that's hyperbole. Absorb buys you time while Sabotage finds you what you need faster they accomplish similar things in different fashion.
Now that's a much fairer point I can agree on. In a strictly UW build Absorb will likely be better unless they get a strong sweeper you want to dig towards w/ Sabotage. If control sticks to Jeskai OTOH I would prefer to err on the side of Sabotage.Sabotage sometimes buys you time by speeding things up (if the thing you need is at the top of your deck). Absorb buys you time by extending the game. It also allows you to take advantage of that bought time if your answers are in your hand but not quite ready.
Neither is strictly better but Absorb is a better card against burn or aggro pretty much always if you heavy into UW. Sabotage is far better against control though.
Now that's a much fairer point I can agree on. In a strictly UW build Absorb will likely be better unless they get a strong sweeper you want to dig towards w/ Sabotage. If control sticks to Jeskai OTOH I would prefer to err on the side of Sabotage.
Absorb being unplayable today makes 14 year old FNM-going me very sad.
It really isn'tAbsorb will definitely get played. 3 Lifegain is a pretty big swing.
nobody is playing bothAbsorb was played when Counterspell was still legal in Standard, so I don't get the comparisons to Sabotage. It's not an or or. It's and and.
nobody is playing both
you need more than 3 life to make adding an additional colored mana onto a 3 mana counterspell worth doing
Absorb isn't a 4-of in any deck. I think you guys are vastly overrating the abilities of 3 mana counters. Ionize only sees play as it is because it's easier to cast a 1UR spell. Having a 3 mana counterspell that's significantly harder to cast just because you get healing salve along with it isn't it.You really don't need more than 3 life to make it worth playing. If we have a burn/aggro heavy meta, Absorb is a 4-of without a doubt in any deck that can run it. It's basically a 2-for-1. Life matters a lot in those types of decks. We will also have a gigantic amount of good color fixing.
It'll be playable for sure barring a heavy control meta. It has an alright chance of being very good.
Absorb isn't a 4-of in any deck. I think you guys are vastly overrating the abilities of 3 mana counters. Ionize only sees play as it is because it's easier to cast a 1UR spell. Having a 3 mana counterspell that's significantly harder to cast just because you get healing salve along with it isn't it.
Effects like Dissolve and Sinister Sabotage are better than you are imagining because you get to put less land in your deck when you have a critical mass of those effects. Those effects actively work towards progressing your board state to an advantageous position. Absorb gives you 3 life, a resource that doesn't do anything until you are at 0.
Except the problem is that basically any situation in which you want to cast Absorb and you can't cast it, you almost always will lose the game.The damage that Ionize does is fairly pointless for a lot of control decks because you don't win or lose off the difference of whatever damage you deal to the opponent. And in a shock/check meta, the mana requirements are less difficult than people tend to imagine. People were very skeptical of Niv-Mizzet because of his casting cost and yet he sees tons of play anyway.
I frequently explain to new players at my LGS that life is a resource and that the only lifepoint that matters is the last one. I chump block less than many others do because I understand what your life total means. When I'm the aggressive deck with no fear of burn from the otherside, I will gladly go down to 1 life in order to gain board advantage. I try to pound the idea into this one guy's head that the lifegain on Navigator's Compass is pointless.
But this is a counterspell. That will go in a control deck. Control decks care about their life a lot more. Against burn or aggro, life isn't quite like other decks where it's a resource that you can tap into. Gaining life gets you card advantage. Burn and aggressive decks basically have a finite amount of damage they can deal because they can run out of gas so quickly, so by getting 2-for-1's with Absorb or even slowing the game down, you can much more effectively get to the point where you can turn the game around. I still wouldn't attempt to mainboard cards that are pure lifegain under any circumstance, but staple it onto unconditional counterspell? Yes please.
Except the problem is that basically any situation in which you want to cast Absorb and you can't cast it, you almost always will lose the game.
There's also the problem that if your gameplan is to counter things and the 3 life matters, it's because your opponent is resolving a bunch of stuff and you need to draw into a better answer and/or land to actually play the answer. Being on a counterspell does not make 3 life way better.
No, I'm not, actually.You are getting way too hung up on the casting cost, every deck running this will have the mana to support it on 3, the consideration is the effects, and in a matchup where life matters stapling the lifegain on a Cancel makes it playable whereas standalone lg isn't.
No, I'm not, actually.
The point of a control deck isn't to "survive to turn 5." It's to control the boardstate. Control players very often do not actually have a way to control the boardstate and cards like Sabotage help you do that while also actually letting you control the boardstate when it's cast. Absorb does nothing to help you on board beyond the generic counter and also randomly has a fail-case where you can't cast the card and lose.
It's easier to rebuild from Wrath effects than it ever has been. I don't know if you all actually remember how good Dissolve actually was. Being able to cut even one land is worth playing Sabotage over a card like Absorb, IMO. Players love cutting lands when they don't have the support to get away with it.
A game where the 3 life from your 3 mana counterspell is relevant to the win/loss is typically a game control is going to be heavily disfavored in because it means they are failing to deal with a persistent threat to their life total.
Ok cool but it will still get played and 3 life gain is a big swing in the UW deck
that's not the Rock Paper Scissors that's happening right now at all. Midrange is very well equipped to beat control thanks to carnage tyrant and the recursion through find, control has to look to specifically beat GB to beat it.Control is heavily disfavored against hard aggro. Aggro < Midrange < Control < Aggro. So against a good aggro deck, life gain will not even sometimes, but often make the difference if the meta is balanced.
I think a lot of these posts will age badly, I haven't been on the forum for any set release, sort of for grn but I wasn't paying attention, do people usually get these early predictions right? The non-obvious ones.
i mean I could just not say anything and then nobody gets to be rightI think a lot of these posts will age badly, I haven't been on the forum for any set release, sort of for grn but I wasn't paying attention, do people usually get these early predictions right? The non-obvious ones.
Is Risk Factor even played in any deck? Feels like early impressions were quite accurate as it's better than previous punisher cards but still not quite good enough (but also not terrible).
I see Risk Factor in pretty much every Runaway Red Aggro deck. Also some occasional play in Izzet Drakes.Is Risk Factor even played in any deck? Feels like early impressions were quite accurate as it's better than previous punisher cards but still not quite good enough (but also not terrible).
Fair enough, but makes it rather hard to argue which "side" was correct.The rest of the cards in the deck that would want to run it just don't cut it. Depending on what Rakdos gets, a Rakdos burn deck may be a reality and Risk Factor will be very good there. Don't confuse a card not being played with a card not being good!
Afaik it's heavily restricted to like 3 packs per account and that's basically nothing.So I was reading the earlier pages of the thread for the Risk Factor argument and noticed an announcement that said 1/8 of boosters would contain MTGA booster codes. Is...that a thing? Have I been missing out on a ton of boosters by just recycling my tokens instantly? Was that just false info?
Fair enough, but makes it rather hard to argue which "side" was correct.