Originally Posted by
Seraphus
Now, my opinion to Ralf's list:
You're making our grave an asset to our opponents. Yes, Consider's synergy with AK is much better than Opt's, however, Opt is in itself better than Consider because, and this is my opinion, put into your grave not only gives more options to your opponents as mentioned, but also, burns our own bridges to set up combo-ing - it doesn't feed the Mage, which is the only other reason to put stuff into grave. The mage is fed by early plays and cards played during combo, I have no issues with a turn 3 Snapcaster into Opt/Brainstrom and later on Sap + Snapcaster + whatever is needed. Mission Brief can feed itself, so, no need.
Opt and similar cards are only absolutely necessary because we have an absolute need to land drop turns 1, 2 and 3. Then, what Opt and Consider do is cantrip selectively. In other words: CMC 1 draw engines are here for 1 purpose above all - guarantee land drops, but if you're not doing so, you'll grave instead (Consider) of bottom (Opt) the resources that come in between.
With that said, I don't like AK's need for 2-3 conditional building factors: it needs an AK's copy or more, therefore, needs Consider to boost its value, further, the need to find land drops hence, a 2 cmc card that doesn't do much for early/limited combo.
In fact, for me, the necessity of early land dropping is so crucial that I've added 1 Peek (currently being 1 Visions from Beyond - highest efficiency with split combo, which cuts the impact and dependency of Meditate or Thirst post 1st combo and is a card that Snapcaster or Mission turn into a star).
In the end we have a similar approach with aggressively combo, but I don't like the small nuance of having it going through a graveyard pathway if we can just count on playing the hand+draws.
😊