Has anyone tried this out? I remember on some of the MTGO Cube drafts I saw people had high opinions of it. How does it compare to more standard Time Walks like Time Warp?
I'm just not a fan of Miracles in general so I've left them out entirely. If I had a Bonfires I might have to think about it, but it's well above my $$ threshold for now.
but its not like you will ever be sad you played it. I mean at any point in the game a free turn is a free turn and relevant. and its 3/4 chance you can miracle it, better if you have some of the rearranging blue spells you use like ponder brainstorm and jtms
I've been running it in mine and been very pleased. At 5 mana it's a bad card, but it's not the worst thing ever. And when it is miracled it is really powerful. Yes it's a bit random but it's a very powerful effect and we've found that the good feelings it causes outweigh the times it's bad.
Actually we've been really pleased with the miracle cards in general, with Bonfire and Entreat being near staples in my book and Terminus and Temporal being solid cards at the moment.
Disclaimer: My group values upside over consistency so your results may vary.
but its not like you will ever be sad you played it. I mean at any point in the game a free turn is a free turn and relevant. and its 3/4 chance you can miracle it, better if you have some of the rearranging blue spells you use like ponder brainstorm and jtms
A free turn is not always relevant. Or maybe I should say that its relevance varies. It is most relevant when you get to attack, tick up a planeswalker or another permanent. It is less relevant when you are not in a position to attack, or do not control a planeswalker or other permanent worth activating twice. In a losing position, it only buys you a turn. And on an empty board, drawing a card is almost as good. Even Time Walk is occasionally bad (or as bad as a cantrip can be when compared to the best use you can make of Time Walk). In contrast, the massive mana cost on Mastery greatly diminishes your ability to squeeze value from it on the turn you cast it, forcing you to rely on board position + whatever you can play on the next turn. If that's the main role it plays, I would venture a guess that Sleep will do the job almost as well while costing almost half as much. Although it fails to hit noncreature permanents, the lack of a miracle cost is mitigated in my opinion by the more consistently castable front end.
but its not like you will ever be sad you played it. I mean at any point in the game a free turn is a free turn and relevant. and its 3/4 chance you can miracle it, better if you have some of the rearranging blue spells you use like ponder brainstorm and jtms
No, but your sad when it sits in your hand the entire game...
Waaaay overcosted and bad Time Warp roughly half the time, ranging from great to "kick you opponent in the balls so hard he would like to flip the table in agony and disgust" the rest of the time. Seriously, miracleing this out at just the right time will make your opponent feel just as bad as facing lucky turn two Delver flips in today's standard or Bloodbraid Elf into Blightning plays in Jund's heydays. I just don't like playing a card that is only good if you are lucky. This card feels pretty close to Stitch in Time to me (though it has a four mana kicker cost to always win the coin flip).
I tried it for a while and nobody really drafted it. The two times I drafted it I left it out of my deck entirely. Too many good effects in blue to want a random/expensive timewalk.
I'd like to revisit this thread... I was cubing recently and made a pretty solid deck, but what really kicked it into gear for me was the Tutors (vampiric, Mystical) and cards like Scroll Rack, Brainstorm, Ponder, and Sensei's Divining Top combined with Entreat the Angels. Between this and simple topdecking (based on Eidolon's math, 40% chance of topdecking on a 8 turn game is pretty solid for a timewalk in an unpowered cube). This got me thinking that maybe it's time to look at Temporal Mastery again. Plus this thing is cheap now. What do you think?
When you could set this up and manipulate it the extra turn was sweet, but there are only so many ways to consistently do that. Most of the time it's Time Walk for 5UU, which is as bad as it sounds.
Has anyone tried this out? I remember on some of the MTGO Cube drafts I saw people had high opinions of it. How does it compare to more standard Time Walks like Time Warp?
http://cubetutor.com/cubeblog/993
http://www.cubetutor.com/cubeblog/23690
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
http://forums.mtgsalvation.com/showthread.php?t=484979
Actually we've been really pleased with the miracle cards in general, with Bonfire and Entreat being near staples in my book and Terminus and Temporal being solid cards at the moment.
Disclaimer: My group values upside over consistency so your results may vary.
A free turn is not always relevant. Or maybe I should say that its relevance varies. It is most relevant when you get to attack, tick up a planeswalker or another permanent. It is less relevant when you are not in a position to attack, or do not control a planeswalker or other permanent worth activating twice. In a losing position, it only buys you a turn. And on an empty board, drawing a card is almost as good. Even Time Walk is occasionally bad (or as bad as a cantrip can be when compared to the best use you can make of Time Walk). In contrast, the massive mana cost on Mastery greatly diminishes your ability to squeeze value from it on the turn you cast it, forcing you to rely on board position + whatever you can play on the next turn. If that's the main role it plays, I would venture a guess that Sleep will do the job almost as well while costing almost half as much. Although it fails to hit noncreature permanents, the lack of a miracle cost is mitigated in my opinion by the more consistently castable front end.
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No, but your sad when it sits in your hand the entire game...
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