![]() ![]() I don't think this quite gets there for cube as the decks that play mana rocks are the kinds of deck that want to spend a lot of mana every turn if possible making the three mana cap on this awkward. Purse is three mana for two and is all colourless upfront. This trades all the speed of Pentad Prism for greater convenience and return. The latter of which is the closest comparison. If this didn't enter tapped it would be one of the best mana rocks printed since Urza's block rivalling the power of Talisman, Signets and Pentad Prism. It might however just be a less impressive version of Skysovereign, Consul Flagship. I don't think this is a bomb but I do think it has a very real chance of lasting in the cube. There is also much more than just a wiff of Weatherlight although Ship eclipses that pretty comfortably being bigger, less restricted by heroic cards, and offering tempo on top of value returns. There is a wiff of the Scarab God about it. As soon as you threaten to get back something worth having the card gets pretty scary. ![]() ![]() Ship is playable if it isn't getting stuff back even if it is pretty dull and pretty fair. You can exile your own graveyard too increasing the odds you get (useful) dorks back. One hit from this is likely to result in big value and tempo. Lastly there is the Reanimation aspect which rather pushes the ceiling. There is then the graveyard disruption element which is usually minor, often irrelevant, but useful and typically quite rare to find on good playable cube cards. This will win games just by being tough to kill while also being big and evasive much like Celestial Colonnade or Smuggler's Copter. Crew 3 is a significant cost but not a back breaking one at all here. This is pretty interesting as it fires on three different angles. ![]()
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