i ran the full flicker combo with great success in my johnnycube for quite a while, so i eventually moved it into spike. unfortunately i was unable to test it there up until now.
while spike has more removal, it also has the better counterspells.
you def want to keep it monoU
I have Swarm in Naya and Sacrifice in Black, which pairs nicely with Swarm. The idea is to have some synergy for blue apart from goodstuff only. The plan is too keep it based U and have a few overlapping cards, like Ephemerate for Uw, Dinrova Horror and Cavern Harpy as a great flicker target/enabler for Ub and maybe Izzet Chronarch as an additional enabler for Ur.
I rarely draft my cube with 8 people, mostly 4-6 nowadays. I would offer multiple options to make it more likely to get at least one and maybe multiple copies, at least Archaeomancer, Mnemonic Wall and Salvager of Secrets and maybe even Scrivener. The Cronarch might be unneccessary as red doesn't really offer any advantage if you go for the combo and these 3-4 alternatives should be enough.
If I only run part the cube, the chance, that you will get only 1 half of the combo is too high so I'm trying to increase redundancy as much as possible. Apart from that none of them are unplayable. Yeah the body of the Archeomancer doessn't do much, but it's still a borderline card on it's own. It also doesn't hurt to have 2 copies in the deck, because it doesn't do much if one part of the combo is in the top half if the deck and the other is the bottom card of the deck. I'm also thinking about Drift of Phantasms to tutor for Flicker/Displace. It's also not a horrible 3 drop.
yeah ok, i draft the full cube at 6 players, no matter what. running too many duplicates makes the draft kinda dull and eats up a lot of valuable slots. to me a big reason to include it, that it more or less only takes 4 slots. 2 flicker and 2 recursion.
I think green 4 drops are getting super crowded now. Blastoderm and Trumpeting Herd are pretty set and Penumbra Spider rarely fails to overperform in my experience, but the rest is are on a similar powerlevel.
How would you rank these candidates?
-Bannerhide Krushok: No flexibility tax for 2 very solid cards in 1 + Scavenge.
-Fierce Witchstalker: Trample on a 4/4 is already very nice and the food token isn't completely irrelevant.
-Peema Outrider: Another 4/4 trample with a little flexibility.
-Hooting Mandrills: Ok not officially a 4 drop, but I do count it as one. Green is definitely the worst color to fill it's own graveyard for Delve without dedicated self mill cards, but on the other hand you will often have a 2nd color, that might help you with that.
4/4 wihtout without Trample:
-Voracious Typhon: Recusrion, but bad against exile/enchantment removal.
-Shadowbeast Sighting: Recursion, but bad against Bounce.
-Hookhand Mariner: A 4/4 Vanilla on the front is still a decent body and the flip into a ceratinly very impressive backside doesn't require any mana investment.
5/5 with downside:
-Imperiosaur: 5/5 for 4 is obviously sick, but I do play a lot of 1 mana ramp and also a decent amount nonbasics. This card definitely has a lot of weird anti-synergies, which lead to weird situations.
-Emperor Crocodile: Another 5/5 for 4. The possible downside against red or black decks is obvious, but the stats are a good counter argument.
-Sarulf's Packmate: Another strong addition, IMO. We have come a long way since the days of Kavu Climber, Nantuko Shaman and Joraga Visionary to end up with a straight up 3/3 for 4, that draws a card with even a small upside. I do think that green really needs this kind of card to not run out of gas, but the question is where does it rank compared to the others?