Sunday, April 22, 2012

Cube Blog: The Spy Network (Part 3)

Just like in parts 1 and 2, an update to the spy network means additional ways to spy the secret identities of opposing morphed creatures (and occasionally reveal the identities of your own morphed creatures to your opponent). And we do this now with a pair of faeries:

The more the total dollar value of the Cube becomes, the more I'm convinced that the rest of my collection has got to go. In the past month, I've spent roughly $500 for cards specifically for the Cube. That's much more than I intended to spend when I first started this project. Vendilion Clique represents an additional $24.50, all in the name of a card game. Don't get me wrong, I still believe in "Rule #3" posted in the header above. I'm happy to spend it, but I don't have an infinite amount of money. I really don't spend that much money on other things. I grew up on video games, but I haven't played them in almost 10 years now. (I don't even own a Playstation 3 or Xbox 360.) These Magic cards really represent a big chuck of my expendable income and I would bet that I get more joy out of these cards than I would spending the same money on video games, for example.

That being said, Vendilion Clique is kind of a huge addition. Much like Jace, the Mind Sculptor, I took about a day debating whether or not it was too strong. In the end, I decided to go for it. It is a 3cc spell (which I try avoid), but it kind of does a bunch of things, all relevant for the Cube.
  1. It fits nicely into the Wizard Tribe.
  2. It fits the "UW Fliers" archetype in a format where flying on creatures is at a premium.
  3. It can spy your opponent's hand for potential morphed creatures and it does this in the correct color (either blue or black).
  4. It represents a nice little combat trick, which are hard to find in the early game.
  5. Unlike cards like Venser, Shaper Savant, Vendilion Clique replaces the card it takes away and technically speaking, it's not a 2-for-1. This is important to me because when combo'd with Venser, the Sojourner it'll be powerful, but it'll never be overpowered.

Put all those things together and I think it could be quite nice during games.

Next, we get to Sower of Temptation which is also interesting for other reasons:
  1. It also fits into the Wizard Tribe.
  2. It provides a very temporary form of Control Magic, which I like. Even if you lose control for the creature, if it was morphed, even if you were unable to unmorph it, you still learn its identity.
  3. Much like Fiend Hunter, Journey to Nowhere, and Oblivion Ring, it adds onto other types of temporary removal that are found in the Cube.

Both faeries are very good, are very unique, and they do a lot to make a heavy blue control strategy more viable.

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