I used to run both Acid Moss and Reclaiming Vines to support a green land destruction theme. Acid Moss was fine (not spectacular), but like all land destruction spells it was very swingy. I ended up removing both of them because I felt that they didn't do enough to warrant their inclusion.
I think there is a good third gold card for every guild except for Golgari and for Golgari I'm actually considering to play Soul Reap as a multicolor card, which definitly has the necessary powerlevel.
I don't really think every guild has a solid 4th option which is what makes me hesitant to try 4 for each guild.
ld doesnt work very well. the only ld spell i ran for quite a while was wrecking ball which has the best flexibility. but in the end its too random if you destroy someones slpash with it. i plan to build a high curve cube (tier4^^) one day which will have a ld theme
LD doesnt work in pauper, though some exceptions for the LD that has useful riders like the 3R one that also prevents blocking.
Also it's feelbads to get sinkholed on the draw or lose a karoo or something. It's a fast format so LD is worthless after turn 4 anyway.
Land destruction as a form of resource management is always a positive concept in my experience, even if mechanically it doesn't always work out. You can follow the Theory of Stock Mana or basic timing theory to understand why:
1. You hinder your opponent's ability to use more mana, allowing you to pull ahead in the mana spending. The player who spends the most mana will win the game.
2. You delay your opponent's transition from early game to midgame, or from midgame to late-game, in order for your cards to retain their relevance longer. This should be obvious when an aggro deck comes up against control or midrange.
The problem with LD for aggro is that if you spend your earlyturn trying to avoid your opponent to reach mid-late game, you stop putting pressure by dropping creatures.
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This is not an either/or scenario, it's an and scenario. Regular cubes curve bears into Armageddon or Savannah Lions into Wasteland. The quality of early pauper drops is just so bad that the creatures can't effectively exploit the window of opportunity granted by Molten Rain and company. Sinkhole is a bit of a trap card, where the cheap cost fools players into making it their lead play, not unlike Wasteland actually. Knowing when to fire off those cards is an important skill that ties into the resource management above, and for what it's worth - I agree that if you have no pressure on the table before land destruction, it's not going to be very effective
Sinkhole Turn 2 is almost never a good idea. Sinkhole on turn 3-4 after u have 2 creatures is when you truly optimize Sinkhole, especially when you hit a bounceland, and that's why it is now the only LD card I have in my cube.
why are you guys acting like punishing bouncelands is a good thing?
i agree. paupers colorfixing is already pretty borderline since everything etb tapped. i dont like random blowouts with almost dead card the other times.
I used to cube with Temporal Spring. Card was fine, never stellar. But I did once get my turn 2 bounceland Temporal Springed.
I lost that game and it was miserable.
LD is a very real support aspect to aggressive decks in higher powered cubes where the tempo can be better leveraged by more powerful threats, and where the LD is more powerful (Armageddon effects) or more efficient (Strip Mine). In this format, that's just not really the case. The corner cases where the games are swung by LD effects are not frequent enough to warrant including them. I don't WANT to punish our best fixing options when pauper fixing is already relatively poor; I want my drafters' decks to be MORE consistent, not less.
I think that land destruction is a good thing to have in the cube in general; however, if I ran land destruction, I would not run bouncelands (and vice versa). If we had more solid aggressive 1 drops to take advantage of the tempo gained from a land destruction spell, then I would probably cut the bouncelands and add a land destruction package, but since we don't, I would much rather have the bouncelands. Destroy bouncelands is really feel bad and results in such massive tempo loss that it can be nearly impossible to come back from if it happened early enough in the game.
Especially the first time new players draft your cube, table LD because it seems "not good", then are blown out by it. I would probably not draft with those people again
I didn't even think of including LD in my cube, because non of my friends (including me) likes it. Yes, it can be very effective, but no one wants a game, where you opponent does stuff and you just sitting there like: "Yeah, now mana in the color that was blewn off would be really helpful, but I am sitting here with four dead cards and can do nothing."
Anyways, I think the card is solid, but considering its similarities to the much better Goblin Heelcutter, I will probably not include it. Its definitely strong enough to consider though.
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I don't really think every guild has a solid 4th option which is what makes me hesitant to try 4 for each guild.
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Also it's feelbads to get sinkholed on the draw or lose a karoo or something. It's a fast format so LD is worthless after turn 4 anyway.
1. You hinder your opponent's ability to use more mana, allowing you to pull ahead in the mana spending. The player who spends the most mana will win the game.
2. You delay your opponent's transition from early game to midgame, or from midgame to late-game, in order for your cards to retain their relevance longer. This should be obvious when an aggro deck comes up against control or midrange.
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i agree. paupers colorfixing is already pretty borderline since everything etb tapped. i dont like random blowouts with almost dead card the other times.
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not really. anyways even if you include ld in your cube probably no player will play it ^^
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I lost that game and it was miserable.
LD is a very real support aspect to aggressive decks in higher powered cubes where the tempo can be better leveraged by more powerful threats, and where the LD is more powerful (Armageddon effects) or more efficient (Strip Mine). In this format, that's just not really the case. The corner cases where the games are swung by LD effects are not frequent enough to warrant including them. I don't WANT to punish our best fixing options when pauper fixing is already relatively poor; I want my drafters' decks to be MORE consistent, not less.
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Anyways, I think the card is solid, but considering its similarities to the much better Goblin Heelcutter, I will probably not include it. Its definitely strong enough to consider though.