Not to anyone's surprise, in limited testing this card has shown itself to be crazy good. Digging 7 is insanely powerful in cube as it turns out. I've also been experimenting with introducing a small combo package, and this card is retarded in that arch type for obvious reasons.
I haven't seen anyone compare this card to Impluse, but it seems appropriate given the similar mechanic. Dig is basically the beefcake version of that card. Though not sure you'd replace one with the other necessarily (not sure how may still even run Impulse).
I became 100% convinced that Treasure Cruise and Dig Through Time were broken when I saw my friend cast Dig for UU, grab a cruise, and cast that for U in a Splinter Twin Combo/ Tempo deck at our last draft. Seeing him able to dig 10 cards deep and keep 5 of them helped me to erase any doubt I had in these two cards. They are extremely powerful
I think Lórien Revealed has eaten a lot of the lunches of Dig Through Time / Treasure Cruise. I find cube to be much more tempo based now, which does make those types of cards much more of a liability in the face of initiative / M&B / Flash / etc.
No, blue thrives just fine without Treasure Cruise / Dig Through Time. Blue is as powerful as ever, but the representation of these 2 cards is quite low in my 3-0 archive. The combination of singleton not favoring these big draw spells and power creep in general makes it difficult for Dig Through Time to keep its slot for me.
Disagree about dig through time being a relic of the past.
It's gotten worse, as strategies that leverage it have gotten worse (and the average card in general has gotten better),
but there's a reason it's a "fair" card that is a staple in pioneer (no fetchlands) , banned in modern/legacy and restricted in vintage.
When a deck can generate a significant amount of graveyard fodder, the card is still messed up.
Before in cube, dig was a good card in decks that can only generate a little bit of graveyard fodder, that has changed significantly.
If you want non-creature based interactive decks to still be a draftable strategy, removing their marquee cards will near guarantee that strategy fails.
The power of DTT is sensitive to how you build your cube and what strategies you chose to support over others.
Modern era semi-reactive decks should be built with a ton of cheap efficient interaction, and dig through time is a premium payoff for doing just that.
If you don't have a high density of cheap interaction , cantrips, or ways to put cards in the graveyard, it'll be a lot worse.