Gamble – This card has some great potential, but it fails in a few places. First of all, it has the deadly casting cost of one, which is a big problem for this deck most of the time, and it rarely makes exceptions for this. It also will often end up with you discarding the card that you tutored up, because Uba Mask and Bazaar will both contribute to you having a very low hand side. Because of this, as cool as Gamble is, it just doesn't make it.
R (1), Sorcery
Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.
I would like to know if Gamble have been tested or only theorically analyzed.
You could play 3 or 4 of them and then minimizing the number of maindeck *solutions*.
I usually don't regret too much if the card choosen got discarded, because the deck usually abuse of his hand as much as his grave.
More importanti, with them and Bazaars/Welders you can achieve with good percentages, CoW+Strip locks or Welders+Specific-Bombs recursions
Analyzing a bit deeper your deck (really good even after a first glance), while CoWs, CotVs, Bazaars,Welders and Wires should be played in multiples because they are the *real* skeleton of the deck, I suppose that you are not going to like Mazes, T.Crypts, Shards in any *single* matchup, because they have been added for specific reasons and not for general porpouse ones.
With Gambles, I think that you can rise the number of singletons: you would add to the deck a good additional flexibility.
I don't know if you would like to play with them, *but* a single Null Rod or a single Trinisphere or a single Memory Jar or a single Sundering Titan or other spells that I'm not able to think at now, can be fetched and used more frequently thanks to Gambles.
If you are going to win, you usually resolved CoWs, Bazaars, Jesters or Welders. With this board situation, Gamble is nearly as powerful as Demonic Tutor: if you hold the card in your hand, you DemonicTutored for something and you achieved a possible CoW/Welders recursion while if you unluckily discard the tutored card, you can swap it in again too.
As you clearly stated, the only regret that I have, while playing with them and CotVs, consist of the possibility of being unable to resolve Welders AND Gambles after an *automatic CotV=1*.
Analyzing *when* you are going to blindly and proactively play CotV=1, I think that we can realize a couple of additional things.
In any single matchup, which you are going to resolve CotV=1 *before* Welders/Gambles, this play is by far, your best surviving option, so the risk of playing with a couple of spell that can conflict themselves isn't that high.
Against a not known opponent, you could resolve at least a single Welder or a Gamble before stopping their own CotV=1.
Again, a lot of different initial hand's configurations can force you play the entire game opposite ways.
How often, proactively playing CotV=1 before anything else, is better than playing Gambles/Welders?
I think that you would use them blindly only against speedup Comboes decks and maybe, Ichorid or BrassmanGiftsControl and only if you know exatcly what are they playing.
In any other situations, the possible differences between decks and players' style, may force you to wait playing CotV=1, usually optimizing both Welders/Gambles/additional bombs.
If Gamble would have *singularily* optimized Welders or CoWs, I would have not recommended you play them, because a single hate spell would have stopped you from winning.
On the other hand, your deck consist of Artifacts, Lands and Creatures.
CoWs would let you freely replay discarded lands (and, more important, the tutored ones would have a deadly impact on the game for your opponent).
Welders would let you freely replay discarded artifacts ( usually restricted ones or deadly ones ).
From this perspective, a quick Gamble ( a lot of cards into hand ) can be really better than Demonic Tutor, because it have a double effect in it: a quick one ( the card itself ) a slow one ( the recursion ).
While writing, I thought a little more about *what* can be tutored that could switch the game in your favour.
Black Lotus, MW, Academy, CotVs and any other possible restricted card addition/target would be really game breaking.
This is a possible maindeck cards' pool
-1 Granite Shard
-1 Maze of Ith
-1 Tormod's Crypt
-1 Uba Mask
-1 Barbarian Ring
+3 Gamble
+1 Trinisphere
+1 Memory Jar / Sundering Titan / Other card.
Regards,
MaxxMatt