Today's powercrept common is Divest. This one now exiles the card and can cycle for 3.
Intimidation TacticsB
Sorcery (Uncommon)
Target player reveals their hand. You choose an artifact or creature card from it. Exile that card.
Cycling 3(3, Discard this card: Draw a card.) "This is still a negotiation. We haven’t broken anything . . . yet.”
—Far Fortune
I like Dreams of Steel and Oil, but even when I've managed to justify it, I've never used a full playset. Cycling is nice, I guess, but a lot of what's cool about Dreams is grabbing a reanimation target from the graveyard as well.
This kind of effect is always worthwhile. In this particular case, I would probably rather have information about my opponent's hand rather than the random lottery draw from the cycle.
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Unpopular opinion: sorcery-speed removal is *not* as terrible as you think it is.
This kind of effect is always worthwhile. In this particular case, I would probably rather have information about my opponent's hand rather than the random lottery draw from the cycle.
I mostly play historic so I can't speak for modern but I've seen lots of times when my opponent is playing mono B discard and they have me hellbent. Or, they have good reason to know there isn't a target for this selective exile effect so being able to cycle has its uses.
This kind of effect is always worthwhile. In this particular case, I would probably rather have information about my opponent's hand rather than the random lottery draw from the cycle.
Games of Modern get so long on average that Dreams of Steel and Oil doesn't pull anything from hands as early as Turn 2. While I'd rather have information about my opponent's hand early-game, I'd much rather have the cycling once my opponent's hand gets to 1 card or less (the 1 card can easily be a land-in-hand bluff or Fable of the Mirror-Breaker fodder) or the first effect found they're on a mostly artifact- and creature-free deck.
I don't play Modern but I do play Historic. I won't turn this into a multipage discussion as to the relevant usefulness of cycling versus not cycling under certain circumstances, but I will note that the free knowledge of seeing your opponent's hand is always a good thing.
In an artifact-heavy set like DFT, though, this card will always be good in Limited.
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Unpopular opinion: sorcery-speed removal is *not* as terrible as you think it is.
I don't play Modern but I do play Historic. I won't turn this into a multipage discussion as to the relevant usefulness of cycling versus not cycling under certain circumstances, but I will note that the free knowledge of seeing your opponent's hand is always a good thing.
In an artifact-heavy set like DFT, though, this card will always be good in Limited.
In this, we can agree. I'm still in favor of cycling this and playing Thought Seize when you have both in hand.
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Intimidation Tactics B
Sorcery (Uncommon)
Target player reveals their hand. You choose an artifact or creature card from it. Exile that card.
Cycling 3 (3, Discard this card: Draw a card.)
"This is still a negotiation. We haven’t broken anything . . . yet.”
—Far Fortune
Source: @mtgjp
I mostly play historic so I can't speak for modern but I've seen lots of times when my opponent is playing mono B discard and they have me hellbent. Or, they have good reason to know there isn't a target for this selective exile effect so being able to cycle has its uses.
Games of Modern get so long on average that Dreams of Steel and Oil doesn't pull anything from hands as early as Turn 2. While I'd rather have information about my opponent's hand early-game, I'd much rather have the cycling once my opponent's hand gets to 1 card or less (the 1 card can easily be a land-in-hand bluff or Fable of the Mirror-Breaker fodder) or the first effect found they're on a mostly artifact- and creature-free deck.
In an artifact-heavy set like DFT, though, this card will always be good in Limited.
In this, we can agree. I'm still in favor of cycling this and playing Thought Seize when you have both in hand.