Well I wouldn't cube it... by the time I have creature cards (especially in multiples) in my graveyard, my lands are pretty well all played out.
Seems way worse than a card like Exploration or even Burgeoning.
The idea is mostly for it to be used in a Dredge-type deck. Maybe some retooling is in order:
Return to Nature 1G
Sorcery
Return up to X target land cards from your graveyard to the battlefield tapped, where X is the number of creature cards in your graveyard
Flashback 2G
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That card has kind of an odd anti-synergy, where when you want to cast it early to ramp you won't have cards in your yard, and when you can cast it for 1 later on the cheaper cost and ramping is pretty insignificant. I think it would be good in constructed, where the high numbers of fetches and cantrips means you could conceivably cast this guy t1, or easily on t2, where ramp + cantrip would be insane. In fact, this is probably wayyyyy too strong for constructed, where it's a cantripping llanowar elf way too much of the time.
So yeah, I think both that I wouldn't cube with it, and that it's too strong for contstructed. Cool idea though.
Edit - Whoa, the post I was replying to disappeared. Anyway, for those curious, it was a 2G llanowar elf with delve and CITP, draw a card.
Radiant Mox 0
Artifact
T: Add W to your mana pool. Activate this ability only if three or more creatures entered the battlefield under your control since your last upkeep.
(Unless you're playing weenies or tokens, this is going to be hard to get off the ground. It isn't great, but the only other thing I could think of is gaining life and that's even more dire. With things like Brimaz, Cloudgoat, Flickerwisp, Stonecloaker, Restoration Angel, etc, it shouldn't be terribly difficult to fit in and get some utility out of.)
Ethereal Mox 0
Artifact
T: Add U to your mana pool. Activate this ability only if you drew 2 or more cards since your last end step.
(This one counts since your last end step to force you to have drawn an additional card at some point between your last turn and the current.)
Graven Mox 0
Artifact
T: Add B to your mana pool. Activate this ability only if a creature died since the beginning of your last upkeep.
(Morbid-ish mox? Kinda uninspired on this one.)
Blazing Mox 0
Artifact
T: Add R to your mana pool. Activate this ability only if an opponent lost 3 or more life this turn.
(Out of range of most 1-mana aggro creatures so you'll likely have to land 2 hits or 1 creature and a burn spell.)
Verdant Mox 0
Artifact
T: Add G to your mana pool. Activate this ability only if 2 or more lands entered the battlefield under your control since the beginning of your last upkeep.
(You need to play 1 land per turn for two turns OR ramp an additional land to use this.)
I know they aren't perfect, but I'd take a second set of Moxen in my cube that made you do a little work. I don't include Mox Opal in my 360 because I don't run an artifact package that makes it viable, but I think these moxen fit in relatively well with the strategies typically used in cube.
I don't think the green one works the way you think it does, since with just playing one land a turn you would never play more than one land since the beginning of the current turn (which is essentially what the wording means.) To work the way you want it to, it would have to be something like "activate this ability only if 2 lands have entered the battlefield since ~ entered the battlefield or was last activated, whichever is more recent" or something like that.
Regardless, I don't think I'd play any of those. They are just do nothing cards way, wayyyyyy too much of the time. I think the red one is the only one that's remotely close.
I agree these could use some refining. Maybe having them gain the mana ability permanently would make them more playable and dumb down the trigger to turn them on.
I see what you mean about the green one.
Change each to have: "If X, this gains "T: Add ~ to your mana pool" and loses this ability."
Make them:
white: if 2 or more creatures etb under your control during any turn
blue: if you drew 2 or more cards any turn
Black: if two or more creatures died
Red: 3 or more damage to opponent
Green: 2 or more lands entered the battlefield in a turn
white: if 3 or more of your creatures attack during a turn
green: if creatures with total power 5 or greater ETB under your control during a turn
black: if you've paid 2 or more life during a turn
Tasigur's Heir1B
Creature- Zombie Shaman
Deathtouch
Exploit (When this creature enters the battlefield, you may sacrifice a creature)
When Tasigur's Heir exploits a creature, target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
2/2
Tasigur's Heir1B
Creature- Zombie Shaman
Deathtouch
Exploit (When this creature enters the battlefield, you may sacrifice a creature)
When Tasigur's Heir exploits a creature, target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
2/2
I think we are more likely to get the same creature but Duress instead of thoughtseize and "can't block" stead of deathtouch and I would still play it.
I was thinking about this one:
Silumgar's Will - 1UU
Creature - Human Wizard
Flash
Exploit
When Silumgar's Will exploits a creature, counter target spell.
1/1
I think we are more likely to get the same creature but Duress instead of thoughtseize and "can't block" stead of deathtouch and I would still play it.
I was thinking about this one:
Silumgar's Will - 1UU
Creature - Human Wizard
Flash
Exploit
When Silumgar's Will exploits a creature, counter target spell.
1/1
I feel like we probably will see something like this. Feels like it could use a second point of power though.
Actually maybe not because it's purely a Cancel with upside at this point, but they need to do something so that you don't just want to sacrifice the dude itself every single time.
It seems more likely that we'll see a 2/2 for 2UU or something.
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I think we are more likely to get the same creature but Duress instead of thoughtseize and "can't block" stead of deathtouch and I would still play it.
I was thinking about this one:
Silumgar's Will - 1UU
Creature - Human Wizard
Flash
Exploit
When Silumgar's Will exploits a creature, counter target spell.
1/1
I feel like we probably will see something like this. Feels like it could use a second point of power though.
Actually maybe not because it's purely a Cancel with upside at this point, but they need to do something so that you don't just want to sacrifice the dude itself every single time.
It seems more likely that we'll see a 2/2 for 2UU or something.
I figured it would be four mana but I would love for them to find a way to make it cancel. I would love to have some good exploit dudes to use with Genesis.
Cross-posting a selection of simple rebound cards.
Measured Deployment W
Sorcery (C)
Put a 1/1 white Warrior creature token onto the battlefield.
Rebound
Diligent Study UU
Sorcery (C)
Draw a card.
Rebound
Prolonged Contemplation 3UU
Instant (U)
Draw two cards.
Rebound
I like em. They provide a good way to get an effect that's just a hair too good to happen all at once at the given mana cost, but not really strong enough to warrant going up one additional mana.
Prolonged Contemplation seems like it could be a touch too good still though, as it's basically an instant Tidings, as you're mostly going to see it EOT anyways.
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Basically what I was aiming for on all counts. This:
Eternal Winter 5UU
Sorcery (R)
Tap all nonland permanents target player controls. Those permanents don't untap during that player's next untap step.
Rebound
was another one. It only even seems discussable for pretty large cubes, but it does end most games with any semblance of board parity.
I'm about to post another batch in the CCC forum (R,G,B and gold), and I'll put the maybe cube powered ones up here as well.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
I was about to say that that was broken, as it's basically Time Stretch, and then I noticed the word "nonland". It's certainly *good*, but it's basically just two Sleeps (unless tapping someone's Walkers, Enchantments, and maybe a few mana rocks is going to break anything). Maybe if you detain those cards instead so it has more effect on non-creature things?
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Yeah, for the most part it's a mega-Sleep that hits mana rocks.
I decided only to do R,G, and B today, so golds will follow tomorrow.
Staggerjolt R
Instant (C)
~ deals 1 damage to target creature or player.
Rebound
Staggerbolt 3RR
Instant (U)
~ deals 3 damage to target creature or player.
Rebound
Echoes of Fury 1RR
Sorcery (R)
The next instant or sorcery spell you cast from your hand this turn gains rebound.
Rebound
Persistent Whisperings BB
Sorcery (C)
Target player discards a card.
Rebound
Unending Perversion 4BB
Sorcery (U)
Return target creature card from your graveyard to the battlefield.
Rebound
No designs as elegant as the W and UU ones, I'm not sure any of these would cut it in my relatively low-powered 450.
Edit: One more from the other thread, which I didn't think to post at first. My cube would definitely run this as we have selesnya tokens fairly often.
Encroaching Growth 2GG
Instant (U)
Put two 1/1 green Saproling creature tokens onto the battlefield.
Rebound
It is really quite disappointing. They went with the overcost-everything-at-lower-rarity approach for dragons, so that they could print Limited jank like those 3/3 flyers for 6. I get that smaller and/or cheaper isn't particularly dragony, but neither is smaller and more expensive.
Pyroclastic Whelp2RR
Creature - Dragon
Flying
When Pyroclastic Whelp enters the battlefield or is turned face up, it deals 2 damage to each creature.
Megamorph 3RR
2/2
Anafenza, Kin-Tree Guardian 1W
Legendary Creature - Spirit Soldier
Whenever a creature enters the battlefield under your control, bolster 1.
2/2
Drakoma High Captain 1W
Creature - Human Soldier
First Strike
Whenever ~ attacks, bolster 1.
2/1
Myth ReRealized W
Enchantment
Whenever you cast a noncreature spell, put a lore counter on Myth ReRealized.
1W: Put a lore counter on ~
1: Until end of turn, ~ becomes a monk creature and gains vigilance and "This creature's power and toughness are equal to the number of lore counters on it."
I like Savage Brute. I'm wondering if he could be a 1/2 by default "just because." The level 1 thing is a good solution to giving Gruul more beef at 2cmc. I think Bolas is moving in the right direction, giving him a bigger final form. I think making him beef up into something interesting at level 4 would give an interesting choice on turn 3, provided you have a 3-drop you want to cast. But, having Dude do something more interesting than gain trample (in other words, something like Hellrider or Hero of Oxxid Ridge) would make the card significantly more complex.
Slow-water Goblet is really, really cool. At it's worst, it's a 2-mana mana rock that (almost always) makes colored mana. It's way more interesting than its worst-case scenario though. Simple, but neat design.
Rather than clutter this thread, I'd like to shout out to a thread I posted this morning (sorry if that's uncool!). It's about my "Cube: Legacy," which has a lot of design space that I get to explore, you're welcome to help me explore it!
Haunting Vision 2UB
Creature - Horror Illusion
Haunting Vision enters the battlefield as a copy of a creature an opponent controls or a creature card in an opponent's graveyard.
You may cast Haunting Vision from your graveyard if you control a black Wizard creature.
0/0
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Interesting design. Do you want it to add R once, or to add R for each creature that dies? I assume the latter, and if that's the case, I think it needs to be worded like searing blood, ie "whenever a creature dealt damage by ~ dies this turn, add R to your mana pool."
On to the card itself - I'm not really sure where this would fit. Aggressive decks don't want it, so it becomes more of a control/midrange card to be used against aggro. An average cube control deck is probably not gonna love a 1RR card, and the slim chance that the deck can kill 3 creatures and then play some red 3-drop or wait till turn 4 and play a four drop (which is a very good case scenario for this card IMO) is not going to make up for it being a harder to cast, more expensive pyroclasm, or a less-damage version of anger of the gods. So, that leaves us with midrange, and while a RG midrange deck could probably get some value out of this card against aggro, that deck really doesn't need a sideboard-only card to help with the aggro matchup. I think this card is too narrow.
It is meant to be a combo card that has value in other archetypes.
It is not an aggro card by any means, but you could still put it to work. If there are enough 0/Xs around, you can attack into them, cast this, and dump your hand. It's also decent with tokens that have become useless.
Seems way worse than a card like Exploration or even Burgeoning.
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The idea is mostly for it to be used in a Dredge-type deck. Maybe some retooling is in order:
Return to Nature 1G
Sorcery
Return up to X target land cards from your graveyard to the battlefield tapped, where X is the number of creature cards in your graveyard
Flashback 2G
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So yeah, I think both that I wouldn't cube with it, and that it's too strong for contstructed. Cool idea though.
Edit - Whoa, the post I was replying to disappeared. Anyway, for those curious, it was a 2G llanowar elf with delve and CITP, draw a card.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Radiant Mox 0
Artifact
T: Add W to your mana pool. Activate this ability only if three or more creatures entered the battlefield under your control since your last upkeep.
(Unless you're playing weenies or tokens, this is going to be hard to get off the ground. It isn't great, but the only other thing I could think of is gaining life and that's even more dire. With things like Brimaz, Cloudgoat, Flickerwisp, Stonecloaker, Restoration Angel, etc, it shouldn't be terribly difficult to fit in and get some utility out of.)
Ethereal Mox 0
Artifact
T: Add U to your mana pool. Activate this ability only if you drew 2 or more cards since your last end step.
(This one counts since your last end step to force you to have drawn an additional card at some point between your last turn and the current.)
Graven Mox 0
Artifact
T: Add B to your mana pool. Activate this ability only if a creature died since the beginning of your last upkeep.
(Morbid-ish mox? Kinda uninspired on this one.)
Blazing Mox 0
Artifact
T: Add R to your mana pool. Activate this ability only if an opponent lost 3 or more life this turn.
(Out of range of most 1-mana aggro creatures so you'll likely have to land 2 hits or 1 creature and a burn spell.)
Verdant Mox 0
Artifact
T: Add G to your mana pool. Activate this ability only if 2 or more lands entered the battlefield under your control since the beginning of your last upkeep.
(You need to play 1 land per turn for two turns OR ramp an additional land to use this.)
I know they aren't perfect, but I'd take a second set of Moxen in my cube that made you do a little work. I don't include Mox Opal in my 360 because I don't run an artifact package that makes it viable, but I think these moxen fit in relatively well with the strategies typically used in cube.
Regardless, I don't think I'd play any of those. They are just do nothing cards way, wayyyyyy too much of the time. I think the red one is the only one that's remotely close.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
I see what you mean about the green one.
Change each to have: "If X, this gains "T: Add ~ to your mana pool" and loses this ability."
Make them:
white: if 2 or more creatures etb under your control during any turn
blue: if you drew 2 or more cards any turn
Black: if two or more creatures died
Red: 3 or more damage to opponent
Green: 2 or more lands entered the battlefield in a turn
white: if 3 or more of your creatures attack during a turn
green: if creatures with total power 5 or greater ETB under your control during a turn
black: if you've paid 2 or more life during a turn
Creature- Zombie Shaman
Deathtouch
Exploit (When this creature enters the battlefield, you may sacrifice a creature)
When Tasigur's Heir exploits a creature, target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
2/2
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I think we are more likely to get the same creature but Duress instead of thoughtseize and "can't block" stead of deathtouch and I would still play it.
I was thinking about this one:
Silumgar's Will - 1UU
Creature - Human Wizard
Flash
Exploit
When Silumgar's Will exploits a creature, counter target spell.
1/1
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I feel like we probably will see something like this. Feels like it could use a second point of power though.
Actually maybe not because it's purely a Cancel with upside at this point, but they need to do something so that you don't just want to sacrifice the dude itself every single time.
It seems more likely that we'll see a 2/2 for 2UU or something.
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I figured it would be four mana but I would love for them to find a way to make it cancel. I would love to have some good exploit dudes to use with Genesis.
Draft my cube!
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Measured Deployment W
Sorcery (C)
Put a 1/1 white Warrior creature token onto the battlefield.
Rebound
Diligent Study UU
Sorcery (C)
Draw a card.
Rebound
Prolonged Contemplation 3UU
Instant (U)
Draw two cards.
Rebound
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
I like em. They provide a good way to get an effect that's just a hair too good to happen all at once at the given mana cost, but not really strong enough to warrant going up one additional mana.
Prolonged Contemplation seems like it could be a touch too good still though, as it's basically an instant Tidings, as you're mostly going to see it EOT anyways.
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Eternal Winter 5UU
Sorcery (R)
Tap all nonland permanents target player controls. Those permanents don't untap during that player's next untap step.
Rebound
was another one. It only even seems discussable for pretty large cubes, but it does end most games with any semblance of board parity.
I'm about to post another batch in the CCC forum (R,G,B and gold), and I'll put the maybe cube powered ones up here as well.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Currently Playing:
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I decided only to do R,G, and B today, so golds will follow tomorrow.
Staggerjolt R
Instant (C)
~ deals 1 damage to target creature or player.
Rebound
Staggerbolt 3RR
Instant (U)
~ deals 3 damage to target creature or player.
Rebound
Echoes of Fury 1RR
Sorcery (R)
The next instant or sorcery spell you cast from your hand this turn gains rebound.
Rebound
Persistent Whisperings BB
Sorcery (C)
Target player discards a card.
Rebound
Unending Perversion 4BB
Sorcery (U)
Return target creature card from your graveyard to the battlefield.
Rebound
No designs as elegant as the W and UU ones, I'm not sure any of these would cut it in my relatively low-powered 450.
Edit: One more from the other thread, which I didn't think to post at first. My cube would definitely run this as we have selesnya tokens fairly often.
Encroaching Growth 2GG
Instant (U)
Put two 1/1 green Saproling creature tokens onto the battlefield.
Rebound
Interested in Custom Card Creation.
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A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Raging Hellkite 2R
Creature: Dragon
Flying
Whenever Raging Hellkite attacks or blocks it deals 2 damage to you or a creature you control.
5/3
Pyroclastic Whelp 2RR
Creature - Dragon
Flying
When Pyroclastic Whelp enters the battlefield or is turned face up, it deals 2 damage to each creature.
Megamorph 3RR
2/2
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Level 1 Judge
Anafenza, Kin-Tree Guardian 1W
Legendary Creature - Spirit Soldier
Whenever a creature enters the battlefield under your control, bolster 1.
2/2
Drakoma High Captain 1W
Creature - Human Soldier
First Strike
Whenever ~ attacks, bolster 1.
2/1
Myth ReRealized W
Enchantment
Whenever you cast a noncreature spell, put a lore counter on Myth ReRealized.
1W: Put a lore counter on ~
1: Until end of turn, ~ becomes a monk creature and gains vigilance and "This creature's power and toughness are equal to the number of lore counters on it."
Slow-water Goblet is really, really cool. At it's worst, it's a 2-mana mana rock that (almost always) makes colored mana. It's way more interesting than its worst-case scenario though. Simple, but neat design.
Rather than clutter this thread, I'd like to shout out to a thread I posted this morning (sorry if that's uncool!). It's about my "Cube: Legacy," which has a lot of design space that I get to explore, you're welcome to help me explore it!
Creature - Horror Illusion
Haunting Vision enters the battlefield as a copy of a creature an opponent controls or a creature card in an opponent's graveyard.
You may cast Haunting Vision from your graveyard if you control a black Wizard creature.
0/0
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Sorcery
~ deals 2 damage to each creature. Whenever a creature dealt damage by ~ dies this turn, add R to your mana pool.
On to the card itself - I'm not really sure where this would fit. Aggressive decks don't want it, so it becomes more of a control/midrange card to be used against aggro. An average cube control deck is probably not gonna love a 1RR card, and the slim chance that the deck can kill 3 creatures and then play some red 3-drop or wait till turn 4 and play a four drop (which is a very good case scenario for this card IMO) is not going to make up for it being a harder to cast, more expensive pyroclasm, or a less-damage version of anger of the gods. So, that leaves us with midrange, and while a RG midrange deck could probably get some value out of this card against aggro, that deck really doesn't need a sideboard-only card to help with the aggro matchup. I think this card is too narrow.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
It is not an aggro card by any means, but you could still put it to work. If there are enough 0/Xs around, you can attack into them, cast this, and dump your hand. It's also decent with tokens that have become useless.