How has Mind Twist been for you in testing vs what I assume would be 3rd seize?
You assume right. The other option for this slot could be 3rd seize.
In this build, there are already 5 cards which can be used to disrupt turn one, apart from fow (3 spellpierce and 2 seizes). I like this package and feel it is sufficent for early game.
But the efficiency of those card decreases when the game advances. That s why i like to have 1 mind twist to complement the package.
This is at the same time card advantage and disruption.
It is excellent in most of the matchup (except shop). Especially in this build that can use its ritual to power a big twist turn 2 or 3, and that have access to several bounces.
This is an aggressive play which is versatile : depending on the game state, it can be used for a mid size twist or a big one. The value of the option is significant imo.
For instance, when I compare it to Skeletal scrying, I prefer mind twist in this build for several reasons :
- early game, it is not dependant on yard : you don t have to wait for your yard to contain a sufficent number of cards to be able to use it,
- mid game, I prefer to destroy opponent options than drawing cards. When it comes to pure card advantage, it may be comparable. But in mid game, I feel like the effect is more efficent. The cards which you are going to discard are often big bombs, which have not been played early game - because of mana - and so the quality of what is discarded is often better than the quality of what you could have drawn.
- late game, skeletal is often better than mind twist, but with dark conf, I feel like I already have an egine which value increases when reaching late game.
In this build which uses dark conf, I feel like this is a very efficent option.
In other builds, not using dark conf as a draw engine, this option could be not so interesting.