shermanido37 wrote: ↑4 years ago
My suggestions are:
Tyrant → Thassa
Both are giant blue creatures. One costs half as much as the other and does twice as much.
DTT → Nadir
Nadir cares about drawing cards, so it would make sense that a card that gets around drawing cards would go out for it.
Mastery → Prince
I really do think this change is critical if it occurs with the above ones. Mastery requires you pay 2 up front for nothing, then 4 for a creature, then more to flip. Prince gives you a choice of 3 effects for the same 2, and it gets much, much better with flickerers.
Let's look into a hypothetical, probable board state:
You have Ephara, Thassa (they are both likely to stick around), and two other creatures. Thassa can be Herder if you like.
Add to that situation Mastery of the Unseen:
Pay 4 mana to get a manifest. That manifest is 33% likely to be a creature considering you haven't played any other creatures this game. After that you have to pay an average of 3 mana to flip it up if it is a creature. If you do flip it up, you've successfully managed to gain 2 life, 3 if Thassa is animated - easier than Ephara but still unlikely.
If that's not what you want, you can blink the manifests with Thassa if they're permanent cards, except they have a 20% chance of being non permanents, which you can't flip with manifest or blink with Thassa. You then have to rely on Whitemane or Stonecloaker to bounce them so you can make use of them, 2 out of 90.
If you don't want lifegain, and instead just want to dig, you can pay 8 mana to dig 4 cards deep over 3 turns, which can be pretty good, except it's worse than pretty much every other dig engine you run, which are Whitemane, Stonecloaker, Displacer, the new Kraken, and more, since your instants and sorceries can get stuck as manifests.
In short, *Sad trombone*.
Add Charming Prince to that equation:
Suppose Prince already entered and didn't gain you life, so that you can start off at the same starting point.
End of turn you can blink him with Thassa, gaining you 3 life, if not more, which is the same or better than paying 7 Mana through Mastery.
Is one of your creatures Displacer? You can do it again for 3.
Does an opponent have your Gilded Drake? One of those blinks can be stealing an opponent's creature at the next end step.
Do you just want to dig? EOT you can dig 3 cards for NO mana.
In short, *now that's what I call pro play!*
Yeah, I think you might be right about prince with thassa added, another way to start an incremental lifegain engine makes it quite a bit stronger.
I think I like your changes and probably what I'll go with -- I'll pick up a foil of charming prince with the kraken/thassa.
I wanted to comment on your intuition package comment earlier as well that deserved some more addressing I think:
shermanido37 wrote: ↑4 years ago
Your Intuition packages are like six cards total if not more - which really defeats the purpose of an Intuition package for me. An Intuition package is supposed to be a group of 3 cards that win when tutored for, with maybe 1 card for redundancy in case one is removed.
In short, I definitely think you need to look more closely at your intuition package and try to trim it down.
I have two main intuition packages I go for:
Value Package
This package sets off a value train where we can start recruitering whatever they do and still have
karmic guide and
body double in the deck to recruiter for if we need those other effects. It is key to have both of those, since the package becomes less resilient if you can't recruiter for something that reanimates the other guys. If you've drawn
karmic guide and had it die or be exiled, and have no body double in the deck, this package is stuck not getting the value train going if they say, give you Recruiter then kill it before you can start
soulherder blinking it.
However, if you have
body double left in the deck you can get double with your first
recruiter of the guard trigger if you expect removal for recruiter. Savvy opponents will give you recruiter which is the most optimal line for that intuition package.
Combo package
This package + any effect that can get
altar of dementia ensures you can combo for minimal investment (altar + cast one of the cards).
When one of these cards is gone you have to get creative. When you need one of these *and*
altar of dementia it's better to go for the recruiter package and try to set up to get
spellseeker for muddle.
That said, throughout the game there are a ton of other things you can do with intuition. It can find altar by itself (get e-tutor, muddle, snapcaster), or get a guaranteed sweeper.
I feel like the intuition packages are pretty tight right now, with only good cards (except altar).
body double is a card I think you are severely underrating - it's expensive, but it's incredibly flexible and strong, and having a second functional reanimation card is really important. Nothing really works quite like it.
body double allows a line that beats
torpor orb as well (where you put a lark in the bin and body double it, sac it to mill someone and recur itself. So not even another ETB type dude would work.