23 Spells
Gitaxian Probe
Opt
Brainstorm
Burst Lighting
Swords to Plowshares
Fire / Ice
Wall of Omens
Stormchaser Mage
Lightning Helix
Jace, Vyrn's Prodigy
Dimensional Infiltrator
Reflector Mage
Council's Judgement
Grip of the Roil
Jori En, Ruin Diver
Wrath of God
Ojutai's Command
Venser, the Sojourner
Mystic Confluence
Crush of Tenticles
Linvala, the Preserver
Fall of the Titans
17 Lands
(including 3 colourless sources)
Reflector Mage was Venser's best buddy offering a turn of double bounce and then one per turn there after. This disruption was immense, especially with a 2/3 blocker and +2 loyalty gains. The extra turn of not having that threat about compared to most other bounce effects made Reflector Mage feel a lot like Chittering Rats, really slowing your opponent down and giving them awkward turns. I had Reflector Mage down as good filler rather than a cube staple but I am now revising my opinion. Compared to the easier to cast and more versatile (bouncing your own stuff) Man-O-War I felt like the minor perks of the Mage might not make up for its restrictions. It turns out that the minor perks are actually pretty major ones and therefore Reflector Mage should be here to stay for some time.
Grip of the Roil is rather fighting it out with Send to Sleep for a slot in the cube. While I much prefer Send to Sleep I fear it is losing the fight. Although these cards do a specific thing they are still in the filler role. Pretty much all the best filler cards cycle in some way. You can justify playing them that more much because they cost you so much less to include in your final forty. Send to Sleep will win more games and save more games than Grip of the Roil ever could in the same slot but it will also lose more games when it doesn't do enough to cover the cost of the card. Grip does also have two modes, either a very good creature only Ice or as a safer but weaker Repulse. My objections to Grip were that you are almost always in Repulse mode in the early game when you most want the option on the two mana mode. Even so, Ice is amazing and Repulse is fine. Grip hasn't blown me away but I didn't expect it to. It has always been useful which is the key for filler spells. Playability is the main thing to consider for cube additions and Grip seems to be the most playable tapping card on offer.
Stormchaser Mage was the Izzet card I expected to translate best from aggro to control. It did seem to translate across fine but was a little overshadowed by Jori En. A 1/3 dork with just key word abilities isn't likely to ever get that exciting even when it is winning games. The haste certainly gets a lot less use in the control deck although it does make you feel a whole lot safer against planeswalkers with it in hand. It did the sort of things I expected it to, you use cards like this to do whatever the situation commands. A lot of the time this turns out to be blocking. It is a great filler tool for control decks but that is really all it is. The kind of card that is scryed away, thrown under the bus first, pitched to Force of Will and looting effects etc as a significant part of its duties. It is a two drop that is exceptional for the price but that doesn't scale that well into the late game compared to many control options like Soulfire Grandmaster
I had not yet seen a Crush of Tentacles played in a game although I put it into a list in a team sealed that I did. My team mate drew it a few times and it always looked really good in his hand despite him never actually needing to use it. In this deck I actually got to play it and I remain impressed. It is a lovely middle ground between Cyclonic Rift and Upheaval. These kinds of effects give blue a lot of game in the midrange environment allowing them to reset the tempo, undo a lot of the impact of opposing planeswalkers and simply survive against an army of nasty sticky cube dorks! Surge as a mechaninc actually has a similar feel about it to miracle without any of the lame synergies and silly luckout wins. By this I mean that when miracle was first spoiled I got really excited about all the wrong cards. I thought the cheap miracles would be the best ones and disregarded a lot of the bomb staples like Entreat the Angels and Bonfire of the Damned. Surge affords more returns on the expensive cards and is much more reliable to pull off. Even if you are not using a free card to trigger your surge whatever mana you do spend on it will represent a lot less of the total cost that it will for a cheaper card. If you surge out a Grip of the Roil with a Brainstorm the Brainstorm is a third of the total cost while if you surge out a Crush with a Wall of Omens it is only 2/7ths of the total cost. A seven mana surged Crush is a lot better value than a three mana Grip of the Roil is basically what I am saying. This facet is another reason Fall of the Titans was a little weaker despite being a big spell. Being an X spell you are almost always hurting the value of the spell when you surge it out, Crush only ever costs five to surge and so when you have the mana you get the same effect whether you surge it out with a Gitaxian Probe or an Ojutai' Command.
Finally we have Dimensional Infiltrator, a card I have played in several decks already and found it to be good across the board. It is actually a lot like the Stormchaser Mage in this list, a bit weaker in combat but better scaling into the late game. As you might expect, I did a bit of trading, a bit of chumping and a bit of damage with this card across the games. I certainly discarded it to Jace at least once as well. It was good, useful filler that I perhaps didn't need because of Stormchaser also being in the list or perhaps because Soulfire Grand Master would likely have been better. The most fun I had was ultimating Venser and repeatedly casting and bouncing the Infiltrator to exile everything my opponent had. I love it when an unexpected synergy between cards arises in the cube such as this. Rare but also super cool.
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