This card is designed to fuel a deck that plays out the hand, to provide a new selection of cards, and keep things rolling. It might combo well with Light Up the Stage, for example, to keep that evanescent card selection up in exile most of the time. Being that the card is green and red, the most natural type of deck that this would serve is the Gruul riot-decks (with lots of trample and haste), but I might prefer to use something that utilized a lot of mana, and dealt massive direct damage for its finalé. I'm planning on attempting to make various things happen with original archetypes, and I'll add this to my list of experiments. Usually what I find, when doing such things, is that my selection is inadequate or dissatisfying, in the sense that things don't work out well enough to really create the efficient device that I dream of. Its probably that if they did, the deck would be too powerful anyway; and also that there's always a control deck getting in the way of scientific achievement. I want to both reasonably limit power potential, and increase the possible synergies. After that, there needs to be a much more strict limitation on the control factors that one might pile into a single deck. It's impossible to be vindicated for your intelligence, if someone insists on sitting there with cards that stop everything, and patiently plays against you. So, instead of allowing all sorts of absolute stops against any given card, while also allowing wildly powerful cards in play (that might get stopped anytime, dead in their tracks), I'd step up natural mediators. If you can't win without pulling Drakuseth out of your graveyard with haste, you weren't interested in developing a real strategy, anyway. It should be about puzzle solving, on the spot - Not about a special combination of over-powered cards that formed a massive bandwagon amongst lazy newbies. |
