
My C/Ube on Cube Cobra
My C/Ube on Cube Cobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
But I am guessing your already figured that out. I am, however curious why you would consider it undesirable. Both cards have there up- and downsides and both have situations in which you wished it would be the other, but I don't think those situations are heavily skewed towards one of them. Would you rather replace 4 Terramorphic Expanse and a random artifact for a full extra set of Vivid lands or just don't bother at all?
My C/Ube on Cube Cobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I wanted to go to 400 for quite some time now and finally decided it was time. I cut 1 card of each color, 5 colorless cards and 1 for each guild:
-Land Tax
Insane in your opening hand when you are on the draw but otherwise very bad.
-Skywinder Drake
Too much redundancy in blue evasion three drops and this was the worst one.
-Carrion Feeder
It was either this or Butcher Ghoul.
-Reckless Charge
It was ok, but nothing more.
-Moldervine Cloak
It was often just an Oakenform with the upside that if you play it once and you really needed it again it was there.
-Culling Dais
I really want a colorless sac-outlet but there isn't one that is good enough.
-Icy Manipulator
This is a card that keeps getting in and out of my cube. It pretty solid, but never insane. Might come back again.
-Chronomaton
Too slow.
-Myr Sire
Too low impact.
Gut Shot
-Often weak, sometimes extremely powerful.
-Ascended Lawmage
This one was quite easy.
-Dinrova Horror
This one too.
-Crimson Muckwader
Rakdos aggro has enough 3 power 2 drops to not warrant one in the multicolored section.
-Flinthoof Boar
This was one of the hardest. I am still not sure whether I should cut Boar or Kird Ape or Ghor-Clan Rampager.
-Armadillo Cloak
Easily the weakest of the four.
-Zealous Persecution
Orhzov tokens isn't really a thing in my cube.
-Dreg Mangler
The weakest golgari card is Nyx Weaver, but as golgari aggro never really happened Dreg Mangler and Putrid Leech didn't fit into many decks. Of the two the Leech is better.
-Simic Charm
Seems like the weakest one.
-Gelectrode
This one was also very hard. I really love Gelectrode but Prophetic Bolt is probably better.
-Rally the Peasants
No experience yet with Goblin Trenches so for now Rally the Peasants gets the cut.
Other changes:
Heliod's Emissary > Master Splicer
Emissary is not strong enough. The Splicer get another try after some positive experiences with the blue Splicer.
Council Guardian > Miraculous Recovery
The guardian was OKish, but too low impact for a 6 drop.
Thieving Magpie > Halimar Wavewatch
I hate cutting Magpie, it is one of my favorite cards for blue-based control, but it just doesn't seem to keep up anymore.
Blind with Anger > Hammerhand
Apart form the occasional 2 for 1, it more often a expensive Act of Treason and although I like those effects it is too weak.
Ghitu Encampment > Mogg War Marshal
With red now having more quality aggro two drops I think I can make room again for the Marshal.
Nemesis of Mortals > Gravetiller Wurm
Going to test the Wurm again. Didn't like Nemesis.
My C/Ube on Cube Cobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Plated Geopede > War-Name Aspirant
I finally think I have enough agressive 2 drops to drop the mediocre Geopede.
Azorius Arrester > Seeker of the Way
Arrester is just average and I was very happy with 3(!) Seeker of the Way in my sealed pool during the pre-release.
Azorius Justiciar > Timely Hordemate
Hordemate is somewhat of an experiment, but it seems rather good.
My C/Ube on Cube Cobra
Miraculous Recovery > Nyx-Fleece Ram
Recovery is just not good enough. Wanted to test the Ram.
Archaeomancer > Benthic Giant
Archaeomancer is just too low impact. I wanted to try another blue finisher and, for now, settled for the Giant instead of Riverwheel Aerialists.
Frantic Search > Treasure Cruise
I heard some postive things about Treasure Cruise and Frantic Search seemed like the card to cut.
Split Decision > Daze
Split Decision wasn't good enough so the change is reversed.
Butcher Ghoul > Quest for the Gravelord
I recently played a 1-drop cube and the Quest was an absolute beast and I was suprised at how easy it got three counters. Although Peasant is quite a different format the ease with which to aquire 3 quest counter should be the same if not easier. The ghoul was merrly ok most of the time.
Stupor > Mardu Skullhunter
Stupor originally went in to replace Hymn to Tourach beacuse everybody except me hated the card. However Stupor proved not to be good enough so this opens a spot to try Skullhunter.
Blood Ogre > Hordeling Outburst
Outburst seems fun and might give a different way of drafting red together with Mogg War Marshal and Beetleback Chief...
Avacyn's Pilgrim > Jungle Lion
Gruul aggro seems to be a thing again in the last few drafts and I wanted to cut the Pilgrim since I went to 400 as I think I still have enough mana elves left.
Evolution Charm > Heir of the Wilds
Heir seems good in aggro while still being able to fit into other decks.
Strangleroot Geist > Leafcrown Dryad
Geist is good, but GG is too much of a restriction. Heard good thing about the Dryad.
My C/Ube on Cube Cobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Ok let me rephrase.
The quest is the best card I've added that wasn't a new release in around a year. I think.
Whatever the card is solid.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Terramorphic Expanse > Arcane Sanctum
Terramorphic Expanse > Crumbling Necropolis
Terramorphic Expanse > Frontier Bivouac
Terramorphic Expanse > Jungle Shrine
Expanse was average.
Prismatic Lens > Mystic Monastery
Since I went to 400 I felt that I had to much colorless ramp.
Guardian Idol > Nomad Outpost
Idem.
Chimeric Idol > Opulent Palace
Good, but nothing special.
Pilgrim's Eye > Sandsteppe Citadel
Idem.
Cogwork Librarian > Savage Lands
Didn't like it that much. The novelty soon were off.
Strip Mine > Seaside Citadel
Had to remove 1 other colorless/land card. Don't think this will be missed.
Other changes:
Fencing Ace > Disenchant
I desperately needed another enchantment/artifact removal in white and this seems like the only option. Ace was too often a Goblin Piker with protection for creatures with toughness 1.
Deftblade Elite > Goldmeadow Harrier
I made this change the other way around once hoping Deftblade Elite was a nice aggro one drop. It's ok but I think it is time to test the Harrier again.
Niblis of the Urn > Syndic of Tithes
Niblis was to low impact. Syndic goes back as it seems to have a bigger impact albiet not much bigger.
Deep Analysis > Gush
Analysis is just too slow. Gush seems like a cool replacement.
Nezumi Graverobber > Booster Tutor
Wanted to add this for a long time and after I decided that Graverobber wasn't as good as I thought a place opened.
Overrun > Restock
Overrun is ok, but only in a stalled games or with tokens. Restock gets a try; I liked it a lot in Khans sealed and draft.
Shambling Remains > Blazing Specter
Right, so Specter gets a try.
Arctic Aven > Ascended Lawmage
This two cards seems to take each other places every once a year.
Somnomancer > Selesnya Guildmage
Somnomancer is very mediocre. The Guildmage get another chance to redeem itself.
Simic Signet > Waterfront Bouncer
Green has enough ramp and I always have been a fan of the Bouncer.
Duergar Hedge-Mage > Boros Signet
Wanted another signet as I cut Simic Signet.
My C/Ube on Cube Cobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Fiend Hunter > Soltari Visionary
Cutting a 2 for 1 (at least against aggro) for a enchantment removal card.
Lone Missionary > Sunlance
Somewhat of a aggro killer.
Exclude > Singing Bell Strike
2 for 1 for control decks switched for an aggro removal spell.
Dismiss > Standstill
2 for 1 for a draw spell that is best in tempo and very bad against aggro.
Halimar Wavewatch > Wingcrafter
Control card out, aggro card in.
Calcite Snapper > Stealer of Secrets
Snapper is mostly a 1/4 shroud guy which can only attack for 4 on an empty board.
Ashes to Ashes > Reckless Spite
Unrelated change. Someone finally convinced me that Spite might actually be better.
Basilica Screecher > Chain of Smog
Mediocre two drop for a pretty solid disruption spell for aggro.
Moan of the Unhallowed > Stupor
So Stupor comes back in after being out of the cube almost 4 days.
Nekrataal > Wrench Mind
This is the worst etb destroy a creature card and it's also the one which is least playable in aggro. Mind is another disruption card.
Arc Trail > Avalanche Riders
Trail is only good against aggro en Riders is another disruption/tempo card for aggro.
Cunning Sparkmage > Spellshock
Sparkmage is ok but can kill white aggro pretty easily. Spellshock give more reach to aggro.
Flame Slash > Shard Volley
Volley hits players and is pretty bad in control/midrange if you want to kill an early one or two drop against an aggro player.
Scorched Rusalka > Monastery Swiftspear
Unrelated change. I finally acquired an Swiftspear.
Beast Attack > Overrun
Reach for aggro as I now somewhat support green aggro anyway.
Maw of the Obzedat > Tidehollow Sculler
Wasn't a fan of Maw so it was going out. For now Sculler comes in but it might change to Gerrard's Verdict at some point.
Fleetfeather Cockatrice > Trygon Predator
Enchantment removal.
Boros Signet > Duergar Hedge-Mage
Artifact/Enchantment removal.
Pierce Strider > Strip Mine
Disruption.
Feedback would be awesome.
Edit: I might add Pillage, Wasteland and Molten Rain/Stone Rain for LD at some point as well. Not sure as of yet. Also thinking of Browbeat for extra reach.
My C/Ube on Cube Cobra
I also take exception to the idea that arc trail only is good against aggro. There are looters, elves, spirit tokens, beetleback chiefs, and flickerwisps that make appearances in non aggro decks. It's best against aggro but is fine elsewhere.
Also chain of smog interests me but seems spotty. If your opponent has a worse hand than you do, it evens out the game in a negative way for the person using it.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I must say this card is somewhat of a chance find. However, I can't think of much scenario's in which a player would copy this spell against an aggro deck. Maybe if you had four lands in your hand or only two cards in total, but then either you've kept a hand you shouldn't or it is later in the game making it more likely that the aggro player doesn't have any cards in his of her hand left. Also it would be pretty funny (not good) in a golgari graveyard value deck by targeting yourself and then copying it.
My C/Ube on Cube Cobra
Anyway, you said you were having trouble with removal and value taking over games. With less of that going around it's possible that now maw of the obzedat will be able to come down in more creature v creature scenarios. That's where he is most brutal.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article