Drawing the best card of the top three for free every turn is good enough. When you can pay life to have more than one of them if they're good enough, that's great.
That effect isn't remotely close to being good enough. Nobody cubes Mirri's Guile.
And it's not just that you can pay more to get more good cards -- you HAVE to pay life to get rid of bad cards (again, unless you shuffle). If you need a threat and see land-mana elf-Blastoderm, hey great, you get your Blastoderm faster. But your next "best of 3" just means hoping the third card under land/elf is what you want, since the two bad cards on top aren't going anywhere.
(again, unless you cast a Cultivate effect to shuffle).
I've covered this about a half dozen times now, but sylvan library only really affects your future turns more than divination does if you shuffle your library or pay life.
You can easily test this for yourself if you make two stacks of identically ordered cards and cast divination on one and library on the other.
Pro: costs less than divination
Pro: has upside if ahead or have shuffles at the ready (not entirely consistent)
Con: don't get cards now
Con: only get one at a time from three instead of all three like divination.
Con: effect ends and sets you back to neutral if naturalized.
Great, we're having THIS discussion again. I feel like I responded directly to Leelue saying this around 6 times at this point. My summary is that Library has specific upside over Divination because it's cheaper and has synergy with a number of other effects (lifegain, shuffle, cascade).
These upsides are not particularly hard to realize, and green is best suited to realize them. Also, the complaint that "sucks unless you are under zero pressure" can also be interpreted as "has extra upside in control matchups." And I honestly do think people would probably cube Mirri's Guile if that was available in Peasant.
All that aside, it is "overly romanticized" by some. It's probably a 4th to 7th pick, which is suitable, but not crazy.
I would never play with mirri's guile. That card needs shuffle effects almost as badly as I need to win the lottery.
And yes, we had this exact same discussion.
Calling cascade an upside is difficult because at most we have 3 playable cascade spells and many cubes only play 1 or 2 of them depending on the gold section size. For the people who have all 3 at 360, then you have a halfway decent shot of having expectations meet reality I suppose.
I think I should start comparing this card to night's whisper, another "meh, sure this is playable" card that allows me to match up the mana costs more properly in an analogy.
Then I have
Pro: Draws more cards when you don't need 1/5 of your life
Pro: Resets card selection choices after a shuffle
Con: Only gets you one of three instead of all three unless you pay life.
Con: Don't get cards now
Con: Advantage dissipates if disenchanted.
And I'm pretty sure my counterargument always ends being the same: it's a card with upside you can build around. And I do honestly get it: it's often not as good as Night's Whisper or Divination, two cards that I would not cube. But Library lets you do things. I play 4 casacde cards at 512, plus shuffle effects, plus lifegain, plus whatever other mild synergies. And if you hit those (easier to do in green), you've got a good thing going.
Before, I compared this to Flame Jab against Forked Bolt. Bolt is more powerful alone, but Jab has specific powerful upsides that you can build around and utilize. That's why I run Flame Jab over Forked Bolt. And that's why I still run Sylvan Library.
However, let me try to steer the thread somewhere else. My next picks for 'over romanticized' cards: Hellspark Elemental and Keldon Marauders. I mention these because at a certain point, I realized I was less afraid playing against them than almost every other aggro red two drop. I was just excited that the aggro player spent their whole turn 2 throwing a Lava Spike at me, or playing a Lava Axe with suspend. Granted, they still sometimes lead to those games where you're at 8 after 4 turns because you got blitzed, but I generally think they're fringe top 10 red two-drops. Heck, I even cut Marauders entirely to try out Humble Defector as something interesting (jury is still out, but probably not good enough).
Anyone else with similar experiences?
Marauders/Elemental are super straightforward cards -- sort of like the two 3/2s I think are best, but they'll never do more than 5/6 damage respectively. They do what you want from red "sligh" though, but never offer the upside of something like Pyromancer + Gush, or Stormblood Berserker on T2 after Jackal Pup.
Your opponent shouldnt be playing those guys on turn 2 unless they have no other plays or some very odd fringe synergy to take advantage of. But in any case, Marauders does 25% of your life total and is a better topdeck than the other 2s if you've done your job and gotten your opponent into low life points. I still take Keldon marauders fairly highly and id I have to play it on turn two, I think about it as though I mulliganed, didn't have a 2 drop, but my opponent started on 15.
The real problem with these cards is the lava spike problem, Lava spike is an exaggerated version of this, but essentially, lava spike sucks. But if you could have your deck be 26 lava spikes and 14 mountains, you'd win on turn 5 most games. These cards need complementary pieces and playing fast complementary aggro is harder to do when your cube is larger.
As for that ranking, I don't see Gore-house above borderland maruader (for very fringe reasons, basically), firefist striker is about 9ish, I find geopese too sloppy to be so high, And war name aspirant is around stormblood berserker for having a much higher floor but a much lower ceiling. Kiln fiend I don't like anymore, I don't like goblin wardriver enough to consider it for its RR cost... and I'm still unsure about generator servant and altac bloodseeker.
Either way, calling one of these cards "bottom of the top 10" in red 2 drops isn't so bad since I'm running 13 monored red 2s at about 360. The next one to cut is torch fiend for me.
Just to add something, I've really soured on Plated Geopede. When I make red aggro decks that try to max out on the 2 drops they often end up with 16, 15, or once or twice, 14 lands. You're less likely to hit runner runner lands turn 3 and 4, forget about 5, and Geopede can only be relied on for a couple of triggers on the upper end. And I run fetch lands. I'd love to be convinced otherwise but it just seems so awkward to me. How has it played for others?
I dropped Geopede and Steppe Lynx over a year ago and haven't missed them at all. Fetches really make these guys shine, and the only ones we have access to are few and bad for aggro decks.
Besides, red 2 drops have really filled out over the past couple years. It's a very competitive spot these days. We're not hurting for options.
With Hellspark and Marauders, aren't they best on turn 2? Marauders seems like a way worse topdeck, since it's much easier to neutralize the swing for 3 aspect of Marauders. Hellspark does have haste, which lets you take advantage of "shields down" moments easier, but you can't really surprise anyone if it's in grave already.
With Geopede, I do really like first strike, and a landfallen Geopede outclasses almost everything else in combat until turn 5 at the earliest.
Where would people put Mardu Scout in these rankings? I would think it's the best RR red-two drop, but I haven't tried it to know for sure.
If you do a hypothetical, it's harder to see a two drop like gore-house chainwalker or keldon marauders get in for more than 1 swings if you draw it on say.. turn 5 or if the game stalled. Marauders at the very least gets its obligatory shock in, and in the off chance you get to swing next turn then it still outpaces chainwalker. After next turn? Yeah the other guys have a bigger ceiling. Also, they can be played and wait until you find some way to break through. While that is usually not a winning strategy at that point in the game, it's at least an option.
I don't know, I guess it's hard to say.
Hellspark elemental requires your opponent to have a 4 toughness creature up to be unable to unearth, which is uncommon enough to look at the card positively.
Also, the reason why you'd rather play another 2 drop over marauders on turn 2 if you can help it is because of a comparison you can do if you play out both scenarios side by side. If you play marauders on turn 2 and if your 2 drop would have been able to make more than one attack, then you miss out on the damage from those subsequent attacks. Playing them in the opposite order gains you those attacks.
I used to love Ivory Tower in old school casual decks back when it was restricted. When I discovered it was legal in peasant, I thought about including it in my cube... until I tried to figure out how I would play it. It's just a different game today and the life gain doesn't mean what it did back then.
I suppose my point with Hellspark and Marauders is that if they aren't best played on turn 2 and they aren't amazing on turn 5, are they really worth it? I feel like the general consensus is "yes, but barely," which is reasonable and where I basically thought they were/
I imagine a lot of people downsizing guilds cut Gelectrode, and I haven't heard people talking a lot about this archetype lately. I like it a lot, but I can easily see people cutting it for a more focused approach. Plus, prowess gives it a little more impact than previously.
I must be a terrible player, because I think Guardian of the Guildpact is an absolute windmill slam first pick. In control, he is an amazing wall and pretty good win condition, and in slightly more aggressive decks, he is almost always unblockable.
This guy with equipment is actually gg very often, and he is easy to cast. I cannot see a matchup where I do not want him, since if you are dying to dudes, he eats an aggro guy every turn when they attack.
I must be a terrible player, because I think Guardian of the Guildpact is an absolute windmill slam first pick. In control, he is an amazing wall and pretty good win condition, and in slightly more aggressive decks, he is almost always unblockable.
This guy with equipment is actually gg very often, and he is easy to cast. I cannot see a matchup where I do not want him, since if you are dying to dudes, he eats an aggro guy every turn when they attack.
I agree. Perhaps my multicolor section was small, but Guardian was a beating against so many cards since the common option for multicolored cards is a lot weaker than the single-color options.
I suppose my point with Hellspark and Marauders is that if they aren't best played on turn 2 and they aren't amazing on turn 5, are they really worth it? I feel like the general consensus is "yes, but barely," which is reasonable and where I basically thought they were/
I imagine a lot of people downsizing guilds cut Gelectrode, and I haven't heard people talking a lot about this archetype lately. I like it a lot, but I can easily see people cutting it for a more focused approach. Plus, prowess gives it a little more impact than previously.
i don't run hellspark or keldon marauders any more. with new, 3-power 2-drops that actually have some staying power and more interesting applications than just attack, i don't really care for raw damage output so much.
i still jam spells matter hard. u/r tempo decks are pretty much the #1 deck i want to draft every time lol. i only run pyro, guttersnipe, and flame jab and not the other two, though.
I must be a terrible player, because I think Guardian of the Guildpact is an absolute windmill slam first pick. In control, he is an amazing wall and pretty good win condition, and in slightly more aggressive decks, he is almost always unblockable.
This guy with equipment is actually gg very often, and he is easy to cast. I cannot see a matchup where I do not want him, since if you are dying to dudes, he eats an aggro guy every turn when they attack.
Anyone looking to revisit this thread? I'll toss out a number of "iconic" cards from the past that I think just aren't cutting it anymore:
Capsize: This card is honestly pretty bad in this format because of a few reasons. First, most high mana cost creatures will have some sort of enter the battlefield ability, so if you bounce them you aren't really stopping them. Second, if you truly are getting locked out by capsize somehow, there is enough instant speed removal in most peasant cubes that you can fizzle the spell by killing your own dude. Or if you have a sac outlet then you stop capsize as well. It's really just too inefficient these days for my cube at least.
Yavimaya Elder: Unless your format is extremely grindy and aggro is no a deck that gets played regularly, this guy is too slow and durdly, especially with the double green cost.
Cultivate/Kodama's Reach/Harrow: I suppose this kind of depends on the format, but in most cases rampant growth will just be better. Being able to play a four drop out on turn 3 is so good. If the format has the tempo oriented and aggressive starts regularly then three mana ramp just ends up being worse.
Opportunity: There are just so many better alternatives these days if you want a draw spells in blue to help you close out a game, for example Chemister's Insight, which will draw you the same number of cards but you can split up the cost, and you don't need 6 mana to cast. Opportunity is only good if the board seriously stalls out otherwise spending a full turn to only draw cards on turn 10 is just not where I want to be. And if the board is seriously stalled out that much then all of the 4 mana draw options will help you out just as much because you will often have a land to pitch to Careful Consideration or Chemister's Insight.
Deep Analysis: I'm still playing this card but it's on it's last legs. In general I much prefer to have my 4 mana draw spell by instant speed. The flashback is very nice for discard shenanigans, but even then, you are often in a more durdly deck where the 3 life is a very real cost.
Clone: It's a cool effect so I can't blame someone for playing it, but it's often just so inefficient if you have a reasonable curve.
Hymn to Tourach: Okay this is definitely not a bad card lol, in fact it is the opposite. It is too good, but more important it is too RANDOM and takes the skill out of the game. It is double black which means you can't even play it turn two a lot of the time, adding even more randomness and inconsistency to the game. How many game threes ruined by a turn 2 hymn taking out a players lands? Or maybe the hymn player just doesn't draw a second black and it doesn't work. There isn't anything the opponent can do, the can only hope the opponent doesn't draw hymn, or that they don't have the proper mana. Davriel, Rogue Shadowmage has been an awesome replacement. If you really want a 2 mana discard card play Wrench Mind. Hymn is just never fun for the opponent and there is never any counterplay.
Guttersnipe: Honestly just doesn't do what you want to be doing, and is really really bad when you aren't ahead.
Psychatog: How often is this card actually good? I found very rarely to be the answer.
Worn Powerstone: The high mana spells in this format often aren't good enough to justify needing to ramp 2 additional mana on turn 3. My preferred 3 mana rock is Pristine Talisman because it often ramps you up enough, and then has the super real bonus of gaining you a lot of life throughout the game. This card can often be the deciding factor in close games.
Hymn is just never fun for the opponent and there is never any counterplay.
When you rip a turn 4 Hymn and realize you can't play it because your opponent's morph could be a Willbender...! Disrupt is a pretty fantastic answer to Hymn in the uncommon slot. Maybe someday we'll get Divert at lower rarity as well.
Lantern, you mention Chemister's Insight: Isn't that just the upgrade to Deep Analysis you want? It still "rewards" self mill, but is better on the front end.
And Kryptnyt: On turn 4 you can happily play Hymn into a morph, as unless they were ramping they won't have the 1U available to unmorph.
I don't think Hymn is good for the gameplay experience. There is something about nostalgia and about playing with the most powerful broken cards and so on. But that much power combined with that much randomness isn't my cup of tea.
Interesting on Cultivate, but as I love 4-colour green, I still value it over Rampant Growth.
Also, if Psychatog is not good, you probably see it rammed into decks that are not suited for it or you might want to consider how much instant speed removal you have available (especially in proportion to counterspells). I sometimes look at Dr Teeth and go 'Yes, but is your baseline really good enough in this format?' Then I actually face it on the battlefield where it just *waits* behind counter magic, until I have my shields down and it can chomp me down in one attack.
That effect isn't remotely close to being good enough. Nobody cubes Mirri's Guile.
And it's not just that you can pay more to get more good cards -- you HAVE to pay life to get rid of bad cards (again, unless you shuffle). If you need a threat and see land-mana elf-Blastoderm, hey great, you get your Blastoderm faster. But your next "best of 3" just means hoping the third card under land/elf is what you want, since the two bad cards on top aren't going anywhere.
(again, unless you cast a Cultivate effect to shuffle).
You can easily test this for yourself if you make two stacks of identically ordered cards and cast divination on one and library on the other.
Pro: costs less than divination
Pro: has upside if ahead or have shuffles at the ready (not entirely consistent)
Con: don't get cards now
Con: only get one at a time from three instead of all three like divination.
Con: effect ends and sets you back to neutral if naturalized.
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
These upsides are not particularly hard to realize, and green is best suited to realize them. Also, the complaint that "sucks unless you are under zero pressure" can also be interpreted as "has extra upside in control matchups." And I honestly do think people would probably cube Mirri's Guile if that was available in Peasant.
All that aside, it is "overly romanticized" by some. It's probably a 4th to 7th pick, which is suitable, but not crazy.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
And yes, we had this exact same discussion.
Calling cascade an upside is difficult because at most we have 3 playable cascade spells and many cubes only play 1 or 2 of them depending on the gold section size. For the people who have all 3 at 360, then you have a halfway decent shot of having expectations meet reality I suppose.
I think I should start comparing this card to night's whisper, another "meh, sure this is playable" card that allows me to match up the mana costs more properly in an analogy.
Then I have
Pro: Draws more cards when you don't need 1/5 of your life
Pro: Resets card selection choices after a shuffle
Con: Only gets you one of three instead of all three unless you pay life.
Con: Don't get cards now
Con: Advantage dissipates if disenchanted.
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
Before, I compared this to Flame Jab against Forked Bolt. Bolt is more powerful alone, but Jab has specific powerful upsides that you can build around and utilize. That's why I run Flame Jab over Forked Bolt. And that's why I still run Sylvan Library.
However, let me try to steer the thread somewhere else. My next picks for 'over romanticized' cards:
Hellspark Elemental and Keldon Marauders. I mention these because at a certain point, I realized I was less afraid playing against them than almost every other aggro red two drop. I was just excited that the aggro player spent their whole turn 2 throwing a Lava Spike at me, or playing a Lava Axe with suspend. Granted, they still sometimes lead to those games where you're at 8 after 4 turns because you got blitzed, but I generally think they're fringe top 10 red two-drops. Heck, I even cut Marauders entirely to try out Humble Defector as something interesting (jury is still out, but probably not good enough).
Anyone else with similar experiences?
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
Marauders/Elemental are super straightforward cards -- sort of like the two 3/2s I think are best, but they'll never do more than 5/6 damage respectively. They do what you want from red "sligh" though, but never offer the upside of something like Pyromancer + Gush, or Stormblood Berserker on T2 after Jackal Pup.
The real problem with these cards is the lava spike problem, Lava spike is an exaggerated version of this, but essentially, lava spike sucks. But if you could have your deck be 26 lava spikes and 14 mountains, you'd win on turn 5 most games. These cards need complementary pieces and playing fast complementary aggro is harder to do when your cube is larger.
As for that ranking, I don't see Gore-house above borderland maruader (for very fringe reasons, basically), firefist striker is about 9ish, I find geopese too sloppy to be so high, And war name aspirant is around stormblood berserker for having a much higher floor but a much lower ceiling. Kiln fiend I don't like anymore, I don't like goblin wardriver enough to consider it for its RR cost... and I'm still unsure about generator servant and altac bloodseeker.
Either way, calling one of these cards "bottom of the top 10" in red 2 drops isn't so bad since I'm running 13 monored red 2s at about 360. The next one to cut is torch fiend for me.
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
Besides, red 2 drops have really filled out over the past couple years. It's a very competitive spot these days. We're not hurting for options.
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
With Geopede, I do really like first strike, and a landfallen Geopede outclasses almost everything else in combat until turn 5 at the earliest.
Where would people put Mardu Scout in these rankings? I would think it's the best RR red-two drop, but I haven't tried it to know for sure.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
I don't know, I guess it's hard to say.
Hellspark elemental requires your opponent to have a 4 toughness creature up to be unable to unearth, which is uncommon enough to look at the card positively.
Also, the reason why you'd rather play another 2 drop over marauders on turn 2 if you can help it is because of a comparison you can do if you play out both scenarios side by side. If you play marauders on turn 2 and if your 2 drop would have been able to make more than one attack, then you miss out on the damage from those subsequent attacks. Playing them in the opposite order gains you those attacks.
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
On a somewhat related note, are the "spells matter" cards still being played in a lot of cubes? Specifically, Flame Jab, Guttersnipe, Kiln Fiend, Young Pyromancer, Gelectrode, and (now) Prowess creatures.
I imagine a lot of people downsizing guilds cut Gelectrode, and I haven't heard people talking a lot about this archetype lately. I like it a lot, but I can easily see people cutting it for a more focused approach. Plus, prowess gives it a little more impact than previously.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Fallout Commander
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
This guy with equipment is actually gg very often, and he is easy to cast. I cannot see a matchup where I do not want him, since if you are dying to dudes, he eats an aggro guy every turn when they attack.
Cards I would take over Guardian of the Guildpact
Incremental Blight
Fireslinger
Joraga Treespeaker
I think that is it.
Turn 2 Two Goblin Guide
I agree. Perhaps my multicolor section was small, but Guardian was a beating against so many cards since the common option for multicolored cards is a lot weaker than the single-color options.
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i don't run hellspark or keldon marauders any more. with new, 3-power 2-drops that actually have some staying power and more interesting applications than just attack, i don't really care for raw damage output so much.
i still jam spells matter hard. u/r tempo decks are pretty much the #1 deck i want to draft every time lol. i only run pyro, guttersnipe, and flame jab and not the other two, though.
i could probably list off half of my cube that i'd take over guardian. maybe that's through lack of playtime with the card though.
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
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Capsize: This card is honestly pretty bad in this format because of a few reasons. First, most high mana cost creatures will have some sort of enter the battlefield ability, so if you bounce them you aren't really stopping them. Second, if you truly are getting locked out by capsize somehow, there is enough instant speed removal in most peasant cubes that you can fizzle the spell by killing your own dude. Or if you have a sac outlet then you stop capsize as well. It's really just too inefficient these days for my cube at least.
Yavimaya Elder: Unless your format is extremely grindy and aggro is no a deck that gets played regularly, this guy is too slow and durdly, especially with the double green cost.
Cultivate/Kodama's Reach/Harrow: I suppose this kind of depends on the format, but in most cases rampant growth will just be better. Being able to play a four drop out on turn 3 is so good. If the format has the tempo oriented and aggressive starts regularly then three mana ramp just ends up being worse.
Opportunity: There are just so many better alternatives these days if you want a draw spells in blue to help you close out a game, for example Chemister's Insight, which will draw you the same number of cards but you can split up the cost, and you don't need 6 mana to cast. Opportunity is only good if the board seriously stalls out otherwise spending a full turn to only draw cards on turn 10 is just not where I want to be. And if the board is seriously stalled out that much then all of the 4 mana draw options will help you out just as much because you will often have a land to pitch to Careful Consideration or Chemister's Insight.
Deep Analysis: I'm still playing this card but it's on it's last legs. In general I much prefer to have my 4 mana draw spell by instant speed. The flashback is very nice for discard shenanigans, but even then, you are often in a more durdly deck where the 3 life is a very real cost.
Clone: It's a cool effect so I can't blame someone for playing it, but it's often just so inefficient if you have a reasonable curve.
Hymn to Tourach: Okay this is definitely not a bad card lol, in fact it is the opposite. It is too good, but more important it is too RANDOM and takes the skill out of the game. It is double black which means you can't even play it turn two a lot of the time, adding even more randomness and inconsistency to the game. How many game threes ruined by a turn 2 hymn taking out a players lands? Or maybe the hymn player just doesn't draw a second black and it doesn't work. There isn't anything the opponent can do, the can only hope the opponent doesn't draw hymn, or that they don't have the proper mana. Davriel, Rogue Shadowmage has been an awesome replacement. If you really want a 2 mana discard card play Wrench Mind. Hymn is just never fun for the opponent and there is never any counterplay.
Lightning Mauler: There are just better options in my opinion. I've started to play a lot more +1/+1 counter synergy in my cube, so I've made a lot of my aggressive two red drops involves +1/+1 counters in some way, and it has been really good! There are a lot now War-name Aspirant, Stormblood Berserker, Thriving Grubs, Gore-House Chainwalker, Ire Shaman.
Guttersnipe: Honestly just doesn't do what you want to be doing, and is really really bad when you aren't ahead.
Psychatog: How often is this card actually good? I found very rarely to be the answer.
Worn Powerstone: The high mana spells in this format often aren't good enough to justify needing to ramp 2 additional mana on turn 3. My preferred 3 mana rock is Pristine Talisman because it often ramps you up enough, and then has the super real bonus of gaining you a lot of life throughout the game. This card can often be the deciding factor in close games.
https://cubecobra.com/cube/list/djredpeasant
When you rip a turn 4 Hymn and realize you can't play it because your opponent's morph could be a Willbender...!
Disrupt is a pretty fantastic answer to Hymn in the uncommon slot. Maybe someday we'll get Divert at lower rarity as well.
And Kryptnyt: On turn 4 you can happily play Hymn into a morph, as unless they were ramping they won't have the 1U available to unmorph.
I don't think Hymn is good for the gameplay experience. There is something about nostalgia and about playing with the most powerful broken cards and so on. But that much power combined with that much randomness isn't my cup of tea.
Interesting on Cultivate, but as I love 4-colour green, I still value it over Rampant Growth.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
powpercube Johnny https://cubecobra.com/cube/list/37t