I wouldn't replace Wargear with it, but I wouldn't dismiss it for not being Wargear either. This has almost the stats of Wargear *and* gives card advantage instead of coming with a (arguably minor) drawback. I think that's pretty great. Better than Captain's Claws or Sword of the Animist, because they apply so very little extra pressure with just +1 power. I also guess it will be better than the Battle Axe for steve_man's reasons.
I wouldn't replace Wargear with it, but I wouldn't dismiss it for not being Wargear either. This has almost the stats of Wargear *and* gives card advantage instead of coming with a (arguably minor) drawback. I think that's pretty great. Better than Captain's Claws or Sword of the Animist, because they apply so very little extra pressure with just +1 power. I also guess it will be better than the Battle Axe for steve_man's reasons.
This is also my position on the card. I think it deserves a test run at least.
Just curious about where everybody is at regarding heirloom blade today. Is sword of fire and ice still stronger? Personally, I'd rank it just below SOFI, right next to feast and famine and above every other sword.
Just curious about where everybody is at regarding heirloom blade today. Is sword of fire and ice still stronger? Personally, I'd rank it just below SOFI, right next to feast and famine and above every other sword.
Heirloom Blade is a good equipment, but it is slightly harder to play/draft compared to the more traditional options of Feast/ Famine, Sinew/ Steel, Eater of Virtue.
This wasn't like Birthing Pod which gave the opponent an idea of which creatures the opponent may pod into at each CMC cost. There were cases where cards like Woe Strider would guarantee hitting Ravenous Chupacabra but this was often difficult to plan/ draft from both sides of the table.
I normally don't consider game play/ logistics patterns when considering cards, but when I'm deciding between two cards for the 5 or 6th option on each role, game play/ logistics will be considered. (Mutate Mechanic, Regicide etc. were excluded for this reason).
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Heirloom Blade is a good equipment, but it is slightly harder to play/draft compared to the more traditional options of Feast/ Famine, Sinew/ Steel, Eater of Virtue.
The problem I've found is if we take these cards for example Eternal Witness, Earthshaker Khenra, Ragavan, Nimble Pilferer, Usher of the Fallen etc. it is very difficult to determine which creatures (if any) they will hit when they are destroyed and it was difficult to plan around.
This wasn't like Birthing Pod which gave the opponent an idea of which creatures the opponent may pod into at each CMC cost. There were cases where cards like Woe Strider would guarantee hitting Ravenous Chupacabra but this was often difficult to plan/ draft from both sides of the table.
I normally don't consider game play/ logistics patterns when considering cards, but when I'm deciding between two cards for the 5 or 6th option on each role, game play/ logistics will be considered. (Mutate Mechanic, Regicide etc. were excluded for this reason).
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i