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.
Throne of Eldraine
ELD Multi