At the beginning of your upkeep, put two descent counters on Descent into Avernus. Then, each player makes X treasure tokens and Descent into Avernus deals X damage to each player, where X is the number of descent counters on Descent into Avernus.
Very YOLO Sulfuric Vortex. This does more damage over time, but is even more of a double edged sword since it also provides treasures. Not dealing damage on immediately on your opponent's upkeep means they have a full turn to blow this up before it does something, but it's also nice that you get first crack at the treasures. Not shutting down life gain can really hurt in certain matchups, and this can also force a draw game. I might give this a spin as a fun of, I really like how this can speed a game up in more than one way.
I think this is much worse than vortex, so if you're looking at it for an aggro deck, IMO it's an easy pass. The last thing I want to do is give my control/midrange opponent a ton of extra mana (although you getting first crack at the treasures is pretty nice).
However, maybe there's more to this card? It's a hilarious ramp card netting you an extra 2 mana every turn and letting you space out how you use it, which is great. If you're ahead on life you might just kill your opponent too. This is a bizarre card. I have no idea if it's good.
I initially thought this is pretty good in aggro too. But counterburn could be the ideal deck for it. I’m interested in this but it could be a huge dud.
This card is cool, but I think we have to find a way to use the mana. I know some folks used to play Tempt with Vengeance; burning for 2, then 4, and then dumping everything into haste tokens seems like a solid way to finish up. But would that be worth it?
I mean, you give your opponents
2-4-6-8 4 turns to kill you, and in my aggro decks I can always use mana for equipments or something. Does it need some sick combo finisher to be good?
I think it needs to be mentioned that the longer this card lasts on board, the higher probability it has to kill both players at once and cause a draw.
So if your deck isn't built to use the leverage that this card gives in treasures, and use it quickly, the card will not help you win per se.
Until I considered this point, I thought that I might even splash for this card in ramp decks, but perhaps even ramp decks aren't fast enough to utilize the storm of treasures it provides.
I do think that it's an intriguing card for multiple archetypes, including aggro, ramp, and artifacts.
Power level or not, I think this card maybe goes over the line of what gameplay I actually want to encourage. If you play this on turn 3, I see the game going to turn 6 and ending in a draw quite often by this dealing 6 damage to each player. If you reduce your opponent to under the threshold, then they will yolo attack back at you for a draw. And they only need to do 8 damage to force a draw, and remember you gave them 6 treasures to defend and attack with.
I mean, you give your opponents
2-4-6-8 4 turns to kill you, and in my aggro decks I can always use mana for equipments or something. Does it need some sick combo finisher to be good?
I think not necessarily every game, but I predict some opponents will really punish me if I throw this at them. Like "yeah man I got you now, oh word you got archon of cruelty out off your treasures ok I concede". I think just from a cube design perspective it's good for the deck(s) that want to use the card sometimes use the treasures meaningfully, so I'm just mindful of whether there's sufficient 'or something' in 'equipments or something' in the draft pool.
thought of an alternative: I've seen some people who include aristocrats and persist packages add cards like Mayhem Devil. There might be some overlap here.
Very YOLO Sulfuric Vortex. This does more damage over time, but is even more of a double edged sword since it also provides treasures. Not dealing damage on immediately on your opponent's upkeep means they have a full turn to blow this up before it does something, but it's also nice that you get first crack at the treasures. Not shutting down life gain can really hurt in certain matchups, and this can also force a draw game. I might give this a spin as a fun of, I really like how this can speed a game up in more than one way.
My High Octane Unpowered Cube on CubeCobra
However, maybe there's more to this card? It's a hilarious ramp card netting you an extra 2 mana every turn and letting you space out how you use it, which is great. If you're ahead on life you might just kill your opponent too. This is a bizarre card. I have no idea if it's good.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
http://forums.mtgsalvation.com/showthread.php?t=484979
2-4-6-8 4 turns to kill you, and in my aggro decks I can always use mana for equipments or something. Does it need some sick combo finisher to be good?
http://forums.mtgsalvation.com/showthread.php?t=484979
So if your deck isn't built to use the leverage that this card gives in treasures, and use it quickly, the card will not help you win per se.
Until I considered this point, I thought that I might even splash for this card in ramp decks, but perhaps even ramp decks aren't fast enough to utilize the storm of treasures it provides.
I do think that it's an intriguing card for multiple archetypes, including aggro, ramp, and artifacts.
Seems like a fun chaos card for Commander tho.
I think not necessarily every game, but I predict some opponents will really punish me if I throw this at them. Like "yeah man I got you now, oh word you got archon of cruelty out off your treasures ok I concede". I think just from a cube design perspective it's good for the deck(s) that want to use the card sometimes use the treasures meaningfully, so I'm just mindful of whether there's sufficient 'or something' in 'equipments or something' in the draft pool.
thought of an alternative: I've seen some people who include aristocrats and persist packages add cards like Mayhem Devil. There might be some overlap here.