Returning only a permanent that you don't control is a drawback of this card, but Instant speed and creatures and planeswalker target is a real upside for this effect. I think this will not break any dimir slot, but as a blue card could be a sweet addition for large cubes. Thoughts?
My color identity criteria for cards where half of the mode is castable by one color is:
If one half of the card would see significant main deck play without it's other mode, then I'd classify it loosely as a mono-color card.
That would not be the case here... Bad unsummon would be a desperation playable in a tempo/control deck at best.
Compared to other dimir cards, this falls short.
I cubed Recoil for the longest time and I've loved instant speed + flexibility.
My experience with Touch the Spirit Realm recently was the flexibility did not make up for losing the "Any permanent clause".
If the kicker mode was "any non-land permanent", then I think this could be worth a conversation.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
bouncing planeswalkers for one mana is great, I'll probably include this cause I still play some bounce cards and most weak old school twins blink of an eye and into the roil, unsummon and other variants seems too weak to include but this one is truly better and some archetypes in my cube (like spell matters and grixis tempo) still need this effect
This is a bit of an almost good enough ... Machine Over Matter was a fantastic in blue-green ramp both to swing tempo in the early game, but also to protect/ retrigger draw trigger off the creatures ETB or ETB off Battery Bearer.
I feel if this card would be great if it included text to bounce your own creature + a reasonable kicker.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Returning only a permanent that you don't control is a drawback of this card, but Instant speed and creatures and planeswalker target is a real upside for this effect. I think this will not break any dimir slot, but as a blue card could be a sweet addition for large cubes. Thoughts?
Pretty funny, definitely a strong card iff you can access both modes, so will probably come down to color section philosophy in most cases.
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(filter->rarity to see in set rarity).
If one half of the card would see significant main deck play without it's other mode, then I'd classify it loosely as a mono-color card.
That would not be the case here... Bad unsummon would be a desperation playable in a tempo/control deck at best.
Compared to other dimir cards, this falls short.
Decent card tho!
Last Updated 02/06/23
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My experience with Touch the Spirit Realm recently was the flexibility did not make up for losing the "Any permanent clause".
If the kicker mode was "any non-land permanent", then I think this could be worth a conversation.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I feel if this card would be great if it included text to bounce your own creature + a reasonable kicker.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i