EDH staple I'm guessing. Venturing as a second ability is a lot more rewarding than a lot of the other 3 cost rocks in the format.
I don't know. At cmc2 was perfect. At cmc3 there's other cards that just ramp and/or color fix better. ( Worn Powerstone, Coalition Relic, Chromatic Lantern, Basalt Monolith any of those that turns into a creature with abilities etc). Considering how low is the power level of dungeons, this is a pretty and very slow way to do card advantage in any relevant way. I guess for casual decks is okaish, but in casual basically almost anything goes.
EDH staple I'm guessing. Venturing as a second ability is a lot more rewarding than a lot of the other 3 cost rocks in the format.
I don't know. At cmc2 was perfect. At cmc3 there's other cards that just ramp and/or color fix better. ( Worn Powerstone, Coalition Relic, Chromatic Lantern, Basalt Monolith any of those that turns into a creature with abilities etc). Considering how low is the power level of dungeons, this is a pretty and very slow way to do card advantage in any relevant way. I guess for casual decks is okaish, but in casual basically almost anything goes.
Oh, Im talking about commander of course.
The big problem with the rock is that it produces colorless. After extensively drafting with strixhaven - I've really come to the belief that learn is actually better than draw a card (honestly - would you play a sorcery speed 4 life revitalize? but you tomahawk cram session into most decks). I think venture is probably going to be equivalent to draw 1/2 a card (it has been said that scry is draw 1/2 a card and that is one of your base options). Of the rocks you listed - I think the only one I have in a couple of decks is coalition relic. Worn powerstone always feels clumsy in anything but some big mana colorless deck, chromatic lantern is just barely better than manalith and basalt monolith is another eldrazi or infinite mana combo piece. There are just too many good 2 drop rocks that 3 drop rocks aren't viable really. The 3 mana rocks that I'm putting into my decks aren't really rocks - midnight clock, cursed mirror - I just expect more from my 3 mana than any of those other rocks bring to the table.
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There will be many, many ways to venture into the dungeon. Even the set's obligatory mana rock is helping out.
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I don't know. At cmc2 was perfect. At cmc3 there's other cards that just ramp and/or color fix better. ( Worn Powerstone, Coalition Relic, Chromatic Lantern, Basalt Monolith any of those that turns into a creature with abilities etc). Considering how low is the power level of dungeons, this is a pretty and very slow way to do card advantage in any relevant way. I guess for casual decks is okaish, but in casual basically almost anything goes.
Oh, Im talking about commander of course.
The big problem with the rock is that it produces colorless. After extensively drafting with strixhaven - I've really come to the belief that learn is actually better than draw a card (honestly - would you play a sorcery speed 4 life revitalize? but you tomahawk cram session into most decks). I think venture is probably going to be equivalent to draw 1/2 a card (it has been said that scry is draw 1/2 a card and that is one of your base options). Of the rocks you listed - I think the only one I have in a couple of decks is coalition relic. Worn powerstone always feels clumsy in anything but some big mana colorless deck, chromatic lantern is just barely better than manalith and basalt monolith is another eldrazi or infinite mana combo piece. There are just too many good 2 drop rocks that 3 drop rocks aren't viable really. The 3 mana rocks that I'm putting into my decks aren't really rocks - midnight clock, cursed mirror - I just expect more from my 3 mana than any of those other rocks bring to the table.