There are three broad categories I would break down the Hearthstone term sticky minion to for Magic. Those are replacement, recursive and resilient. Replacement dorks are those which automatically put something(s) onto the battlefield when they leave it or die. The two defining features of this group are that they don't require you to do anything extra to replace themselves and they only do it once. This group includes all the persist and undying creatures and then it includes things that leave token creatures behind when they die. This group is the most comparable to the Hearthstone sticky minions overall.
Recursive dorks is a more commonly used magic term that often includes the replacement dorks but not the resilient ones. In this article I wish to be a bit more specific about recursive dorks and exclude the replacement ones from it. This leaves the creatures that are able to get themselves back to the hand or battlefield in some capacity for some cost or met condition. Many recursive dorks can repeatedly bounce back into play while others only get to do it once (embalm, eternalize etc) and so you could further break down this group. It is not all that important, the first recursion is the significant one for the most part and the cost to do so is the more defining feature. Another relevant overlap in this group is that they all have synergy with discard and self mill effects. The tempo side of this group is widely varied. Some cards are decent enough tempo plays when used normally. These tend to be the more linear cards. Some can be huge tempo plays if you manage to cheat them in with synergies. Some are more about the value or even the inevitability and are less impressive tempo regardless of how you get them into play. A more relevant extension of this group would be the cards like Misthollow Griffin and the few other cards that can be played from exile. These have many similarities but don't share all the same synergies. Mostly they are interesting from a combo perspective with Food Chain! They are few enough and uninteresting enough that we can broadly ignore these for the sake of space and time. Recursive dorks, even without the persist style cards or the from exile cards is still the largest group of the three with old cards as well as new ones filling up the ranks.
So until fairly recently creatures that were sticky were all pretty nuts in cube. They ruined control decks for a long time and were generically good in a huge array of archetypes. Their ability to provide both value and tempo combined with their ability to proactively punish people all helped contribute to them being a fairly defining aspect of cube. A lot of the most desirable cards were the sticky ones. This is still true to a degree but the fairer or more linear options have fallen off a lot in value of late. The bombs are still bombs but the rest are far less special now. They are all a lot more counterable or beatable than they used to be. So what has changed? Why are these types of creature not holding their value? I am not suggesting they are no longer good, I am merely saying they are not as good as they where and shouldn't necessarily be picked with the same priority.
The largest contributor to the decline out of these factors feels like the power creep in the threats on offer. Tempo is increasingly more relevant in cube regardless of your archetype. Sticky minions are effectively back loaded. They only go above and beyond after they die (or would have). If you make a Kitchen Finks or a True Name Nemesis and they just entirely ignore it killing you with evasive threats and direct damage then your card has performed terribly. No one is playing a 3/2 that gains 2 life for 3 mana. It is not until they cast a Pyroclasm or something that you get any real tempo or value out of either of these two cards. While I asserted earlier that these cards were ultimately tempo that is exactly the problem. No one is trying to claim Ancestral Visions is better than Ancestral Recall. Having to wait four turns for your effect rather curtails its power. If the game is decided within that time frame then your card did nothing useful. The comparison is probably better between Search for Azcanta and a lot of sticky creatures. You do get something right away but it is typically not great until you get more than just the first part of the card. If your opponent can bypass or ignore your sticky minion then you have conceded tempo by playing the sticky minion over a front loaded alternative. Even if your opponent can just delay you getting much out of your sticky creature then they will be mitigating the effect that card has on the game.
Another element of this is simply the level of threat any given card poses. A Kitchen Finks is not all that threatening. It has no evasion, it doesn't do something every turn it stays in play nor does it represent that frightening of a clock. This makes it a whole lot easier to ignore and thus reduce the value of the persist. More dangerous cards command reactions from your opponent and quickly. If you let someone untap with a Chandra flipwalker there is a very real chance they are just going to kill you. 20 to 0 is a real possibility now too with Insult. Even cards like Thermo Alchemist represent a higher threat level in most cases than a Kitchen Finks. If I can force you to blow removal on my two drop and forgo playing what you wanted to play on your turn that is quite a big win. This is usually the case even if it is a straight one for one trade. Threats are better than answers in the cube and a lot more numerous.
I did state that there was more removal which was one of the reasons sticky dorks were getting worse. Then I also said that threats were better and more numerous than answers in cube which may have come across as a contradiction. Certainly red and black have gained some exile effects which help a lot against the sticky minions. White has also greatly filled its ranks with more good exile removal, including two that don't target! Yes, a Pillar of Flame is a perfect Answer to a Kitchen Finks and an Arc Trail is the perfect answer to a Pia Nalaar and yes, in theory you could have a deck with more removal than the number of threats likely to be played against you. This is overlooking when you have the Arc Trail when they have the Finks, when you have the Pillar when they have the Pia, when they have either and you have neither or indeed when you have both and they have nothing. In all those other situations you are behind or at best, doing nothing to get ahead. This is fundamentally why threats are better than removal. I'm not saying don't play removal, I am just trying to illustrate why tempo is so important in cube and why good threats are the best way to get it.
One final but minor point is that there is also more in the way of things to protect your dorks or get them back. White has a bunch of new tools to make their things indestructible and green and black have way more in the way of recursive effects on otherwise good cards. The increased abundance of these kinds of effects further improve the value of cheap effective threat cards and reduce the value of sticky dorks.
Sticky minions are still great and still see lots of play. They are just coming down in power level to quite a nice healthy place. They don't define the goings on in the cube meta as they used to and are just nice things to supplement decks with here and there. My plan is to follow this article with three top X lists for the three various kinds of sticky minions presently in the cube, the recursive, the resilient and the replacement. That should hopefully show where those cards sit and how good they are in the present state of cube.
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