Paliano slows down the draft for, at most, 10 seconds with my playgroup so I don't see how time is an issue. Do your players go into deep introspective thinking before picking one of five colors? Haha.
This would probably be true if I had a playgroup where everyone was familiar with the cube in general and the Conspiracy cards in particular, but I don't. I'm dealing with a constantly rotating cast of characters, so once someone drafts it we have to stop and explain what's going on. Then someone has to find a pen and paper. It's also usually not the first thing that needs to be explained, so it's a bit annoying. Unnecessary complexity is a bigger issue in my playgroup's circumstances than others, so I want to limit it wherever I can.
Also, Iterative Analysis doesn't really work that way with Tutor. You draw and then tutor.
You're right, I've been playing this wrong, thanks for pointing this out!
Make sure to try out Power Play and Backup Plan. They're on the same power-level as power (I think they're better).
I agree with you and Starslayer on that 100%. If anything, Power Play is on my watch list because I've had some players complain that it sucks to play against because it's so good. Backup Plan is so popular that I don't think it's ever been passed to me. I was only giving my reviews of the Hidden Agendas now that I've had some testing time with them because no one else has in a while.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
I find Paliano isn't an issue and its power makes it worth including. At worst, it's a dual land, and the memory issue is largely mitigated by writing the Shard/Wedge name on your lifepad. No paper? Just say the shard/wedge out loud a couple times and you'll remember it for the rest of the evening.
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In the end, we will remember not the words of our enemies, but the silence of our friends.
* Worldknit: this card has never tabled. EVER. Even in pack 3. It's the card everyone wants to open because it's just so damned fun. Overall consensus is that the card is definitely not broken, but it is crazy fun. And man, all those utility lands with drawbacks become so ridiculous with worldknit. Maze of Ith taps for mana, Gaea's Cradle can never be a blank, Ancient Tomb gives you a choice now. Wildly exceeded expectations, A+++.
* Deal Broker: this one was my big hope. I thought it would be so cool and add this whole extra dynamic to the draft. Turns out...even being really generous with the rules of the trade (you can ask what colors people want, etc before you offer up the card), it's still a bust more often than not. This one is getting cut the next time a colorless card catches my eye.
I'm tempted to try out Cogwork Librarian, but I'm a little salty because I never drafted it highly enough in Conspiracy and always ended up paying for it later. If I get over myself, I'll probably try it out.
How are people feeling about conspiracies a few years in?
I recently cut Double Stroke from my list, it ended up feeling too powerful and generally unfun because there was too many cards that could ruin otherwise fun games of magic. It always seemed to end up on the same spells, fiery confluence was always especially annoying and even something like Harrow became a monster.
Sovereign's Realm got cut for messing with peoples draft too much, if it shows up in a draft everyone elses deck is worse off for it because they will loose their general utility spells to the Good-Stuff deck.
Hymn of the Wilds has been fun but it's always on the verge of being a bit too good, but there is enough variance in its game play that I am happy to have it stick around.
Brago's Favor has been decent, not super busted, it make for some fun plays and goes well with flashback spells. Pretty bonkers with recurring nightmare.
Emissary's Ploy I like it alot and have found 3 tends to be the sweet spot for it. Makes it pretty easy to run off colour creatures to fill up a spot on your curve but it doesn't warp the draft like Sovereign's Realm.
Immediate Action is stronger than I expected, slapping haste onto a titan or another big finisher can often be enough to win you a race. Just a general all round solid conspiricy without being broken.
Unexpected Potential is another solid all-rounder as most drafters have an off colour card they would like to run; turns that 23rd card into a much stronger off colour one.
Weight Advantage very rarely does much and none of my drafters are particularly excited by it, it is on its way out but I usually forget I even run it.
Cogwork Librarian is a lot of fun and adds some interesting decisions to drafts. I'm always happy to see it show up in draft and it is probably one of the more popular additions from conspiracy for my group.
They're insane cards. Backup Plan is power, and I'd consider a number of other close if not there. When my cube was unpowered, I ended up cutting them all, but they're pretty awesome in a powered cube.
I think conspiracies are one of the best additions to the format, especially the hidden agendas. They add more decision making to the drafting and deck building. I like that they play differently each draft. The ones from Conspiracy 2 are much worse than the originals, in both powerlevel, playability and synergy.
How interested are interested in hearing about experiences with them all? Or are there specific ones that merit discussion? It is a very broad topic. I currently play 15 conspiracies.
As far as Conspiracies go, we're still running Worldknit, Hymn of the Wilds, and Sovereign's Realm. I like the idea of taking these earlier in the draft and building around them. It's also really fun and cool when someone sees Worldknit in pack three and slams it. "We're doing it, boys!" Worldknit is, by far, the favorite among them. Hymn of the Wilds is my personal favorite, but I also tend to predominantly draft aggressive decks. Sovereign's Realm has been kind of meh and could easily go. I didn't include any of the specific card Conspiracies like Unexpected Potential because they just kind of give me feel bads. Your Orzhov deck drops a Jace on the table. There are times when Worldknit decks can feel this same way, but Worldknit feels more like a fun challenge and it's cool when it works.
For the draft alterers, we're running Aether Searcher, Canal Dredger, Cogwork Librarian, and Lore Seeker. Lore Seeker is easily the most popular here. Adding a pack to the draft is just fun and people like seeing more cards. Aether Searcher can be powerful, but it's proven to be hard to break. Sometimes you draft into a Woodfall Primus. Sometimes you don't. Canal Dredger could easily go. Getting the last picks pretty much just gives you a bigger sideboard full of cards that don't fit your deck. People know you have it, so they draft accordingly. Librarian is decent. It's great when you already have it in your pile, but it's hard to justify picking it unless it's in a pack that has nearly nothing for your deck.
We're also running the two "pick a color" cards in Paliano, the High City and Regicide. Both have been pretty good. I think I might have seen Regicide be stone dead against a player once. And Paliano is almost always at least a dual. It's also just a little subgame to play during the draft, especially for the person picking the third color when you know the other two.
Finally, we're running Arcane Savant and Volatile Chimera. Both of these cards have been through the roof bonkers. Chimera is another one that just gives you this neat little subgame. It also forces you to really pay attention during the draft. There are times that I've taken it early, genuinely let it slip my mind, and ended up with basically nothing sweet for it. Obviously that's on me, but I like that about the card. At least with Savant you can just choose something that didn't quite make the cut in your deck. It's never bad.
We still include all of these in our 6+ man drafts. I think the generally make the draft experience more fun. We get a lot of laughing and cutting up about the Conspiracies or the color choices for Regicide and the like. They just make for a good time, in my opinion.
I think conspiracies are one of the best additions to the format, especially the hidden agendas. They add more decision making to the drafting and deck building. I like that they play differently each draft. The ones from Conspiracy 2 are much worse than the originals, in both powerlevel, playability and synergy.
How interested are interested in hearing about experiences with them all? Or are there specific ones that merit discussion? It is a very broad topic. I currently play 15 conspiracies.
It's a MCD to I thought I would keep it broad, I have just been making some changes to my conspiracy section so I thought I would pick peoples brain about what they are running and what I should consider.
15 feels like alot but I guess your a bigger cube. Of your list I would most be interested in hearing about: Iterative Analysis - I used to run it but I didn't feel like it did enough unless on a flashback spell or Forbid. Muzzio's Preparations - Is it just a combo card for persist guys? Secrets of Paradise - I played it briefly and wasn't too impressed, is it worth a second look? Sentinel Dispatch - Is it just for the tinker/welder decks? Summoner's Bond - Is it good without creature combos or does it just lead to repetitive game states? Advantageous Proclamation - People seem to love it but is it still fun for more casual players? I could see me being the only one in my group interested. We already have a few cards my drafters ban on sight because they know they are powerful but I am the only one who wants them. Does it slow down making cuts? I have one drafter who can be pretty slow with the last few cuts, giving him the option to make 5 more may slow things further. How many lands to you run in a 35 card deck?
As far as Conspiracies go, we're still running Worldknit, Hymn of the Wilds, and Sovereign's Realm. I like the idea of taking these earlier in the draft and building around them. It's also really fun and cool when someone sees Worldknit in pack three and slams it. "We're doing it, boys!" Worldknit is, by far, the favorite among them. Hymn of the Wilds is my personal favorite, but I also tend to predominantly draft aggressive decks. Sovereign's Realm has been kind of meh and could easily go. I didn't include any of the specific card Conspiracies like Unexpected Potential because they just kind of give me feel bads. Your Orzhov deck drops a Jace on the table. There are times when Worldknit decks can feel this same way, but Worldknit feels more like a fun challenge and it's cool when it works.
Don't you find sovereign's realm cuts into other players drafts and sends confusing signals to the table? Maybe the problem is worse in a smaller draft but I got really sick of drafting well (IMO) and having the Sovereign's Realm player snapping up cards I want seemingly at random.
For the draft alterers, we're running Aether Searcher, Canal Dredger, Cogwork Librarian, and Lore Seeker. Lore Seeker is easily the most popular here. Adding a pack to the draft is just fun and people like seeing more cards. Aether Searcher can be powerful, but it's proven to be hard to break. Sometimes you draft into a Woodfall Primus. Sometimes you don't. Canal Dredger could easily go. Getting the last picks pretty much just gives you a bigger sideboard full of cards that don't fit your deck. People know you have it, so they draft accordingly. Librarian is decent. It's great when you already have it in your pile, but it's hard to justify picking it unless it's in a pack that has nearly nothing for your deck.
I really like Cogwork Librarian and it has actually been a pretty high pick for us, we draft in a smaller group so it is a bit easier to guess what will wheel so I will often pick it over an average playable for my deck in the hopes of double dipping from the next pack. It even gets first pick on occasions where the pack has no real direction to it. I can't see myself ever cutting it.
Lore seeker was ok for us but we already use 4 packs to draft so I felt like we didn't need it.
We're also running the two "pick a color" cards in Paliano, the High City and Regicide. Both have been pretty good. I think I might have seen Regicide be stone dead against a player once. And Paliano is almost always at least a dual. It's also just a little subgame to play during the draft, especially for the person picking the third color when you know the other two.
Paliano, the High City has been alot of fun for us aswell, I like the game of deciding what colour you want to name (main or spash) or trying to infer what someone might be drafting based on their choices. Usually a dual and it feels great when you get a triland.
Regicide didn't do enough for us, I found it was a low pick and a dead kill spell too often when it really mattered.
Finally, we're running Arcane Savant and Volatile Chimera. Both of these cards have been through the roof bonkers. Chimera is another one that just gives you this neat little subgame. It also forces you to really pay attention during the draft. There are times that I've taken it early, genuinely let it slip my mind, and ended up with basically nothing sweet for it. Obviously that's on me, but I like that about the card. At least with Savant you can just choose something that didn't quite make the cut in your deck. It's never bad.
That's interesting to hear about Volatile Chimera, I really liked it in theory but it didn't pan out so great because a lot of value is from ETB triggers rather than crazy bodies, I suppose I have a few more super fatties in my cube now it could be worth another shot for a few drafts.
Arcane Savant is a lot of fun since it doesn't take a lot to push him into value town.
We still include all of these in our 6+ man drafts. I think the generally make the draft experience more fun. We get a lot of laughing and cutting up about the Conspiracies or the color choices for Regicide and the like. They just make for a good time, in my opinion.
I think conspiracies are one of the best additions to the format, especially the hidden agendas. They add more decision making to the drafting and deck building. I like that they play differently each draft. The ones from Conspiracy 2 are much worse than the originals, in both powerlevel, playability and synergy.
How interested are interested in hearing about experiences with them all? Or are there specific ones that merit discussion? It is a very broad topic. I currently play 15 conspiracies.
It's a MCD to I thought I would keep it broad, I have just been making some changes to my conspiracy section so I thought I would pick peoples brain about what they are running and what I should consider.
15 feels like alot but I guess your a bigger cube. Of your list I would most be interested in hearing about: Iterative Analysis - I used to run it but I didn't feel like it did enough unless on a flashback spell or Forbid. Muzzio's Preparations - Is it just a combo card for persist guys? Secrets of Paradise - I played it briefly and wasn't too impressed, is it worth a second look? Sentinel Dispatch - Is it just for the tinker/welder decks? Summoner's Bond - Is it good without creature combos or does it just lead to repetitive game states? Advantageous Proclamation - People seem to love it but is it still fun for more casual players? I could see me being the only one in my group interested. We already have a few cards my drafters ban on sight because they know they are powerful but I am the only one who wants them. Does it slow down making cuts? I have one drafter who can be pretty slow with the last few cuts, giving him the option to make 5 more may slow things further. How many lands to you run in a 35 card deck?
Iterative Analysis - Drawing a card for free is not doing enough? I usually play it on a U cantrip, a green 1G ramp spell, B discard spell or burn. Something generic and cheap that isn't situational, so more of my hands are keepable and it is harder to be mana screwed.
Muzzio's Preparations - Also good in aggro. I usually pump a guy with double strike (Adorned Pouncer, Mirran Crusader), an evasive guy or if all else fails, just my worse one drop. Naming Goblin Guide with it is a mistake IMO, you are very likely to win games where you play him turn 1 anyway and it better to make the deck more consistent than to win more.
Secrets of Paradise - the weakest of the conspiracies I run, but probably not going anywhere. Useful in any deck with one drops, even aggro. Someone drafted a an aggro deck recently naming Grim Lavamancer - that way the card is useful even when the graveyard aren't full, and it helps him cast 4 drops, flasback/equip costs etc. It is also another mana source to count when splashing things which has been significant. Still useful but less good naming two drops, such as Wall of Roots, Spellskite, Looters...
Sentinel Dispatch - I recently used it in a Rakdos aggro deck which had Skullclamp, Smuggler's Copter and Falkenrath Aristocrat. Obviously even better in stax. Very useful in superfriends decks to help your first walker survive a turn. Good with Opposition and Gaea's Cradle. A good pick in control too to survive if nothing else. One of my favorite conspiracies.
Summoner's Bond - I don't really have creature combos in my cube. There are many schools of thought about this one. One says to always name your most impactful two creatures. The other says to do exactly the opposite, to up the deck's floor. You usually want to name two creatures that have two consecutive mana curves, or equal mana costs. However, you might consider naming a mana elf and a three drop - playing the three drop on turn 2 is going to be more consistent, but drawing the mana elf later is weak. It is also usually avoided to name two 6 drops, as you will get the conspiracy's free card advantage tutor much less often. There is also a concern about color intensity - naming a creature that costs double black and a creature that costs double green can cause trouble. As you can infer, I find this a skillful card.
Do not be concerned about powerlevel, it is not much stronger than Iterative Analysis. More times than you expect you will not be able to cast the creature you fetch, it is irrelevant or you already drew it.
Advantegous Proclamation - Usually 14 lands, 21 cards. For hard aggro 13 lands, 22 cards. We didn't experience longer delays due to cuts, your group might be different? It is not as powerful as you imagine, and not a first pick. The smaller deck size has been a drawback on occasion in a long drawn control mirror, or against SoBaM or mill Jace, but has also been a combo with Shelldock Isle.
The conspiracy cards themselves are fine and tried a whole bunch when Conspiracy 2 came out, but I ended up cutting them because they felt gimmicky and awkward. It could also be because it's harder to write reviews and whatnot when a card is paired and gauge cards power levels.
But they overall just felt... weird. I take them quite highly when I draft other cubes and when I see people post p1p1s online, people generally underrate conspiracies, but I dunno. It's one of those YMMV things, but... eh.
The draft-impacting cards like Canal Dredger, Cogwork Librarian, Agent of Acquisitions and Lore Seeker are great and likely will stay in my cube forever.
This would probably be true if I had a playgroup where everyone was familiar with the cube in general and the Conspiracy cards in particular, but I don't. I'm dealing with a constantly rotating cast of characters, so once someone drafts it we have to stop and explain what's going on. Then someone has to find a pen and paper. It's also usually not the first thing that needs to be explained, so it's a bit annoying. Unnecessary complexity is a bigger issue in my playgroup's circumstances than others, so I want to limit it wherever I can.
You're right, I've been playing this wrong, thanks for pointing this out!
I agree with you and Starslayer on that 100%. If anything, Power Play is on my watch list because I've had some players complain that it sucks to play against because it's so good. Backup Plan is so popular that I don't think it's ever been passed to me. I was only giving my reviews of the Hidden Agendas now that I've had some testing time with them because no one else has in a while.
450 card Peasant cube thread. Draft it here.
* Worldknit: this card has never tabled. EVER. Even in pack 3. It's the card everyone wants to open because it's just so damned fun. Overall consensus is that the card is definitely not broken, but it is crazy fun. And man, all those utility lands with drawbacks become so ridiculous with worldknit. Maze of Ith taps for mana, Gaea's Cradle can never be a blank, Ancient Tomb gives you a choice now. Wildly exceeded expectations, A+++.
* Deal Broker: this one was my big hope. I thought it would be so cool and add this whole extra dynamic to the draft. Turns out...even being really generous with the rules of the trade (you can ask what colors people want, etc before you offer up the card), it's still a bust more often than not. This one is getting cut the next time a colorless card catches my eye.
I'm tempted to try out Cogwork Librarian, but I'm a little salty because I never drafted it highly enough in Conspiracy and always ended up paying for it later. If I get over myself, I'll probably try it out.
I recently cut Double Stroke from my list, it ended up feeling too powerful and generally unfun because there was too many cards that could ruin otherwise fun games of magic. It always seemed to end up on the same spells, fiery confluence was always especially annoying and even something like Harrow became a monster.
Sovereign's Realm got cut for messing with peoples draft too much, if it shows up in a draft everyone elses deck is worse off for it because they will loose their general utility spells to the Good-Stuff deck.
Hymn of the Wilds has been fun but it's always on the verge of being a bit too good, but there is enough variance in its game play that I am happy to have it stick around.
Brago's Favor has been decent, not super busted, it make for some fun plays and goes well with flashback spells. Pretty bonkers with recurring nightmare.
Emissary's Ploy I like it alot and have found 3 tends to be the sweet spot for it. Makes it pretty easy to run off colour creatures to fill up a spot on your curve but it doesn't warp the draft like Sovereign's Realm.
Immediate Action is stronger than I expected, slapping haste onto a titan or another big finisher can often be enough to win you a race. Just a general all round solid conspiricy without being broken.
Unexpected Potential is another solid all-rounder as most drafters have an off colour card they would like to run; turns that 23rd card into a much stronger off colour one.
Weight Advantage very rarely does much and none of my drafters are particularly excited by it, it is on its way out but I usually forget I even run it.
Cogwork Librarian is a lot of fun and adds some interesting decisions to drafts. I'm always happy to see it show up in draft and it is probably one of the more popular additions from conspiracy for my group.
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How interested are interested in hearing about experiences with them all? Or are there specific ones that merit discussion? It is a very broad topic. I currently play 15 conspiracies.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
For the draft alterers, we're running Aether Searcher, Canal Dredger, Cogwork Librarian, and Lore Seeker. Lore Seeker is easily the most popular here. Adding a pack to the draft is just fun and people like seeing more cards. Aether Searcher can be powerful, but it's proven to be hard to break. Sometimes you draft into a Woodfall Primus. Sometimes you don't. Canal Dredger could easily go. Getting the last picks pretty much just gives you a bigger sideboard full of cards that don't fit your deck. People know you have it, so they draft accordingly. Librarian is decent. It's great when you already have it in your pile, but it's hard to justify picking it unless it's in a pack that has nearly nothing for your deck.
We're also running the two "pick a color" cards in Paliano, the High City and Regicide. Both have been pretty good. I think I might have seen Regicide be stone dead against a player once. And Paliano is almost always at least a dual. It's also just a little subgame to play during the draft, especially for the person picking the third color when you know the other two.
Finally, we're running Arcane Savant and Volatile Chimera. Both of these cards have been through the roof bonkers. Chimera is another one that just gives you this neat little subgame. It also forces you to really pay attention during the draft. There are times that I've taken it early, genuinely let it slip my mind, and ended up with basically nothing sweet for it. Obviously that's on me, but I like that about the card. At least with Savant you can just choose something that didn't quite make the cut in your deck. It's never bad.
We still include all of these in our 6+ man drafts. I think the generally make the draft experience more fun. We get a lot of laughing and cutting up about the Conspiracies or the color choices for Regicide and the like. They just make for a good time, in my opinion.
MTGS Average Peasant Cube 2023 Edition
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It's a MCD to I thought I would keep it broad, I have just been making some changes to my conspiracy section so I thought I would pick peoples brain about what they are running and what I should consider.
15 feels like alot but I guess your a bigger cube. Of your list I would most be interested in hearing about:
Iterative Analysis - I used to run it but I didn't feel like it did enough unless on a flashback spell or Forbid.
Muzzio's Preparations - Is it just a combo card for persist guys?
Secrets of Paradise - I played it briefly and wasn't too impressed, is it worth a second look?
Sentinel Dispatch - Is it just for the tinker/welder decks?
Summoner's Bond - Is it good without creature combos or does it just lead to repetitive game states?
Advantageous Proclamation - People seem to love it but is it still fun for more casual players? I could see me being the only one in my group interested. We already have a few cards my drafters ban on sight because they know they are powerful but I am the only one who wants them. Does it slow down making cuts? I have one drafter who can be pretty slow with the last few cuts, giving him the option to make 5 more may slow things further. How many lands to you run in a 35 card deck?
Don't you find sovereign's realm cuts into other players drafts and sends confusing signals to the table? Maybe the problem is worse in a smaller draft but I got really sick of drafting well (IMO) and having the Sovereign's Realm player snapping up cards I want seemingly at random.
I really like Cogwork Librarian and it has actually been a pretty high pick for us, we draft in a smaller group so it is a bit easier to guess what will wheel so I will often pick it over an average playable for my deck in the hopes of double dipping from the next pack. It even gets first pick on occasions where the pack has no real direction to it. I can't see myself ever cutting it.
Lore seeker was ok for us but we already use 4 packs to draft so I felt like we didn't need it.
Paliano, the High City has been alot of fun for us aswell, I like the game of deciding what colour you want to name (main or spash) or trying to infer what someone might be drafting based on their choices. Usually a dual and it feels great when you get a triland.
Regicide didn't do enough for us, I found it was a low pick and a dead kill spell too often when it really mattered.
That's interesting to hear about Volatile Chimera, I really liked it in theory but it didn't pan out so great because a lot of value is from ETB triggers rather than crazy bodies, I suppose I have a few more super fatties in my cube now it could be worth another shot for a few drafts.
Arcane Savant is a lot of fun since it doesn't take a lot to push him into value town.
We still include all of these in our 6+ man drafts. I think the generally make the draft experience more fun. We get a lot of laughing and cutting up about the Conspiracies or the color choices for Regicide and the like. They just make for a good time, in my opinion.
Iterative Analysis - Drawing a card for free is not doing enough? I usually play it on a U cantrip, a green 1G ramp spell, B discard spell or burn. Something generic and cheap that isn't situational, so more of my hands are keepable and it is harder to be mana screwed.
Muzzio's Preparations - Also good in aggro. I usually pump a guy with double strike (Adorned Pouncer, Mirran Crusader), an evasive guy or if all else fails, just my worse one drop. Naming Goblin Guide with it is a mistake IMO, you are very likely to win games where you play him turn 1 anyway and it better to make the deck more consistent than to win more.
Secrets of Paradise - the weakest of the conspiracies I run, but probably not going anywhere. Useful in any deck with one drops, even aggro. Someone drafted a an aggro deck recently naming Grim Lavamancer - that way the card is useful even when the graveyard aren't full, and it helps him cast 4 drops, flasback/equip costs etc. It is also another mana source to count when splashing things which has been significant. Still useful but less good naming two drops, such as Wall of Roots, Spellskite, Looters...
Sentinel Dispatch - I recently used it in a Rakdos aggro deck which had Skullclamp, Smuggler's Copter and Falkenrath Aristocrat. Obviously even better in stax. Very useful in superfriends decks to help your first walker survive a turn. Good with Opposition and Gaea's Cradle. A good pick in control too to survive if nothing else. One of my favorite conspiracies.
Summoner's Bond - I don't really have creature combos in my cube. There are many schools of thought about this one. One says to always name your most impactful two creatures. The other says to do exactly the opposite, to up the deck's floor. You usually want to name two creatures that have two consecutive mana curves, or equal mana costs. However, you might consider naming a mana elf and a three drop - playing the three drop on turn 2 is going to be more consistent, but drawing the mana elf later is weak. It is also usually avoided to name two 6 drops, as you will get the conspiracy's free card advantage tutor much less often. There is also a concern about color intensity - naming a creature that costs double black and a creature that costs double green can cause trouble. As you can infer, I find this a skillful card.
Do not be concerned about powerlevel, it is not much stronger than Iterative Analysis. More times than you expect you will not be able to cast the creature you fetch, it is irrelevant or you already drew it.
Advantegous Proclamation - Usually 14 lands, 21 cards. For hard aggro 13 lands, 22 cards. We didn't experience longer delays due to cuts, your group might be different? It is not as powerful as you imagine, and not a first pick. The smaller deck size has been a drawback on occasion in a long drawn control mirror, or against SoBaM or mill Jace, but has also been a combo with Shelldock Isle.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
But they overall just felt... weird. I take them quite highly when I draft other cubes and when I see people post p1p1s online, people generally underrate conspiracies, but I dunno. It's one of those YMMV things, but... eh.
The draft-impacting cards like Canal Dredger, Cogwork Librarian, Agent of Acquisitions and Lore Seeker are great and likely will stay in my cube forever.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)