Quickie review for MH2:
Blessed Respite - a passable fog effect. I really wish it did the
Gaea's Blessing thing to give real mill protection so I could replace
Nexus of Fate. As-is, I don't think it really outcompetes other fogs and it's not a reliable tool against mill, so meh.
Break Ties - it does things we want so I figured I'd mention it, but I don't actually think it has any reason to be run with so many better options.
Dress Down - interesting card. Counters an etb, and some other effects and cantrips. Stops a decent number of combos I guess. To me this looks similar to
Interdict and co - potentially good, but maybe too niche to really merit a slot. But I haven't played with such an effect outside of
Humility so maybe I'm underestimating it.
Esper Sentinel - really cool card I expect to be very good. Probably not for this deck, though. If it was an enchantment I'd love it (as long as I'm dreaming, how about a manaless land?).
Out of Time - finally a potentially exciting one for this deck. On one hand...hooo boy, that could be the board wipe to end all board wipes, locking all opposing commanders and all other creatures out of play essentially permanently, especially if we juice the numbers with hippo tokens. On the downside, we do have to play defense for the enchantment after that point, so that sucks, but we do run other enchantments already. I still think think is a hell of a card, and could probably be a good replacement for our existing neutralization removal sine those are also enchantments. It's definitely the card most likely to make a significant impact for the deck.
Said // Done - I like the modal options of value / answer, but the answer side is just too niche and overpriced for this to be any good unfortunately.
Solitude - This is one that will likely be dependent on meta speed. For a fast meta, having another free answer to many of the formats combos is a godsend. For slower metas...well, it's still ok. It's a 5 mana stp that comes with a chumper. It does annoy me to have another creature in the deck though, so it's an F-.
Subtlety - The blue one isn't nearly as good imo - it's a narrower FoW that isn't a permanent answer. I'd be ok with maybe one of those restrictions, but not both. (The green one doesn't bear mentioning imo)
Suspend - This card grows on my more every time I look at it. Here's a few reasons why:
-The cost is really, really nice.
-It exiles.
-highly commander-focused decks will have to decide if they're ok waiting 2 turns without their commanders. Some will likely decide they're not, in which case you just got a blue STP. noice.
-A lot of combos can be effectively broken up by removing one at a time. And you might bait out someone else's removal for the other half of the combo and direct attention toward the combo player, so that's all gravy. Same thing for any other major bomb.
-Maybe the nastiest reason - it gives us a REALLY good answer to particularly nasty commanders. Hit them with suspend, then counter the trigger to cast them leaving them in permanent exile. Ofc this only works if they don't just put it back in the CZ, but the threat of this happening will mean a lot of decks just accept suspend as a blue STP, which is hardly a bad result, especially if we don't have the stifle on-hand.
Overall I still think it's probably good but not completely insane - rare is the removal that really outclasses the other options, the deck usually just gets incremental improvements. But still, I think I dig this.
Urban Daggertooth - the ability to proliferate lifelink counters when triggered by
Sorrow's Path is...oops, sorry, wrong deck.
Verdant Command - I'm so annoyed that (1) this isn't a cycle and (2) the one we got has its primary mode making stupid squirrel tokens. Sigh.
Yavimaya, Cradle of Growth - totally fine land you can run if you want I guess. When you use it with
Sorrow's Path though...
Alright, that's all I'm seeing. Top picks are:
1)
Out of Time
2)
Suspend
3)
Solitude
Not nearly as exciting as MH1, but still some solid pickups I think.