springleaf drum was VERY underwhelming for me the time I got it.. Could've just been the game but didn't seem to need it.. Or if I could of used it I would of rather used the creature to tap and mill.. But it's such a low casting cost it's hard to remove.. Only card I thought about replacing it with was mind stone any suggestions or insight to this card?
Admittedly, this card can be underwhelming in certain circumstances. But it can be handy early game when you're not milling yet. And then, as Lyonheart has pointed out, it's also an enabler for the "tapping matters" cards, not just those with inspired. One thing to note, in case you didn't realize, is that Springleaf Drum lets you tap down a creature with summoning sickness.
My glaring weakness for this deck is def DRAW and the next weakness is RECURSION.. I def almost ran out of steam after a board wipe with not having any draw in the game.. And honestly if I had played in a 4 person match instead of a 3 person match I prob would of lost.. But luckily I was ahead enough to eeeekkk out the win.
Also when my nighthowler or sewer nemesis got sent to the graveyard it would of been nice to just get it right back. And with having no draw I was sore out of luck with my big guys gone.
So I def need to address those 2 parts of my deck… rhystic study is def on my need to get list.. As this is prob the best card to help me. Next up would be phyrexian arena. My only worry about phyrexian is it isn't a choice.. Has anyone ever died to this.. Or is that highly unlikely.?
Cards I'm considering
So again I'm on a budget so I can't just go grab the best card for the job at the moment.
Draw:
-what would be your go to if you had to have some budget draw bloodgift demon mind stone monastery siege kumena’s awakening loyal drake taigam, sidis's hand(this card really intrigues me.. It's both a scry(which helps with drawing the right stuff) and essentially a killl spell to indestructible or other pesky creatures. I feel like this is a really nice card.. Am I missing anything here?
I'll keep this to things I'm adding to what Lyonheart has said, rather than potentially repeating.
Cards like Mind Stone aren't inherently bad even without being able to recur them. But the one-time draw should just be viewed as a small add-on. For a rock like this they need to be worth running on their own.
I'm not worried so much about having Phenax out for Loyal Drake in general, being indestructible and often not a creature. The only issue I'm seeing is that early game, it's a 3-drop that's basically useless until around turn 5.
I actually don't hate Taigam, Sidisi's Hand. You're still effectively getting a draw. It's not quite scry, but it is nice being able to filter. And you're not losing anything you already had. So you don't really need extra recursion to get things back. But it does give you more options for what recursion you do have. All in all, I'm not totally sure it outperforms actual draw engines in the deck, but it could work as a budget option.
As a whole, you seem to be focusing a lot of recursion for yourself. This deck has enough wincons I wouldn't spend too much stuff on that. If you really feel you need more, I'd go for something that let's you pull from any graveyard.
As for Cemetary Puca, it's cheaper than Lazav, and can target any graveyard. I'm not sure if I'd want to run it, but it could certainly do work in the deck.
Disallow: It's a little more expensive than other options, but I'm loving the range of targets it can stop. I'm planning to test it. Perilous Predicament: It's fun removal, but I'm not sure we really need it. Reverse Engineer: It's decent card draw. The cost isn't terrible either. But it's not enough to take the place of a recurring draw engine. Fatal Push: Obviously this card is great. But without reliable revolt triggers, I don't see it going far in this format. Paradox Engine: As we've discussed, it's got potential, but it needs testing. Walking Ballista: It's a mana sink that can be used to make a pretty big miller. On top of that, it can be used for spot removal, even against planeswalkers. But with its costs, I'm not sure this deck can really make the best use of it. Crackdown Construct: This card was so disappointing. Its ability is so on flavor. It gets pumped up to mill when other creatures mill, and even pumps itself. But two toughness (technically three) for four mana is pretty expensive by itself compared to the walls we have available. In most scenarios, it won't build up enough toughness to make up for it. The few cases were it will get really big are generally either too niche or winmore.
For me, I'm okay with some rarity upshifts but not others. This is for a couple reasons. First of all, this is a limited print run. In a normal set, having junk rares along with chase rares incentivizes people to buy more packs by making it harder to get the good stuff. But on a set with a print run this small, the packs are going to sell out no matter what. So not only will they not need to keep people coming back to the set, but a lot of people won't be able to anyways because of availability. Then there's the fact this this will likely have little to no effect on the secondary market. It may do more than MM and MM15 did, but that's hardly saying much. And finally, there's the perceived value of the pack. If Wizards wants to continue milking the Masters sets, they need consumers to perceive it as having enough value to be worth the risk. I'm fine with some packs resulting in lost value, and I think that risk is important even for a set this limited and expensive. But if I'm paying $10 for a pack, the worst case scenario shouldn't leave me with a pack worth the same as a $4 worst case scenario pack. To that end, having Worldgorger Dragon at mythic might (and I do mean might) be a good choice for a "losing" pack. When you compare it to a "losing" $4 pack, it seems fair. But shifting up say Control Magic seems like too much. I'd be disappointed if I paid $4 and I opened that as my rare. Opening it for $10 is just nuts.
Seize the crown to give yourself a greater edge—if you can keep it.
I'm thinking there will be a literal "seize the crown" mechanic in the set. As in an actual "crown" game object in the command zone that players can fight for control over.
Especially given the joking tone they've set so far, this makes me wish this was a new "Un-" set. I feel like they'd find a way to ship Burger King-esque crowns that you literally have to seize.
I can't even imagine why you guys are talking like this is even borderline in danger of a ban. Sorin Markov and Magister Sphinx are around and not looking like they're going anywhere, and this is like a telegraphed version of that. And let's not lie to ourselves, this is going to neatly power up Phenax, but it's not going to warp the format at all.
3
1
Admittedly, this card can be underwhelming in certain circumstances. But it can be handy early game when you're not milling yet. And then, as Lyonheart has pointed out, it's also an enabler for the "tapping matters" cards, not just those with inspired. One thing to note, in case you didn't realize, is that Springleaf Drum lets you tap down a creature with summoning sickness.
I'll keep this to things I'm adding to what Lyonheart has said, rather than potentially repeating.
Cards like Mind Stone aren't inherently bad even without being able to recur them. But the one-time draw should just be viewed as a small add-on. For a rock like this they need to be worth running on their own.
I'm not worried so much about having Phenax out for Loyal Drake in general, being indestructible and often not a creature. The only issue I'm seeing is that early game, it's a 3-drop that's basically useless until around turn 5.
I actually don't hate Taigam, Sidisi's Hand. You're still effectively getting a draw. It's not quite scry, but it is nice being able to filter. And you're not losing anything you already had. So you don't really need extra recursion to get things back. But it does give you more options for what recursion you do have. All in all, I'm not totally sure it outperforms actual draw engines in the deck, but it could work as a budget option.
As a whole, you seem to be focusing a lot of recursion for yourself. This deck has enough wincons I wouldn't spend too much stuff on that. If you really feel you need more, I'd go for something that let's you pull from any graveyard.
As for Cemetary Puca, it's cheaper than Lazav, and can target any graveyard. I'm not sure if I'd want to run it, but it could certainly do work in the deck.
If I had to pick one of the two, I would be far more inclined to keep Dramatic Reversal here personally.
2
4
1
I've swapped Fetid Pools for Creeping Tar Pit. I feel like it just gives more utility.
I'm also testing Disallow for Counterspell instead of Memory Lapse.
I hope to have a full review for Amonkhet soon.
1
Disallow: It's a little more expensive than other options, but I'm loving the range of targets it can stop. I'm planning to test it.
Perilous Predicament: It's fun removal, but I'm not sure we really need it.
Reverse Engineer: It's decent card draw. The cost isn't terrible either. But it's not enough to take the place of a recurring draw engine.
Fatal Push: Obviously this card is great. But without reliable revolt triggers, I don't see it going far in this format.
Paradox Engine: As we've discussed, it's got potential, but it needs testing.
Walking Ballista: It's a mana sink that can be used to make a pretty big miller. On top of that, it can be used for spot removal, even against planeswalkers. But with its costs, I'm not sure this deck can really make the best use of it.
Crackdown Construct: This card was so disappointing. Its ability is so on flavor. It gets pumped up to mill when other creatures mill, and even pumps itself. But two toughness (technically three) for four mana is pretty expensive by itself compared to the walls we have available. In most scenarios, it won't build up enough toughness to make up for it. The few cases were it will get really big are generally either too niche or winmore.
3
3
1
5