If you're not in a position where you can't win on the following turn, you can't cast it.
You could say that for Fireblast too. Sacrificing two mountains doesn't actually kill you, but it's rare that you see Fireblast cast before it actually kills the opponent. Final Fortune is not a straight analog, but there are definitely similarities.
You could say that for Fireblast too. Sacrificing two mountains doesn't actually kill you, but it's rare that you see Fireblast cast before it actually kills the opponent. Final Fortune is not a straight analog, but there are definitely similarities.
But suppose you *think* he has a Wrath of God? Are you going to cast it and hope?
In general, suppose you think you are going to lose next turn and you think you might be able to win on your following turn (depending on your draw).
Its sort of like mulligan decisions with Gitaxian Probe in the sense that you have to start making calculations and decisions based on probabilities that guesstimate unknowns.
Just as importantly, you have to consider the fact that Final Fortune gives you the potential to chain two turns together but at the expense of two mana. Many of your dramatic out-of-nowhere wins are going to involve tapping out.
You could say that for Fireblast too. Sacrificing two mountains doesn't actually kill you, but it's rare that you see Fireblast cast before it actually kills the opponent. Final Fortune is not a straight analog, but there are definitely similarities.
That's not even remotely true. Fireblast gets played sacrificing two mountains all the time, and it doesn't always have to kill your opponent immediately. The game can go on for as many turns as it needs to after playing Fireblast.
That's not even remotely true. Fireblast gets played sacrificing two mountains all the time, and it doesn't always have to kill your opponent immediately. The game can go on for as many turns as it needs to after playing Fireblast.
You've obviously had different experiences, but generally in my experience if you're casting Fireblast for the alternate cost and you don't have the opponent dead in hand, you did it because you absolutely had to. Maybe in a "Big Red" deck people are Fireblasting for value, but that is not an archetype that is really supported in my cube.
I know that Fireblast and Final Fortune are not the same card, I was just drawing a parallel.
That said, I include Fireblast but not Final Fortune at 450. It would be on my short list of things to try if I expand, since it gives Red something different and interesting to do, even if it's narrow.
Every card is useless a certain percentage of the time
But almost no cards require you to win on the next turn or die. That's a pretty unplayable drawback. It's has the most narrow window it can be cast in than any other card people consider for cubes.
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Imo you are way too focused on the Relentless Assault part of the card.
Because if the combat step isn't part of your win con, you don't need Final Fortune. If all I need to do is cast another burn spell in my hand to kill them, they'd be dead if I didn't cast the Fortune or if the Fortune itself was another burn spell. The combat damage has to be relevant to expect value from this card.
I was never a big fan of Pack Rat, and then after drafting it a few times, after seeing it in other lists, it now has my vote over Bob as the best black 2 drop.
And I have been playing with the Soltari guys in white, I used to just run more knights, but they are fantastic. My players are much happier to draft white, which makes my cube more successful.
Abyssal Persecutor, black has just about every way to remove him and he's quite difficult to remove in green, red, and blue (w/o counterspells). Huge fan from just the first draft.
Abyssal Persecutor, black has just about every way to remove him and he's quite difficult to remove in green, red, and blue (w/o counterspells). Huge fan from just the first draft.
I have to agree with that, I didn't think black was too reliable enough to get rid of him but he ends a lot of games. I also use Blasting station which i really like in a lot of archtypes.
Sell me on this card. I really like it but I don't know if it makes the cut for me. (I can't test as often as I used to or I'd throw it in to test.)
My card is Blood Artist. It is just insane value for 2 mana in aggro, he is often your turn 4+ card, where you've played your 2-4 other guys and your opponent is ready for wrath or is trying to play some larger creatures to stabilize. He gives aggro extra reach against every matchup and as a bonus he looks fun with bombardment.
Sell me on this card. I really like it but I don't know if it makes the cut for me. (I can't test as often as I used to or I'd throw it in to test.)
My card is Blood Artist. It is just insane value for 2 mana in aggro, he is often your turn 4+ card, where you've played your 2-4 other guys and your opponent is ready for wrath or is trying to play some larger creatures to stabilize. He gives aggro extra reach against every matchup and as a bonus he looks fun with bombardment.
Try running Mogg War Marshall if you already don't, he's great in these decks.
I'll say it again, like in the other thread: Cabal Therapy. Super chuffed with that card recently.
Good to know, I played it for a short time without much love. I think it just needs to see some play, I love that it forces you to think about specific cards.
Vexing Sphinx: this has sort of been a pet card for me in cube. it's aggressive, it enables, and almost always provides its own card advantage. it's also playable in mid-range/control decks (consider playing it turn 3 and using it to block, turn 4: pay an upkeep, attack or use it to block again, turn 5: sacrifice and draw two cards)
Rite of Replication: i thought this card looked fun in cube but didn't realize it's true potential until i kicked it and put five copies of Riftwing Cloudskate into play. then there was that time my buddy matched my Abyssal Persecutor with five of his own...
Praetor's Grasp: considering the nature of cube drafting, there should almost always be a card in your opponents deck you want. this has always been exciting to cast, and my cube doesn't even run swords.
Tuktuk the Explorer: i am guilty of undervaluing this card a lot, and often times it has come back to beat me.
Scryb Ranger: one of my favorite green cards. i designed my cube around weird interactions and this card just gives you opportunity for such a variety of them: combat tricks, mana shenanigans, 'geddon insurance/enabling, random pro-blue. it's exactly the card i want to make spicy magic happen.
Mask of Memory: if you have room for equipment, i suggest giving this one a try. it doesn't boost stats which keeps it out of most cubes, but access in any color to drawing two cards and providing a discard outlet has a lot of utility in cube.
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You could say that for Fireblast too. Sacrificing two mountains doesn't actually kill you, but it's rare that you see Fireblast cast before it actually kills the opponent. Final Fortune is not a straight analog, but there are definitely similarities.
But suppose you *think* he has a Wrath of God? Are you going to cast it and hope?
In general, suppose you think you are going to lose next turn and you think you might be able to win on your following turn (depending on your draw).
Its sort of like mulligan decisions with Gitaxian Probe in the sense that you have to start making calculations and decisions based on probabilities that guesstimate unknowns.
Just as importantly, you have to consider the fact that Final Fortune gives you the potential to chain two turns together but at the expense of two mana. Many of your dramatic out-of-nowhere wins are going to involve tapping out.
That's not even remotely true. Fireblast gets played sacrificing two mountains all the time, and it doesn't always have to kill your opponent immediately. The game can go on for as many turns as it needs to after playing Fireblast.
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Nah, unless the single copy turns out to be totally amazing. I didn't know about Warrior's Oathas well.
On spoiled card wishlisting and 'should-have-had'-isms:
You've obviously had different experiences, but generally in my experience if you're casting Fireblast for the alternate cost and you don't have the opponent dead in hand, you did it because you absolutely had to. Maybe in a "Big Red" deck people are Fireblasting for value, but that is not an archetype that is really supported in my cube.
I know that Fireblast and Final Fortune are not the same card, I was just drawing a parallel.
That said, I include Fireblast but not Final Fortune at 450. It would be on my short list of things to try if I expand, since it gives Red something different and interesting to do, even if it's narrow.
But almost no cards require you to win on the next turn or die. That's a pretty unplayable drawback. It's has the most narrow window it can be cast in than any other card people consider for cubes.
Because if the combat step isn't part of your win con, you don't need Final Fortune. If all I need to do is cast another burn spell in my hand to kill them, they'd be dead if I didn't cast the Fortune or if the Fortune itself was another burn spell. The combat damage has to be relevant to expect value from this card.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
And I have been playing with the Soltari guys in white, I used to just run more knights, but they are fantastic. My players are much happier to draft white, which makes my cube more successful.
I have to agree with that, I didn't think black was too reliable enough to get rid of him but he ends a lot of games. I also use Blasting station which i really like in a lot of archtypes.
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Sell me on this card. I really like it but I don't know if it makes the cut for me. (I can't test as often as I used to or I'd throw it in to test.)
My card is Blood Artist. It is just insane value for 2 mana in aggro, he is often your turn 4+ card, where you've played your 2-4 other guys and your opponent is ready for wrath or is trying to play some larger creatures to stabilize. He gives aggro extra reach against every matchup and as a bonus he looks fun with bombardment.
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Try running Mogg War Marshall if you already don't, he's great in these decks.
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Good to know, I played it for a short time without much love. I think it just needs to see some play, I love that it forces you to think about specific cards.
Rite of Replication: i thought this card looked fun in cube but didn't realize it's true potential until i kicked it and put five copies of Riftwing Cloudskate into play. then there was that time my buddy matched my Abyssal Persecutor with five of his own...
Praetor's Grasp: considering the nature of cube drafting, there should almost always be a card in your opponents deck you want. this has always been exciting to cast, and my cube doesn't even run swords.
Tuktuk the Explorer: i am guilty of undervaluing this card a lot, and often times it has come back to beat me.
Scryb Ranger: one of my favorite green cards. i designed my cube around weird interactions and this card just gives you opportunity for such a variety of them: combat tricks, mana shenanigans, 'geddon insurance/enabling, random pro-blue. it's exactly the card i want to make spicy magic happen.
Mask of Memory: if you have room for equipment, i suggest giving this one a try. it doesn't boost stats which keeps it out of most cubes, but access in any color to drawing two cards and providing a discard outlet has a lot of utility in cube.