The problem with Seasoned Pyromancer is you need to discard non-land cards to gain the value. Spell's matters decks want to discard their excess lands to draw into additional cantrips/ burn
You are thinking about the card in a very 1 dimensional manner. Discarding spare lands to draw spells is still value, even if you don't get the tokens.
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I think he means that there's nothing intrinsic to the Pyromancer that makes it shine in this particular shell. It's good in this deck because it's a good card ...not because it shines in Spells Matters for any specific reason. Seasoned Pyromancer is just a good Magic card.
It seems like the bottleneck for making the Spells deck work is efficient spells rather than payoffs, and Snag does several things for the deck. In Izzet it's one of the few answers to large creatures, and in Dimir it can be dual purpose for bouncing your Nekrataal-style creatures. It's not particularly powerful, but I feel like the spells archetype needs more 'glue' (which is why I added the lower tier cantrips like Opt and Sleight of Hand).
It seems like the bottleneck for making the Spells deck work is efficient spells rather than payoffs, and Snag does several things for the deck. In Izzet it's one of the few answers to large creatures, and in Dimir it can be dual purpose for bouncing your Nekrataal-style creatures. It's not particularly powerful, but I feel like the spells archetype needs more 'glue' (which is why I added the lower tier cantrips like Opt and Sleight of Hand).
Vapor Snag isn't bad. Especially if you play Kiln Fiend, Dreadhorde Arcanist or Bedlam Revelerthe card improves in stock. However, convincing something to draft something that causes card disadvantage outside of fast mana, Force of Will or tutors is a tough sell.
I get a lot of hate from my group of playing Repulse but I personally really like it - I'm still refusing to play 3 mana counter magic.
Into the Roil is another pretty good card - both of these cards significantly go up in stock if reanimator/ fatty cheat is incredibly popular.
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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
You are thinking about the card in a very 1 dimensional manner. Discarding spare lands to draw spells is still value, even if you don't get the tokens.
THE JUICE[BOX]³ CUBE
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Does anyone have thoughts on Vapor Snag?
It seems like the bottleneck for making the Spells deck work is efficient spells rather than payoffs, and Snag does several things for the deck. In Izzet it's one of the few answers to large creatures, and in Dimir it can be dual purpose for bouncing your Nekrataal-style creatures. It's not particularly powerful, but I feel like the spells archetype needs more 'glue' (which is why I added the lower tier cantrips like Opt and Sleight of Hand).
Vapor Snag isn't bad. Especially if you play Kiln Fiend, Dreadhorde Arcanist or Bedlam Revelerthe card improves in stock. However, convincing something to draft something that causes card disadvantage outside of fast mana, Force of Will or tutors is a tough sell.
I get a lot of hate from my group of playing Repulse but I personally really like it - I'm still refusing to play 3 mana counter magic.
Into the Roil is another pretty good card - both of these cards significantly go up in stock if reanimator/ fatty cheat is incredibly popular.
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