Interesting. I like modal cards where both options are solid. My white 2cc spells are mostly enchantment/artifact/creature removal. Unfortunately, this card's modes both seem better against control or midrange. I don't think Stance does enough against aggro to warrant inclusion. Using it on the block feels bad when they bolt in response, and keeping mana up for it after playing a guy seems tough.
My cube should be big enough to make the inclusion of ten shard/wedge cards reasonable, but I am a bit underwhelmed by the options for some color combinations. I'd rather run strong and splashy cards that make drafters want to add more colors than something like a measly Charm (even if it is a good one).
That's my problem too. If there were 10 amazing wedge cards, cards that a player would first pick, or slam if they were already in two of the three colors, I'd play them. There aren't though.
If it were an instant, or you could draw and then discard, I'd be very, very tempted. As it is, it isn't quite pushed enough for me, even though I support reanimator heavily.
I don't bother at 450. If I did, wedge cards would have to be very, very powerful. Right now there's nothing on the level of Mana Drain, Mindtwist, or Armageddon. Until there is, there's no need to go to the extra effort to support wedges.
Utter End is obviously very strong. I agree with ThatOneNinja, at least to some extent. When cubes first became popular, there was a need for decent removal. If it was even moderately good it got played. I remember seeing Desert Twister in some lists. Times have changed. I think we're at or even past the point where any removal card makes the cut as long as it's good. We're looking at a future where there are so many good removal variants that each cube is going to have to decide exactly which removal variants it wants, because no small cube is going to be able to hold them all. At some point we'll figure out a rough ratio of how many removal cards in each color a typical cube needs, and then architects are going to have to decide on what sort of identity each color and color combination should have. It's fun, and should lead to some great cube diversification.
I'm not impressed. Ramp is part of Green's identity in my cube. The card draw effect is nice, but he's very pricey, and cannot protect himself. I actually like baby Jace a lot better. This is a pass for me.
Ugh, another fortune spent on tough-to-find promos. I still have a sealed box of last year's promos sitting in a closet, waiting to flip. I'm tempted to just wait on the individual cards I want, as opposed to buying a whole set, with a Nerf axe I don't care about. At least last year's set started in the low 200's before shooting up.
That's my problem too. If there were 10 amazing wedge cards, cards that a player would first pick, or slam if they were already in two of the three colors, I'd play them. There aren't though.