Knowing what we now know about Adventure, then...this is pretty bad, right? A 1/2 with no haste/evasion is going to have a tough time getting through for the artifact/enchantment destruction, and the sorcery is pretty weak sauce for 7 mana. Plus it's a sorcery, which rules out most of green's favorite cheating methods. Obviously modal spells tend to mean overpaying for the multiple effects, but I just don't see the overall package here being desirable for any deck.
Rules-wise, I wonder if Adventures just count as straight-up Sorcery cards. Like, could you exile Welcome Home with Arcane Savant? Or cast it off a Torrential Gearhulk? Even then it's probably not worth a spot in your 23, but I do hope some of the "big" Adventures might have some extra value in a big spells deck.
I posted this thread earlier describing a method my sister and I have been using. We call it Squid Draft, but Memory Draft is a more accurate name.
Basically, there are 45 face down cards. You look at three and take one back and fourth until you each have 15, then exile the rest. Repeat twice until you have a final pool of 45 cards. Shapes and patterns are reccomended for laying out the cards, as it helps the memory
I forgot this thread existed until I saw it in your sig. I do a lot of two person drafts, so I should try some of these.
Thanks for sharing! This sounds like a lot of fun - I added it to "Geometrical Drafting." If I ever get to draft IRL again, I'd be inclined to try this out. Do you have any shapes/patterns you've found work well?
Thanks as always for this - it was a delight to read!
Sorry if you addressed this in another thread, but now that it sounds like Mtgsalvation is sticking around (even if under new management), will you continue to post these here?
So disheartening. I'm not exactly a vocal member of this community, and my life circumstances are such that I hardly ever cube IRL anymore – my actual, physical cube has been gathering dust for over three years now – but man, spoiler season on mtgsalvation is still one of my favorite (5 or 6) times of the year. I come for the insight and analysis, and the occasional civilized bickering, and it just breaks my heart a little that that's going to disappear. I really hope the mods' "new project" works out – but even then, it just won't be quite the same, will it? (Tho if they could merge with the hopefully new cubetutor site...) More than anything, this forum has kept me connected with my favorite way to play my favorite game in the world, and I'm really grateful to all of you for making it that. Thanks everyone!
Just wanted to say thanks for the write-up! I look forward to these every (major) spoiler season. I've been living without my playgroup for a while now, but these always manage to get me excited enough to fire up Forge and try some new drafts. Cheers!
I like these grindy value cards, even if this particular one is maybe a bit too fair. I'm still running Master of the Feast, and I think we could do without one more boring stats monster. Will test.
Just wanted to say, these are delightful. Super helpful too! My group's a relatively young one (in terms of magic experience) and so a lot of the archetype synergies and stuff – basically, the best homes for a given card – aren't always clear to us. Hearing not only what you're taking but why (and what you're thinking about the cards you pass) is really informative.
If anything, I'd love to hear a little more about your decision processes in the final deckbuilding. Why did certain playables make the 23 and others don't?
It is a pretty interesting design and shows they are willing to print format specific duals, maybe they will give us some cube duals eventually.
Does make you wonder what cube-specific duals would look like. Cards you can only play one of in a deck? Cards that gain ETB untapped when certain cube drafting moments happen, like when they're chosen second in a grid draft? Or, "In a glimpse draft, when you draft this card, you may reveal it and burn an additional card you've already drafted. It gains ETB untapped."
Taking Mirari's Wake out of Selesnya, where it's done a whole lotta nothing. The other two spells in the guild are Pridemage and Voice of Resurgence. (I run hybrids in a separate section.)
So what should I replace it with? Sigarda seems fine but a little boring. One of the two Ajanis, I guess?
Big enough of a drawback on a 2-drop, I suspect. There are tons of other 2-drops with 3 power to nullify this, and if you're on the draw, even more 3-drops. IF this had cost B, however...
It's an interesting thought. My suspicion is that contraptions will be too weak/parasitic for the main draft, but if there turn out to be decent assemblers, they may be too *good* to be basically "free" cards handed to the player after the draft. An occasional +2/+2 effect that doesn't cost me a pick, doesn't take up a deck slot, doesn't have to be cast, and doesn't require mana to activate? It's not exactly bonkers, but then again it's 100% bonus at no cost (assuming, again, decent enough assembler to make it worth running in the first place).
My hunch is that contraption/assemblers will work best – maybe work solely – as a module, and that for relatively low power cubes, and probably for only relatively small cubes – it's hard to imagine we'll see all that many assemblers worthy of inclusion.
I can only see playing this in the aggroiest of blaggro decks – and then do I really want to risk my opponent having access to their stabilizer 2 turns early? That seems like a huge drawback for a fairly minor upside. If he was 4 toughness, now that'd be a whole other story.
Rules-wise, I wonder if Adventures just count as straight-up Sorcery cards. Like, could you exile Welcome Home with Arcane Savant? Or cast it off a Torrential Gearhulk? Even then it's probably not worth a spot in your 23, but I do hope some of the "big" Adventures might have some extra value in a big spells deck.
Thanks for sharing! This sounds like a lot of fun - I added it to "Geometrical Drafting." If I ever get to draft IRL again, I'd be inclined to try this out. Do you have any shapes/patterns you've found work well?
Sorry if you addressed this in another thread, but now that it sounds like Mtgsalvation is sticking around (even if under new management), will you continue to post these here?
If anything, I'd love to hear a little more about your decision processes in the final deckbuilding. Why did certain playables make the 23 and others don't?
Does make you wonder what cube-specific duals would look like. Cards you can only play one of in a deck? Cards that gain ETB untapped when certain cube drafting moments happen, like when they're chosen second in a grid draft? Or, "In a glimpse draft, when you draft this card, you may reveal it and burn an additional card you've already drafted. It gains ETB untapped."
So what should I replace it with? Sigarda seems fine but a little boring. One of the two Ajanis, I guess?
My hunch is that contraption/assemblers will work best – maybe work solely – as a module, and that for relatively low power cubes, and probably for only relatively small cubes – it's hard to imagine we'll see all that many assemblers worthy of inclusion.