tstorm823 said:
Slycne said:
Honestly, I think it's even less playable in limited. Heh, what's worse than terrible?
Using a card to Dark Ritual some expensive, but not overpowering, spells and to maybe set up the top of your deck a little - which awkwardly cuts into the cards ability to be a delve enabler - just isn't worth a full card and it's super punitive in a grindy limited format like Khans. You're now down that resource against your opponent, that's one less removal spell, one less creature, etc. That's just the advantage that allows your opponent to lean on you and win eventually.
The value of something like Hooting Mandrills isn't that you can power it out on Turn 3, it's around Turn 6-10 when you can make a strong play of say flipping over a morph and putting a nice 4/4 on the board. Even if my deck was full of Hooting Mandrills, Treasure Cruise, and such, I think Scout the Borders and Rakshasa's Secrets are still much better enablers.
You're really doubling down on this, but your opinion is making less sense. You think the grindyness of the format makes card selection and delve enabling bad, but you're the one who recommended draft picking a 4/1 that dies to literally everything? The grindier the format, the less important that one card loss is. A limited deck can't run smoothly out the gate without drawing a dead land card later. You eliminate a single dead draw, the card has payed itself forward. If it was a fast format, the loss in pace would be a strong arguement against, but it isn't.
You're using some serious best-case thinking.
Sure, there may be the odd game where you cast it turn two, your opponent is durdling, and you cast some giant delve monster on turn 3. (although the number of games where 3 of the top 5 cards are things you want to dump in your graveyard on turn two should be low, or you should build better decks).
But there are also going to be games where your opponent went first, cast a 2 drop and a 3 drop, and suddenly you're at 14, and in a position where if they have any removal for your 5/5 you are pretty much stone dead.
But neither of those is important, really. There are two things that are important.
The first is that your notion that it is "replacing" itself if mill out an unwanted land is false; you're improving card quality, potentially, but you aren't getting card advantage, and you are losing tempo. Neither of these are things you want to be doing. The cards in your deck are all blanks until you draw them. It is like the thing bad players do when they play a single mill spell; the 4 cards they mill are equally likely to have been any four cards in your deck, and unless you lose the game to it it is totally irrelevant.
But secondly, and much more importantly, is that EVEN IF I were to accept the premise that scheming is a fine turn 2 play (which I don't, and it isn't), it is a god awful turn 6 play, and a mind-blowingly bad turn 10 play.
You want to keep the number of cards that turn into absolute bricks as the game goes long as low as possible. You already have to play about 17 of them. Why would you play more? (This is, by the way, why 99% of every time you try to play a vanilla or french vanilla 1 mana 1/1 you should slap yourself in the face until you snap out of it)