Misstep counters a big suite of spells, and it does it at a stage of the game where control is most vulnerable. And it does it for free. Pact costs 5 mana. I would much rather use a counterspell that stops my opponent's best plays against my deck than a counterspell that does nothing before turn 5.
Can someone explain to me why forbid is good? I'm not dogging the card or those who run it I've just never played with it as it seems bad to me. Seems like only good with a card draw engine or squee type cards. I'd rather play a free counter spell than a three drop counter. Just curious on how this card gets used.
Last week I cast forbid four turns in a row, with no enablers. just pitching lands and other cards. It can be kind of like Armageddon except its good when you're behind, too. I understand the skepticism but once you've seen it in action it looks a lot stronger.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Not only the percentages should be taken into account, but also the relative power and impact of the one-drops you want to counter. A lot of the 'best in slot' cards for each card type are the older, broken one mana versions. MM could be considered to have more average impact in a smaller cube. I would still run it at higher sizes, however. In those cases, it would depend not on the overall composition of my cube, but the amount of one drops you will see in a deck. In a cube, we rarely have less than three in a deck, and some archetypes will run basically every one drop they get (aggro).
If your group reguarly builds one drop-less decks, I would not consider the card regardless of how many one drops I run overall.
Back to Mental Misstep: how many targets do you need in your Cube for it to be an inclusion? 10%? 15%? 20%?
I think it has to do more with how your playgroup prioritizes maindecking 1cc spells. In our cube, it's probably the CMC that gets left out of the final 40 the least. Every deck will try to max out on its 1cc spells.
But more importantly, I've found the value of Misstep to be in shoring up a weakness against my deck's biggest problems. Control has a lot of removal, bounce and countermagic that can deal with highere CMC spells. But 1-drops are the key to the matchup. Resolving that Jackal Pup, Thoughtseize or Isamaru is the difference between winning and losing that game against control. Misstep counters those cards, and it can do it on the draw.
When I evaluated it as a generic counterspell, trying to look at the numbers and not the significance, I winded up excluding it from my cube. But when I started to evaluate the value those kinds of plays bring to the decks that want Misstep the most, I decided to give it a shot. And it's been a clutch card for control to have a chance in the aggro matchup.
When I evaluated it as a generic counterspell, trying to look at the numbers and not the significance, I winded up excluding it from my cube. But when I started to evaluate the value those kinds of plays bring to the decks that want Misstep the most, I decided to give it a shot. And it's been a clutch card for control to have a chance in the aggro matchup.
I'm glad you've experienced this too. I'd like to add that it's not a dead card in the control-midrange or mirror matchups either. A lot of midrange hands are accepted on the back of taking a risk with an early Sol Ring or Elf, and it's a decent foil to many good control hand disruption or removal spells despite probably not being called upon on T0 or T1.
Mental misstep is such a narrow counterspell, one drops shouldn't bother control decks much of the time.
This is just blatantly false. 1-drops are the biggest threat to control decks. Denying them their early game pressure is what keeps aggro from beating control. And aggro has an advantageous matchup against control. Which is why Misstep is an important card in that matchup.
i agree that 1 drops are good but control has a lot of tools to deal with them. Neither of these counterspells should be in small to mid size cubes anyways, every other 2 mana counter is better than them anyways. The range of targets for mm is so small. A given deck at most has between 1-5 one drops and its dead when you draw mm and they don't draw a 1 drop. On the play 2 mana counters can hit 1 drops starting from turn 3. On the draw its turn 4. The gap in which they can resolve 1 drops is not that big assuming you have a counter.
i agree that 1 drops are good but control has a lot of tools to deal with them.
Actually, there are very few tools to deal with them. Spot removal is inefficient against 1-drops. Mass removal is slow against 1-drops. And 1cc noncreature spells have almost no answers.
The range of targets for mm is so small. A given deck at most has between 1-5 one drops and its dead when you draw mm and they don't draw a 1 drop.
Perhaps the decks in your cube do. Most control decks will be running at least 4-5 targets. Mid-range will have more. And aggro will have a lot more. Aggressive decks will average about 7 threats and at least 2-3 more noncreature spells. Considering they're the most numerous threats in the deck that's your worst matchup and pose the biggest threat to your strategy, they're also the most important spells to have efficient answers to.
My cube has 85 1cc cards in it. The average draft will have 42.5 available. They have the highest MD% of any CMC in the cube, and assuming that only 75% of them see play (which is a low estimate) the average deck will contain 5.3 1cc cards in it. At a minimum, that's what I'd expect to see. But the playability is probably closer to 90%, so that number would be quite a bit higher. Somewhere around 6.5 per deck. And since you're playing one of the control decks at the table, your count will be slightly lower, and the other decks will be slightly higher. Which means that the average deck should be casting 1cc cards (on T1) close to 65-70% of the time against you. And a lot more for aggro, which is the matchup you're decking Misstep for anyways.
On the play 2 mana counters can hit 1 drops starting from turn 3. On the draw its turn 4. The gap in which they can resolve 1 drops is not that big assuming you have a counter.
What? This makes no sense at all. If I can't counter 1-drops until T3, their entire window of effective casting times is unanswerable by my deck. If aggro decks can't reliably cast T1 threats, something went horribly wrong during the draft. And if their deck isn't playing a 1cc threat until T3, they made poor mulliganing decisions.
And none of those points address the fact that Misstep can be played in every control deck. You don't even need blue mana. And you can counter their T1 spells when you're on the draw.
There is nothing worse for your control deck than having your opponent resolve a T1 threat. This card shores up the deck's biggest weakness.
Maybe you should speak to some of the more prominent cubers out there and see what their opinions are about mm. I am pretty sure they would disagree with you.
Perhaps you should read the [SCD] on MM for yourself and see that there are a lot of prominent cubers that find the card plays well in the cube.
I originally thought as you did. Than I took a closer look at its applications, the value it has in the role it serves, and the math behind how often it's valuable and I played it for myself. And the card's quite good.
Goodking, kojiro, quitequieter, Fredo and several other drafters really like it. It's not a staple include for 360 cubes, but it's still a good card. I provided the math for you in the previous post. If you don't run as many 1cc cards, or don't prioritize/play them as hightly/often as we do, perhaps it won't work for you. But it's been quite good for me and several other cube managers. But to say it has no place in mid-sized cubes is simply a misevaluation of the card, plain and simple.
I advocated against the card until I played it for myself. The math and the playtesting results prove it to be a really valuable spell. Particularly when shoring up your deck's biggest weakness, and considering it can be played in every control deck.
And prominent cube designers disagree about a great many cards. It doesn't mean that a decision for one cube is the right one for every cube. Which designers in particular are you referring to? Do you have links to their cubes and the discussions they've had regarding MM?
..........
Lastly, sorry for hijacking your thread for this discussion, RJRellik. There's a [SCD] thread for this card, and that's where the discussion really belongs.
After seeing this card in a significant number of drafts, it's proven itself to be a valuable tool for control decks to have at their disposal. I didn't like the card at first, but running the math on the card, reviewing the value of its applications and seeing it in action have changed my opinion on it dramatically.
Here is the conversation I had with prominent cubers, people that write for websites like Channelfireball and such. Pretty much everyone agreed on the answer. I am not stopping people from playing mm but I just disagree with its inclusion.
Is Mental Misstep playable in cube?
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Michael Boland depends on the cube
4 hours ago · Like · 1
regular powered cube or unpowered
4 hours ago · Like
Andy Cooperfauss No.
3 hours ago · Like · 1
Chingsung Chang No
3 hours ago · Like
I know it's bad but can I get some reasoning? Some guy on salvation is saying pact is worse than mm.
3 hours ago via mobile · Like
Bryan Hoyt it is in my cube
3 hours ago · Like
Andy Cooperfauss On your next Cube draft, lay out the curve of each deck. Note the number of 1-drops.
Against some decks, it will be good. Against most, it will be very, very bad.
3 hours ago · Like
Chingsung Chang That may, in fact, be true, I was never a fan of 5-mana Pact. Consider why each card is good:
Mental Misstep is good in situations where your opponent's critical cards cost 1 mana. This is true in Legacy, but how often is it true in Cube?
Pact is good when it is 1) protecting a combo, and 2) protecting a finisher you are consistently tapping out for. In both cases your opponent needs to consistently have countermagic available for Pact to be good. How often do you see that being true in cube?
I think both are reasonably situational cards that can be good in the right cube, but I'd much rather have more general cards like Mana Drain, Counterspell, and FoW
3 hours ago · Like
Exactly! He was like control is weak against 1 drops...
3 hours ago via mobile · Like
Chingsung Chang yes, but you should have good creature removal for 1-drops, like, if you're worried about it, play more Disfigure and StP
3 hours ago · Like
Chingsung Chang and not Mental Misstep
3 hours ago · Like
Frankie Ramaley Off the top of my head, not in most cubes, no
3 hours ago via mobile · Like
Brian Miller Seems really bad on average.
3 hours ago · Like
Greg Hatch I mean, best case scenarios seem marginal.
3 hours ago · Like
Jonathan Richmond Spell Snare probably counters more, right?
3 hours ago via mobile · Like
Greg Hatch Well, its playable, which makes it better. In all seriousness, though, everything really good costs 2, and its at worst marginal in any cube with signets.
3 hours ago · Edited · Like
Alex Bertoncini no it's not very good at all. in any cube (aside from a one-drop cube) it's too narrow and if your deck needs an answer to a 1-drop that badly, draft better
I think anyone who played legacy when this card came out knows how good it is. Yes I know cube is not legacy and everyone's cube is different, but this card is stupid.
I provided the math and the reasoning for you in the last post in detail. Take it to the SCD if you wanna fight for it. The card is better than it looks.
They're saying it's not as good as Mana Drain and FoW? I agree. They're saying there's plenty of efficient removal against 1-drops? There isn't. They site Path and Dismember. Those cards aren't great against 1-drops, and there aren't enough of them anyways.
Those cube lists are probably top heavy lists with bad aggro and signet mid-range mirrors. And it's not good in those cubes. It's good in low CMC cubes with a strong aggro element.
And in any case, it's FAR better than Pact unless you're playing a dragon cube with a ridiculously high ACMC.
Do you have links to any of their cube lists? Do you know what the concentration of 1cc cards are in their cubes? Are most of those players referring to the MTGO cube as a basis for their cube experience? (Because that cube is terrible, has a really high CMC and nowhere near enough 1-drops).
You should take all this discussion over to the SCD thread linked above if you really feel you can debate Pact vs Misstep in a cube that has a low curve.
I also disagree with most of the cube advice that comes from CFB. Their advice is geared around lists like the MTGO cube, and not like the cubes here.
It's not the right card for all cubes. But I think it's a fine selection for medium-sized cubes, and it's certainly the right call to run it over Pact in my cube.
Here's some math I ran on its performance in my cube:
My cube has 85 1cc cards in it. The average draft will have 42.5 available. They have the highest MD% of any CMC in the cube, and assuming that only 75% of them see play (which is a low estimate) the average deck will contain 5.3 1cc cards in it. At a minimum, that's what I'd expect to see. But the playability is probably closer to 90%, so that number would be quite a bit higher. Somewhere around 6.5 per deck. And since you're playing one of the control decks at the table, your count will be slightly lower, and the other decks will be slightly higher. Which means that the average deck should be casting 1cc cards (on T1) close to 65-70% of the time against you. And a lot more for aggro, which is the matchup you're decking Misstep for anyways.
This card has a bad reputation for being subpar in cubes, and perhaps cubes with higher CMCs than mine that don't support aggro very well would rather use something else. But the math supports MM in my cube, and it's been playing really well.
Perhaps this is a myth that needs to be dispelled? Or is it simply a case of most cubes having a lower percentage of 1cc spells than mine does?
I would think that most cubers would agree that the mtgo cube is terrible. No one in their right mind would reference that cube.
Cheap removal like disfigure and forked bolt will shore up the weakness to 1 drops.
With how many good counters out there I don't think either of these should be seeing play.
I understand that's how you feel. But I provided the math for you in my last post. The card has numerous relevant targets in my cube, and it triggers in every game. And it does something in blue that other cards can't do for me. There's only so much good 1cc removal in the cube, and none of it is in blue. So when I'm playing a UU/x control deck, I face a lot of pressure from 1cc threats. Especially on the draw.
You mention that cards like Mana Drain and Force of Will are better. Okay, I agree with that. Nobody's suggesting cutting Mana Drain for Misstep here.
You can say that there's enough efficient removal, but I don't agree. It answers more than just creatures mind you. Doom Blading my opponent's Jackal Pup is hardly what I'd call efficient. You can tell me to add in Disfigure, but that does nothing against Land Tax, Enlightened Tutor, Ancestral Recall, Mystical Tutor, Sol Ring, Skullclamp, Mana Vault, Sensei's Divining Top, Pithing Needle, Path to Exile, Swords to Plowshares, Vampiric Tutor, Thoughtseize, or any of the other vast number of great 1cc noncreature spells that Misstep counters for free. I can use it to stop early threats and efficient utility cards.
I provided the math for my cube. How many 1cc cards are in your cube? What size is your cube? How many players do you have on average? How highly do you prioritize maindecking 1cc cards? What's the ACMC of your cube list? There's a very good chance that depending on how those questions are answered, Pact might be better than MM for your cube. But in my cube, I'd rather have a free counterspell that can shore up a huge weakness and counter a huge suite of impactful spells during the developing stages of the game than a counterspell like Pact that does nothing before T5.
And really, the discussion needs to move to the other thread. A mod should transfer the existing discussion and you should start posting over there. That's what the thread is for.
question then - if you open MM in your starting seven, and your opponent has first play and opens with Preordain or Ponder (signalling a control deck)...
do you use the MM?
What situations would you hold on to the MM in hopes of hard countering something later? my opinion is that you should use it on the first opportunity you have (since you don't know if there will be an opportunity later, esp against non aggro decks). does that sound right?
I think it depends. I'd probably counter a T1 Preordain with it. If your opponent kept a hand based on the assumption they'd be able to Ponder/Preordain into/away from land, you can steal a win by snapping that spell on T1. And if they're the other control player at the table, their 1cc count will be lower than the other decks, and grabbing a Ponder on T1 might be your best play. Against a mid-range or aggro deck, I'd wait to counter a threat or a bigger impact spell with MM though. Most decks will play more than one 1cc card over the course of the game; even control decks (at least, in my playgroup).
I mean, if I was on the play and had a Force Spike in my hand, I'd probably counter a Preordain with it. I don't see why I'd play differently with the Misstep.
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Last week I cast forbid four turns in a row, with no enablers. just pitching lands and other cards. It can be kind of like Armageddon except its good when you're behind, too. I understand the skepticism but once you've seen it in action it looks a lot stronger.
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If your group reguarly builds one drop-less decks, I would not consider the card regardless of how many one drops I run overall.
On spoiled card wishlisting and 'should-have-had'-isms:
I think it has to do more with how your playgroup prioritizes maindecking 1cc spells. In our cube, it's probably the CMC that gets left out of the final 40 the least. Every deck will try to max out on its 1cc spells.
But more importantly, I've found the value of Misstep to be in shoring up a weakness against my deck's biggest problems. Control has a lot of removal, bounce and countermagic that can deal with highere CMC spells. But 1-drops are the key to the matchup. Resolving that Jackal Pup, Thoughtseize or Isamaru is the difference between winning and losing that game against control. Misstep counters those cards, and it can do it on the draw.
When I evaluated it as a generic counterspell, trying to look at the numbers and not the significance, I winded up excluding it from my cube. But when I started to evaluate the value those kinds of plays bring to the decks that want Misstep the most, I decided to give it a shot. And it's been a clutch card for control to have a chance in the aggro matchup.
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I'm glad you've experienced this too. I'd like to add that it's not a dead card in the control-midrange or mirror matchups either. A lot of midrange hands are accepted on the back of taking a risk with an early Sol Ring or Elf, and it's a decent foil to many good control hand disruption or removal spells despite probably not being called upon on T0 or T1.
On spoiled card wishlisting and 'should-have-had'-isms:
Mental Misstep doesn't have "you lose the game" anywhere in its rules text.
Cheers,
rant
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This is just blatantly false. 1-drops are the biggest threat to control decks. Denying them their early game pressure is what keeps aggro from beating control. And aggro has an advantageous matchup against control. Which is why Misstep is an important card in that matchup.
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Actually, there are very few tools to deal with them. Spot removal is inefficient against 1-drops. Mass removal is slow against 1-drops. And 1cc noncreature spells have almost no answers.
I hear you saying this, but I don't agree.
Unless of course you need to counter something before you have 2 mana up. All of the 2-mana counterspells are worse at answering 1cc cards.
Perhaps the decks in your cube do. Most control decks will be running at least 4-5 targets. Mid-range will have more. And aggro will have a lot more. Aggressive decks will average about 7 threats and at least 2-3 more noncreature spells. Considering they're the most numerous threats in the deck that's your worst matchup and pose the biggest threat to your strategy, they're also the most important spells to have efficient answers to.
My cube has 85 1cc cards in it. The average draft will have 42.5 available. They have the highest MD% of any CMC in the cube, and assuming that only 75% of them see play (which is a low estimate) the average deck will contain 5.3 1cc cards in it. At a minimum, that's what I'd expect to see. But the playability is probably closer to 90%, so that number would be quite a bit higher. Somewhere around 6.5 per deck. And since you're playing one of the control decks at the table, your count will be slightly lower, and the other decks will be slightly higher. Which means that the average deck should be casting 1cc cards (on T1) close to 65-70% of the time against you. And a lot more for aggro, which is the matchup you're decking Misstep for anyways.
What? This makes no sense at all. If I can't counter 1-drops until T3, their entire window of effective casting times is unanswerable by my deck. If aggro decks can't reliably cast T1 threats, something went horribly wrong during the draft. And if their deck isn't playing a 1cc threat until T3, they made poor mulliganing decisions.
And none of those points address the fact that Misstep can be played in every control deck. You don't even need blue mana. And you can counter their T1 spells when you're on the draw.
There is nothing worse for your control deck than having your opponent resolve a T1 threat. This card shores up the deck's biggest weakness.
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I originally thought as you did. Than I took a closer look at its applications, the value it has in the role it serves, and the math behind how often it's valuable and I played it for myself. And the card's quite good.
Goodking, kojiro, quitequieter, Fredo and several other drafters really like it. It's not a staple include for 360 cubes, but it's still a good card. I provided the math for you in the previous post. If you don't run as many 1cc cards, or don't prioritize/play them as hightly/often as we do, perhaps it won't work for you. But it's been quite good for me and several other cube managers. But to say it has no place in mid-sized cubes is simply a misevaluation of the card, plain and simple.
I advocated against the card until I played it for myself. The math and the playtesting results prove it to be a really valuable spell. Particularly when shoring up your deck's biggest weakness, and considering it can be played in every control deck.
And prominent cube designers disagree about a great many cards. It doesn't mean that a decision for one cube is the right one for every cube. Which designers in particular are you referring to? Do you have links to their cubes and the discussions they've had regarding MM?
..........
Lastly, sorry for hijacking your thread for this discussion, RJRellik. There's a [SCD] thread for this card, and that's where the discussion really belongs.
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Is Mental Misstep playable in cube?
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Michael Boland depends on the cube
4 hours ago · Like · 1
regular powered cube or unpowered
4 hours ago · Like
Andy Cooperfauss No.
3 hours ago · Like · 1
Chingsung Chang No
3 hours ago · Like
I know it's bad but can I get some reasoning? Some guy on salvation is saying pact is worse than mm.
3 hours ago via mobile · Like
Bryan Hoyt it is in my cube
3 hours ago · Like
Andy Cooperfauss On your next Cube draft, lay out the curve of each deck. Note the number of 1-drops.
Against some decks, it will be good. Against most, it will be very, very bad.
3 hours ago · Like
Chingsung Chang That may, in fact, be true, I was never a fan of 5-mana Pact. Consider why each card is good:
Mental Misstep is good in situations where your opponent's critical cards cost 1 mana. This is true in Legacy, but how often is it true in Cube?
Pact is good when it is 1) protecting a combo, and 2) protecting a finisher you are consistently tapping out for. In both cases your opponent needs to consistently have countermagic available for Pact to be good. How often do you see that being true in cube?
I think both are reasonably situational cards that can be good in the right cube, but I'd much rather have more general cards like Mana Drain, Counterspell, and FoW
3 hours ago · Like
Exactly! He was like control is weak against 1 drops...
3 hours ago via mobile · Like
Chingsung Chang yes, but you should have good creature removal for 1-drops, like, if you're worried about it, play more Disfigure and StP
3 hours ago · Like
Chingsung Chang and not Mental Misstep
3 hours ago · Like
Frankie Ramaley Off the top of my head, not in most cubes, no
3 hours ago via mobile · Like
Brian Miller Seems really bad on average.
3 hours ago · Like
Greg Hatch I mean, best case scenarios seem marginal.
3 hours ago · Like
Jonathan Richmond Spell Snare probably counters more, right?
3 hours ago via mobile · Like
Greg Hatch Well, its playable, which makes it better. In all seriousness, though, everything really good costs 2, and its at worst marginal in any cube with signets.
3 hours ago · Edited · Like
Alex Bertoncini no it's not very good at all. in any cube (aside from a one-drop cube) it's too narrow and if your deck needs an answer to a 1-drop that badly, draft better
They're saying it's not as good as Mana Drain and FoW? I agree. They're saying there's plenty of efficient removal against 1-drops? There isn't. They site Path and Dismember. Those cards aren't great against 1-drops, and there aren't enough of them anyways.
Those cube lists are probably top heavy lists with bad aggro and signet mid-range mirrors. And it's not good in those cubes. It's good in low CMC cubes with a strong aggro element.
And in any case, it's FAR better than Pact unless you're playing a dragon cube with a ridiculously high ACMC.
Do you have links to any of their cube lists? Do you know what the concentration of 1cc cards are in their cubes? Are most of those players referring to the MTGO cube as a basis for their cube experience? (Because that cube is terrible, has a really high CMC and nowhere near enough 1-drops).
You should take all this discussion over to the SCD thread linked above if you really feel you can debate Pact vs Misstep in a cube that has a low curve.
I also disagree with most of the cube advice that comes from CFB. Their advice is geared around lists like the MTGO cube, and not like the cubes here.
It's not the right card for all cubes. But I think it's a fine selection for medium-sized cubes, and it's certainly the right call to run it over Pact in my cube.
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My cube has 85 1cc cards in it. The average draft will have 42.5 available. They have the highest MD% of any CMC in the cube, and assuming that only 75% of them see play (which is a low estimate) the average deck will contain 5.3 1cc cards in it. At a minimum, that's what I'd expect to see. But the playability is probably closer to 90%, so that number would be quite a bit higher. Somewhere around 6.5 per deck. And since you're playing one of the control decks at the table, your count will be slightly lower, and the other decks will be slightly higher. Which means that the average deck should be casting 1cc cards (on T1) close to 65-70% of the time against you. And a lot more for aggro, which is the matchup you're decking Misstep for anyways.
This card has a bad reputation for being subpar in cubes, and perhaps cubes with higher CMCs than mine that don't support aggro very well would rather use something else. But the math supports MM in my cube, and it's been playing really well.
Perhaps this is a myth that needs to be dispelled? Or is it simply a case of most cubes having a lower percentage of 1cc spells than mine does?
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Cheap removal like disfigure and forked bolt will shore up the weakness to 1 drops.
With how many good counters out there I don't think either of these should be seeing play.
I understand that's how you feel. But I provided the math for you in my last post. The card has numerous relevant targets in my cube, and it triggers in every game. And it does something in blue that other cards can't do for me. There's only so much good 1cc removal in the cube, and none of it is in blue. So when I'm playing a UU/x control deck, I face a lot of pressure from 1cc threats. Especially on the draw.
You mention that cards like Mana Drain and Force of Will are better. Okay, I agree with that. Nobody's suggesting cutting Mana Drain for Misstep here.
You can say that there's enough efficient removal, but I don't agree. It answers more than just creatures mind you. Doom Blading my opponent's Jackal Pup is hardly what I'd call efficient. You can tell me to add in Disfigure, but that does nothing against Land Tax, Enlightened Tutor, Ancestral Recall, Mystical Tutor, Sol Ring, Skullclamp, Mana Vault, Sensei's Divining Top, Pithing Needle, Path to Exile, Swords to Plowshares, Vampiric Tutor, Thoughtseize, or any of the other vast number of great 1cc noncreature spells that Misstep counters for free. I can use it to stop early threats and efficient utility cards.
I provided the math for my cube. How many 1cc cards are in your cube? What size is your cube? How many players do you have on average? How highly do you prioritize maindecking 1cc cards? What's the ACMC of your cube list? There's a very good chance that depending on how those questions are answered, Pact might be better than MM for your cube. But in my cube, I'd rather have a free counterspell that can shore up a huge weakness and counter a huge suite of impactful spells during the developing stages of the game than a counterspell like Pact that does nothing before T5.
And really, the discussion needs to move to the other thread. A mod should transfer the existing discussion and you should start posting over there. That's what the thread is for.
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do you use the MM?
What situations would you hold on to the MM in hopes of hard countering something later? my opinion is that you should use it on the first opportunity you have (since you don't know if there will be an opportunity later, esp against non aggro decks). does that sound right?
I mean, if I was on the play and had a Force Spike in my hand, I'd probably counter a Preordain with it. I don't see why I'd play differently with the Misstep.
My 720 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!