I don't like them, but I see the purpose they serve. I only ran them when I wanted the acceleration into 6+ drops, with fixing as a side benefit and the option of cycling as a distant third. I would never run a given Cluestone if I had the equivalent Keyrune, though.
What I really don't like about them is the way they tend to completely junk up the DGM packs. Some can have as many as three! I realize that common mana fixers are important, but a ten-card cycle in a small set might be overkill.
ah, when i first got into magic i went to 2 prereleases, 1 for draft and sealed, i think it only won 1 round but it was the most i had ever and got me addicted to drafting.
Posts
I don't like them, but I see the purpose they serve. I only ran them when I wanted the acceleration into 6+ drops, with fixing as a side benefit and the option of cycling as a distant third. I would never run a given Cluestone if I had the equivalent Keyrune, though.
What I really don't like about them is the way they tend to completely junk up the DGM packs. Some can have as many as three! I realize that common mana fixers are important, but a ten-card cycle in a small set might be overkill.
IT IS HERE
http://forums.penny-arcade.com/discussion/178138/magical-cards
GO THERE
AND DISCUSS THE CARDS OF MAGIC.
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873