Tumble Magnet (Again)
When I first fired up this blog I had one goal which was clearly stated:
I’m going to review commons, one common a day.
It didn’t take too long for my blog to morph away from reviewing commons (and into much meatier, juicier topics around pauper cubes) and it finally succumbed to non-daily content updating due to a variety of personal excuses. Despite earnestly pushing to meet the goal of posting daily, even haranguing about a remotely Magic-related vacation while still actually on said vacation, I fell short.
These past two weeks have been tough for me due to the very personal loss of a family member. After falling off the content delivery horse it’s been very difficult to get back up on it. But that doesn’t mean my intentions were there.
So let’s cut to the chase: I promise you slightly deeper, slightly richer content with a delivery goal of weekly, rather than daily, and you promise to continue to read and share what you’re view on it is.
Does this work for you? If it doesn’t, I’m sorry. While I could tease you with some upcoming super-secret stuff I’m working on outside of here (Did you see what I did there?) I’ll instead jog your memory with a quick throwback: Tumble Magnet.
Tumble Magnet has been an interesting fellow. It’s proven itself in both Scars of Mirrodin Draft and Sealed. I’ve gotten reports that it’s made a strong showing in pauper and common/uncommon cubes. I’ve even caught wind that it might even make Standard constructed.
While that last one may be a stretch at the moment the fact remains that this little artifact is a cheap, fairly efficient way to create breakthroughs for aggressive decks. While I had originally put my eye on this I misjudged just how useful colorless damage pushing can be until I drafted a Zoo deck that desperately wanted just such an effect.
There is never a guarantee in Limited that a card needed will show up for a deck a card like this has use far beyond providing tempo for an aggressive deck. The question becomes now “What do I take out?” Perusing my list yields a few options:
- Yotian Soldier, as suggested by the ever-keen Usman
- Scuttlemutt, a creature I haven’t been happy with overall
- A straight addition (going to 364 cards)
While replacing a creature with a noncreature isn’t ideal the fact is most players are running colored creatures anyway; those creatures are just stronger. Between the Solider and Scuttlemutt, I’d rather replace Scuttlemutt: the Soldier is phenomenal in comparison: high toughness and vigilance make nice with any control deck looking for able bodies.
I’ve never seen Scuttlemutt do other than be bad mana ramping and chump block except in one four-color control type deck. Other sources of mana fixing are far preferable to the slower, removal-vulnerable Scuttlemutt. However I’ve already pared mana fixing down and keeping count of colorless bodies up is definitely good.
My call here is to simply add the Magnet on. Going to 364 is fine since my next goal would be to find another artifact to notch up to a total of 365 – then cut five cards.
And look, I got the whole way through without a “How do they work?” joke.