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CardName: Cinnabar Strike Cost: {R} Type: Artifact - Mineral Pow/Tgh: / Rules Text: When Cinnabar Strike enters the battlefield, sacrifice a land. {T}: Add {R} to your mana pool. {T}: Craft into haste (Exile this attached to the next permanent you cast this turn. It gains haste. Draw a card.) Flavour Text: Set/Rarity: Strike The Earth Common |
Code: CR06 History: [-] Add your comments: |
I choose this member of the cycle to highlight it exists.
No one tried this cycle. Everyone feared it.
It's card disadvantage; double card disadvantage, in fact. It's basically unplayable, which is a shame because the interaction with the equipment is interesting. (The equipment are mostly also unplayable, which is definitely a shame. I'll comment on (((Step Ladder))) separately.)
Double card disadvantage? You start with this card and a land. You play this card, and you lose the land - but have this card giving mana - 1 card disad. You craft this card - losing it, and drawing a card. Still 1 card disad (though it's the land)
I'd like to see someone using these; and proving that yes, the disadvantage is that much that making really scary equipment is rubbish before I up power them. Because the flipside risk is making it far too good.
I have 3 cards in hand: a land, a mineral, and a 1/1. By the time I've crafted haste onto the 1/1, I've given up both the other cards.
People are more likely to try playing them, and discover the interesting upsides and downsides to the mechanic, if they're erring on the more-powerful side. As it is, people leave them in sideboards so we don't know if they're good or not.
...Wait, craft draws you a card? When did that happen?!
Quite some time ago; the last time you pointed out craft was really really weak.
Hah! at least I'm not the only one who doesn't read the cards I'm drafting :)