Outpost Siege has been seeing heavy play out of red decks
to gain card advantage but it is actually worth it?
How many cards does a draw spell need to give at sorcery
speed for 4 mana you before it's actually good?
Harmonize is probably the line where it's acceptable; 4
mana sorcery speed should draw 3 cards before it's a consideration.
The standard legal comparison is Treasure Cruise, a card
that has proven super busted in older formats, and that matches up fairly similarly
to the Harmonize rate where you're happy paying 4 for it and anything under
that is just gravy.
Sorcery speed draw 2s cost 3 mana and don't really see
much play in main decks at that cost so you're certainly not happy playing a 4
mana draw 2.
If you take this and look at Outpost Siege you find that
it takes 4 turns to return 3 cards for your 4 mana investment!
When you further consider that flipping cards to it is
not as good as drawing them, since it doesn’t let you hold up removal ect, it
will realistically take at least 5 turns to be on par with a sorcery speed draw
3 in terms of raw card numbers, and that's assuming you're not dead and that
your opponent can't remove it which in a format full of Sultai Charms, Perilous
Vaults, Utter Ends, Ugins and Erases is FAR from a sure thing.
In my experience, if you take a turn off to play Outpost
Siege and your opponent kills it at instant speed, you almost always lose the
game due to the massive tempo loss.
Yes Outpost Siege draws you cards, yes drawing cards is
good but current standard is extremely hostile to doing nothing.
Even against blue black control, a glacial deck which is
the reason the red decks need Outpost Siege and where it is the best, I've been
in situations where I knew if I played siege I would just give my opponent the
breathing room they needed to get to Ugin mana and lock the game up.
I would rather it have been any threat.
I've won more games off Chandra than I can count and it's
always upsetting to me to see more and more people cutting my Lady in Red from
their deck lists for a stupid 4 mana enchantment that only has 1 of her 3
excellent abilities.
In my experience, Chandra's +1 wins more games than her
zero in an aggressive red deck and I'll be sticking by her through thick and
thin.
Yes, she dies to Hero's Downfall but she will be avenged
with stormy breath if my opponents dare such heresy!
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