2, T, sacrifice Field of Ruin: Destroy target nonbasic land your opponent controls, each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
--
This is not a Wasteland obviously, but for people playing Ghost Quarter or the like for extra (man-)land destruction, this could be a viable alternative. It's not good at slowing down or color-screwing your opponent, but it's a fine answer for manlands and Maze of Ith, and fixes your mana as well.
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'd rather play Diabolic Tutor. A tutor replaces itself anyway, so I don't really need cycling. Sure it's much cheaper, but that doesn't make up for the main case being more expensive.
Not quite pushed enough on either end. 2/1 haste with a weak and one time only evasion really isn't exciting. Coming back as a 4/4 is good, but I'd want this to cost 5 mana instead to be more consistently reachable in an aggro deck. Basically, if I can't bring him back with eternalize, I feel bad playing him.
Do you think this is better or worse than Complicate? Complicate has a higher ceiling (when you cycle and counter it's really good value), but Supreme Will is more flexible (when the opponent is flooded or you'd rather dig for an answer than hold a counter spell).
I like haveing a Timetwister option even in decks that wouldn't maindeck it. What I can't quite commit myself to is Commit (sorry). 3U is a lot for removal and 3U is a lot for a Memory Lapse. Of course we're paying for the flexibility, which Venser has proven to be useful, but without the aftermath, I don't think I'd be interested in Commit at all. So for me it depends very much on how often Memory is going to be used. Draw 7 is a very powerful effect, but if it's just sitting there ... idk.
I wish the second half would also be instant, that would make "sacrifice a creature" much less of a cost. The tokens also don't fly, which is a big part of Lingering Souls. Cool card, but I don't know if this gets there for me.
I'm interested. Great with recurring creatures / Ophiomancer. Not on curve, but also awesome with Priest of the Blood Rite. Sadly, besides those, I cannot think of many ways to take advantage of this, killing off a token or bear, or maybe one of your creatures got hit by Faith's Fetters? I'm not sure if there are enough interactions to make this consistently better than a Boggart Brute.
I also think this is pretty bad. Good sac outlets are the ones that are free to activate, so that you can churn out value any time without having to keep mana open. With this one you have to pay 2 and do it pre combat and better at most once per turn. I get that this is a sac outlet and a blood artist and a beater all in one card, just not particularly good in any of those roles.
This doesn't seem pushed enough, unless you can benefit from the anthem on more than just the two zombies. We're playing only 5 zombies at the moment, so that won't come up often.
A fine card, but not on Oracle levels of good for all the aforementioned reasons. In summary:
1) No immediate value turn 4 unlike Oracle
2) Even if you can cast this + a mana elf turn 6, this is hardly passing the Vindicate test. Oracle usually does.
3) Much harder to play 16 creatures in a deck than 16 lands (non-mox). The card is narrower.
4) Diminishing returns - after you have 4-5 creatures out, playing more becomes risky. With Oracle you do not have that, the more lands the better
5) Benefits less from shuffle effects, as it is much harder to cast 2+ creatures a turn (especially as most shuffle effects cost mana themselves)
Veziers body is much more reasonable for a 4 drop, Oracle is very wimpy, but those are all good and relevant points. Surviving bolt and hitting a little bit harder probably doesn't make up for that. Worth testing alongside maybe.
Oketra the True
3W
Legendary Creature - God
Double strike, indestructible
Oketra the True cannot attack or block unless you control at least three other creatures.
3W: Create a 1/1 white Warrior creature token with vigilance.
3/6
--
The white god. Obviously powerful if you get him online, but in cube three creatures are a lot. Compared to Helios, God of the Sun, the token are weaker and your other creatures don't get vigilance. Probably worth testing, but I'm not sold.
I think there's a good reason why most cubes are powered or unpowered and not in between.
Ancestral, Time Walk and Library are just too broken for unpowered, imo. They would feel even more unfair in an unpowered environment, because there'd be fewer broken pieces overall, so you'd be less likely to have any yourself when facing them.
Mana Drain and Channel seem very out of place when you're banning fast mana.
Mind Twist might be okay, still a feel-bad card, but less back-breaking without fast mana. Tinker is fine (and you can tweak the powerlevel with the targets).
I like the idea of an aggro 4-drop that plays differently than Hellrider/Hero, and I think this could even turn out to be better than them.
Those creatures can be effectivly offline too - when the opponent has blockers. Hazoret always provides reach on an indestructible body and you only need to be playing your cards to awaken him. Overextening into a wrath is much less of a problenm when you have an indestructible beater on the board. Really looking forward to testing him.
Land
T: Add <> to your mana pool.
2, T, sacrifice Field of Ruin: Destroy target nonbasic land your opponent controls, each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
--
This is not a Wasteland obviously, but for people playing Ghost Quarter or the like for extra (man-)land destruction, this could be a viable alternative. It's not good at slowing down or color-screwing your opponent, but it's a fine answer for manlands and Maze of Ith, and fixes your mana as well.
Veziers body is much more reasonable for a 4 drop, Oracle is very wimpy, but those are all good and relevant points. Surviving bolt and hitting a little bit harder probably doesn't make up for that. Worth testing alongside maybe.
3W
Legendary Creature - God
Double strike, indestructible
Oketra the True cannot attack or block unless you control at least three other creatures.
3W: Create a 1/1 white Warrior creature token with vigilance.
3/6
--
The white god. Obviously powerful if you get him online, but in cube three creatures are a lot. Compared to Helios, God of the Sun, the token are weaker and your other creatures don't get vigilance. Probably worth testing, but I'm not sold.
Ancestral, Time Walk and Library are just too broken for unpowered, imo. They would feel even more unfair in an unpowered environment, because there'd be fewer broken pieces overall, so you'd be less likely to have any yourself when facing them.
Mana Drain and Channel seem very out of place when you're banning fast mana.
Mind Twist might be okay, still a feel-bad card, but less back-breaking without fast mana. Tinker is fine (and you can tweak the powerlevel with the targets).
Those creatures can be effectivly offline too - when the opponent has blockers. Hazoret always provides reach on an indestructible body and you only need to be playing your cards to awaken him. Overextening into a wrath is much less of a problenm when you have an indestructible beater on the board. Really looking forward to testing him.