Disenchants are boomerangs against this, and it looks to be a massive pain the ass on turn three or possibly earlier. When should you expect the card's effect to become ineffective?
Best against mana dorks and aggressively costed creatures?
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I wouldn't necessarily compare Slow Motion to either Narcolepsy or Claustrophobia, due to those cards beings one for one removal spells that the opponent will forget about unless they have disenchant effects. Slow motion ties up your opponent's resources and puts them two turns behind on their curve, and it will likely end up eating two of your opponent's cards during the course if the game.
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AlZHeimer plays it in his pauper cube and he has nothing but good things to say about it. Hopefully he'll see this thread and can chime in with more details that that.
When casting it against an opponent with lots of smaller creatures and cards to play, they will just sacrifice the creature, bash in, and cast more.
In which case you can cast Slow Motion again making it at least a 2 for 1.
I am not sure about this card but it is definitely strong against opponents with lots of smaller creatures and cards to play.
Dead Late game draw: Somewhat valid, but you're playing this as an early-mid game card. Presumably you're trying to live to the late game with this. While not strictly dead, land fetch spells have this problem.
The second point is the truly valid one, where your opponent just might have 2 mana to spare for multiple turns and you've really lost the opportunity to play a different 3 drop in your deck. Then again, if it's not very commonly downright useless, the hope is that your marginal setback for your opponent over a few turns means more than you passing on your third turn. If it kills a guy, you've cast murder with a very odd conditional buyback and there are worse things you can do.
Punisher cards get a bad rap, plain and simple. The point is whatever is "best for your opponent" is still supposed to be bad for your opponent. So really we come back to point 2 and that's "is this actually bad for your opponent in the first place".
Anyway, the problem with punishers is that they HAVE to have two undercosted and unrelated options or else it'd be like "your opponent chooses to let you gain 7 and draw 5 or let you gain 12 and draw 4 and scry 2"
Which is obviously just strikingly uneasy but otherwise totally fair design. It's just not interesting. I would like to see punishers with 3 overcosted abilities and your opponent has to pick 2. This would even out the "just pick the ability that doesn't bother me much" problem that punishers have.
I've yoyoed it in and out of my cube a couple times, like a bunch of other interesting but dubiously viable cards. It was solid in decks that could confidently win games that stalled out long enough - Capsize or Centaur Glade decks, where just surviving long enough to build up a mana base was the same thing as winning.
Overall though, it wound up feeling narrow - it only really shined when it was preventing aggro decks from emptying their hands against control, and was otherwise lackluster against slow decks unless they ran a lot of mana dorks.
What it do?
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
Best against mana dorks and aggressively costed creatures?
Multiplayer Cube
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
Multiplayer Cube
I am not sure about this card but it is definitely strong against opponents with lots of smaller creatures and cards to play.
My C/Ube on Cube Cobra
The second point is the truly valid one, where your opponent just might have 2 mana to spare for multiple turns and you've really lost the opportunity to play a different 3 drop in your deck. Then again, if it's not very commonly downright useless, the hope is that your marginal setback for your opponent over a few turns means more than you passing on your third turn. If it kills a guy, you've cast murder with a very odd conditional buyback and there are worse things you can do.
Punisher cards get a bad rap, plain and simple. The point is whatever is "best for your opponent" is still supposed to be bad for your opponent. So really we come back to point 2 and that's "is this actually bad for your opponent in the first place".
Anyway, the problem with punishers is that they HAVE to have two undercosted and unrelated options or else it'd be like "your opponent chooses to let you gain 7 and draw 5 or let you gain 12 and draw 4 and scry 2"
Which is obviously just strikingly uneasy but otherwise totally fair design. It's just not interesting. I would like to see punishers with 3 overcosted abilities and your opponent has to pick 2. This would even out the "just pick the ability that doesn't bother me much" problem that punishers have.
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
Overall though, it wound up feeling narrow - it only really shined when it was preventing aggro decks from emptying their hands against control, and was otherwise lackluster against slow decks unless they ran a lot of mana dorks.
T2 powpercube Value https://cubecobra.com/cube/list/37t
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
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