I'm not sure how many 5s green needs. This has a very high ceiling, but I think that the Hermits are still my preference.
Hermits are also my preference, but it's important to note that this actually curves very well into hermits. Plot turn 4 into turn 5 hermits and you have 23 power on the board (5/5 Rhino / 2/2 Hermit / 4/4 squirrels x 4).
This card has potential since it has plot, but I think it's too Baneslayer Angel-ish for me. At this point Baneslayer Angels have to be on the level of Sheoldred, the Apocalypse for me to consider them, and this ain't Sheoldred.
Sorcery speed Impulse as a floor with Assemble the Team as a ceiling (alchemy card that lets you search the top 1/3 of your library for BG). This is a good option if you're looking to make your BGx decks more consistent. Golgari doesn't exactly have the most interesting options, I can see myself testing this since I'm a combo junkie.
This has a high ceiling as a blue Monastery Mentor variant, but the average case scenario seems worse than Chrome Host Seedshark unless you have a heavy Zombies theme. This is much better in storm than Chrome Host Seedshark though, this is actually a pretty decent alternate win condition there.
The thing this has over the other spree cards like Final Showdown and Three Steps Ahead is that this has a (decently reliable) 2 for 1 mode for 3 mana. Things like Archdruid's Charm fall short for me not just because of its mana intensity, but it needed to be a combat trick and kill something else in order for it to be a 2 for 1. This having a reasonable floor, an absurd ceiling, and being an instant makes this much better than it looks, IMO.
Now that I think about it, I think this can be seen as a modal supplemental card for Channel. I want more things to do with things like Grim Monolith / Rofellos / etc, and this fits the bill quite nicely.
Kind of sort of Selvala's Stampede x Tooth and Nail. The first mode is a decent value card on its own, and the 6 mana mode is literally Tooth and Nail's second mode and does a decent Selvala's Stampede impersonation. The third mode is good to help protect your win conditions. I also like how this both digs and protects Worldgorger Dragon.
I don't think this is particularly great and far from hidden gems like Incarnation Technique / Selvala's Stampede, but I'll probably test this based on its modality and the fact that I'm a sucker for cheaty face enablers.
This is comparable to a titan when hard cast, but is awful as a cheaty face hit since the token doesn't scale well in the early game. Despite being 3 color, I like Borborygmos and Fblthp more since it's cheaper.
Confounding Riddle is a good card to compare it to, and this card is generally better since it's more flexible. The first and third mode combine to a deecnt Mystic Confluence impersonation and the first and second mode combine to do a decent Torrential Gearhulk impersonation. I like this much more than the other spree cards and think it's quite good, but I still think it might fall short for me in my environment.
Do the plotted cards cost the extra 2 mana? I know the plotted cards are free, but does that avoid any additional costs?
Cards that your opponent cast from graveyard / exile will cost an additional 2 (as long as Aven Interrupter is on the battlefield). Casting a card from plot is free mana wise. Think of it as morph where you pay mana to cast it face down, but turning it face up is always free, but now you have timing restrictions.
So for example, if cast you Aven Interrupter in response to your opponent's Tinker, they can cast the Tinker for 2 mana (or free if they kill the Aven Interrupter) + they still have to sacrifice an artifact.
As far as cost effectiveness goes, I'd argue a 5 mana instant speed wrath is on par with a 4 mana sorcery speed one.
Not sure if it was a typo or if you just got the cost mixed up mid thought (which is understandable because the template is very confusing), but it's a 6 mana wrath, not 5 mana. 5 mana Wrath would definitely make it interesting, but even then I don't think it'd get there for me. Overall I think this is much worse than Touch the Spirit Realm, which does a lot of what the second mode wants to do while also giving you a blink effect.
If you're blocking, you're losing!
Seems like a good card if you're into Wear // Tear, but seems pretty passable if not.
Hermits are also my preference, but it's important to note that this actually curves very well into hermits. Plot turn 4 into turn 5 hermits and you have 23 power on the board (5/5 Rhino / 2/2 Hermit / 4/4 squirrels x 4).
This card has potential since it has plot, but I think it's too Baneslayer Angel-ish for me. At this point Baneslayer Angels have to be on the level of Sheoldred, the Apocalypse for me to consider them, and this ain't Sheoldred.
Sorcery speed Impulse as a floor with Assemble the Team as a ceiling (alchemy card that lets you search the top 1/3 of your library for BG). This is a good option if you're looking to make your BGx decks more consistent. Golgari doesn't exactly have the most interesting options, I can see myself testing this since I'm a combo junkie.
Probably the best standalone recursive black 1-drop since it's not dependent on Zombies like Gravecrawler and has better stats than Bloodsoaked Champion. This plays especially well with Yawgmoth, Thran Physician / Goblin Bombardment since that's a repeatable crime enabler.
Kind of sort of Selvala's Stampede x Tooth and Nail. The first mode is a decent value card on its own, and the 6 mana mode is literally Tooth and Nail's second mode and does a decent Selvala's Stampede impersonation. The third mode is good to help protect your win conditions. I also like how this both digs and protects Worldgorger Dragon.
I don't think this is particularly great and far from hidden gems like Incarnation Technique / Selvala's Stampede, but I'll probably test this based on its modality and the fact that I'm a sucker for cheaty face enablers.
Yeah, generally speaking I think there's a lot of cards this can slot over in a lot of cubes:
- Any Cancel variant (possible exception for Forbid)
- Confounding Riddle / Supreme Will
- Thirst for Knowledge / Thirst for Discovery
- Torrential Gearhulk
- Sublime Epiphany
Cards that your opponent cast from graveyard / exile will cost an additional 2 (as long as Aven Interrupter is on the battlefield). Casting a card from plot is free mana wise. Think of it as morph where you pay mana to cast it face down, but turning it face up is always free, but now you have timing restrictions.
So for example, if cast you Aven Interrupter in response to your opponent's Tinker, they can cast the Tinker for 2 mana (or free if they kill the Aven Interrupter) + they still have to sacrifice an artifact.
Not sure if it was a typo or if you just got the cost mixed up mid thought (which is understandable because the template is very confusing), but it's a 6 mana wrath, not 5 mana. 5 mana Wrath would definitely make it interesting, but even then I don't think it'd get there for me. Overall I think this is much worse than Touch the Spirit Realm, which does a lot of what the second mode wants to do while also giving you a blink effect.