From the second we played the card, it has been extremely ridiculous.
You draw so many cards out of the thing that half the time you get to ignore the downside of losing life since you'll either win the game first or find a way to minimize the life loss regardless.
Also the protection on cast turns lost games into a random win as you get access to at least 3 new cards from the ring in between your fogged turn and the new one when you untap.
You'll also never be a more happy Magic player than when you have a way to untap the ring on your turn.
I don't know, to me Charging Monstrosaur is absolutely unplayable. Giving it vigilance and a lot of very situational text (why does the adventure need to be a sorcery??) doesn't make it that much more exciting.
To be fair Vigilance, the Adventure and the on attack Human pump are a giant upgrade over Monstrosaur.
In GW decks playing a decent amount of humans, being able to make them wrath-proof and curving into this guy is a pretty decent series of plays.
I currently run Impulse and prefer it much more than Ancestral Vision since that's very inconsistent. Control likes having the flexibility of it being an instant and it's very useful for combo decks digging for their combo pieces or whatever they need at the time.
My philosophy is that Vintage Cube Decks are VERY powerful and your opening hand needs to cross a certain threshold to compete. If my opponent opens with a Turn 1 Library, I only have a shot at winning IF I open with a power 9 / 1-drop of my own or a card like Ancestral/ Sol Talisman etc.
My second problem is that 2-drops are fairly strong these days (across all formats), that spending your turn 2 to "do-nothing" really isn't worth it IMO.
A card as simple as Thalia can completely mess up hands opening up with powerful cards, so you don't really need to be responding with power to win those games.
I feel like you could just change this to reveal the hand and just be a stronger Duress. Duress isn't really breaking any games open at the moment and the Alchemy card would be very good.
This is my favorite Golgari card, even over Grist. The amount of value this dude can get you in a small cheap recurring package is incredible, especially in the late game if you have excess mana and a sacrifice outlet to give you a bunch of draws.
The front half is especially good if you have equipment and the opponent has like a Wurmcoil Engine or Batterskull in the way that would stop your win right there as it gives you a guaranteed way to connect.
Seems like Mangolassi's initial evaluation was spot on.
It's been a powerhouse in constructed so far, but the decks have built around it to a degree that is tough to replicate in cube.
The legend rule is a key way to destroy it.
I underestimated how easy it is for many decks to win the game quickly after they've drawn 6 cards.
Curious to see how it's median case scenario is if you just toss it in a random cube deck.
It's certainly a card that is WAY better in some decks than others. Excited to play more with it.
It's been pretty good for us. It's barely a punisher effect since the decks playing this are using the sacrifice trigger to the fullest anyway, throwing away Bloodghasts and the like for card advantage and free damage. It's also slapped to a 3/3 anyway so you're not overpaying for the effect alone.
You draw so many cards out of the thing that half the time you get to ignore the downside of losing life since you'll either win the game first or find a way to minimize the life loss regardless.
Also the protection on cast turns lost games into a random win as you get access to at least 3 new cards from the ring in between your fogged turn and the new one when you untap.
You'll also never be a more happy Magic player than when you have a way to untap the ring on your turn.
Card almost always domes someone for 5+ first and then draws a card every time. Very good for 3.
To be fair Vigilance, the Adventure and the on attack Human pump are a giant upgrade over Monstrosaur.
In GW decks playing a decent amount of humans, being able to make them wrath-proof and curving into this guy is a pretty decent series of plays.
A card as simple as Thalia can completely mess up hands opening up with powerful cards, so you don't really need to be responding with power to win those games.
I think I'd take scry 1 and more mana to leave up for interaction over fumeroles damage any day.
I'm honestly in agreement for the most part, although I might still like Creeping Tar Pit more.
Attacking as a 5/5 for 5 that gives you 7 total extra power or gimps your opponents big blocker is insanely effective.
Card has been completely ridiculous.