Librarian's Specties 2
Artifact - Equipment
Equip 0
Whenever you draw a card, put a +1/+1 counter on equipped creature.
I think it is a fine card. No sure I would cube it.
1 to cast 1 to equip is another way to go with it. Another idea would be to put the counters on the equipment, and have an alternate instant speed equip cost like discard a card.
So when I was discussing the new sweet merfolk 2 drop in Origins I realized that green has been really lacking in aggro/tempo 2 drops. The last ones I added to cube were scavenging ooze and strangleroot geist. My theory is that creatures are getting better and green is supposed to be the best creature color so we are due for some pushed 2 drops. Blue gets 2/2s for 2 with nice upsides and 2/1 flyers with upside now. Black gets 2/2s for 1 and 2/1 for 1 are commonplace. Black is even getting bears and 2/3s for 2 now!
So the following are pushed and I would expect to be rare, mythic, and maybe legendary and probably GG. But Avatar of the Resolute is my guide and it is a 3/2 with 3 abilities!
Harbinger of the SeasonsGG
Creature Elf Wizard
When ~ comes into play target creature you control gets +3/+3 until end of turn.
You may pay 2 to cast ~ as if it had flash.
3/2
Thag, Bear CrusherGG
Legendary Elf Thug
Deathtouch, Trample
3/3
Sprinting Stag1G
Creature Stag
Haste, Menace
3/1
Bee KeeperGG
Creature Elf
When ~ comes leaves play put two 1/1 bee tokens into play with sacrifice: return Bee Keeper from the graveyard to your hand
2/2
Elvish Arachnologish
Creature Elf Scholar
Menace
When ~ comes into play put a 1/2 Spider token with reach into play
2/1
Librarian's Specties 2
Artifact - Equipment
Equip 0
Whenever you draw a card, put a +1/+1 counter on equipped creature.
I think it is a fine card. No sure I would cube it.
1 to cast 1 to equip is another way to go with it. Another idea would be to put the counters on the equipment, and have an alternate instant speed equip cost like discard a card.
Librarian's Specties 2
Artifact - Equipment
Equip 0
Whenever you draw a card, put a +1/+1 counter on equipped creature.
I think it is a fine card. No sure I would cube it.
1 to cast 1 to equip is another way to go with it. Another idea would be to put the counters on the equipment, and have an alternate instant speed equip cost like discard a card.
Definitely not cubeable. I was just combining the previous two discussions as a joke.
But I guess you could say
"Whenever you draw a card, put a lore counter on ~. Equipped creature gets +X/+X where X is the number of lore counters on ~."
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~
Bee KeeperGG
Creature Elf
When ~ comes leaves play put two 1/1 bee tokens into play with sacrifice: return Bee Keeper from the graveyard to your hand
2/2
This is probably way too good. 4 power for 2 mana plus a recursion engine built in? No way. Maybe a 1/1 (probably STILL too good) or have it only give 1 token so you can't recur it forever and get value.
You could also make it a sorcery or instant, that makes 2 token and has "sac a bee (or insect, as there are currently no creature type bees) return ~ to hand"
Bee Keeper 2.0 GG
Creature - Human [R]
When Bee Keeper enters the battlefield or dies, put a 1/1 green insect creature token with flying and deathtouch onto the battlefield.
2/1
Or, a splashable version I might like to see even more:
Bee Keeper 2.1 1G
Creature - Human [R]
When Bee Keeper enters the battlefield, put a 1/1 green insect creature token with flying and deathtouch onto the battlefield.
2/1
Lower powerlevel, but easier to cast and a simpler and more elegant design.
I don't think we're likely to see any more flying green insects given MaRo's apparent hate for the card. The closest we'd likely get it something like this:
Cobra Charmer 1G
Creature - Elf Shaman
When Cobra Charmer enters the battlefield, put a 1/1 green snake token with deathtouch onto the battlefield.
2/1
Could maybe even add some lategame ability, like 3GG, T: Put a 1/1 green snake token with deathtouch onto the battlefield.
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Maro doesn't like them but we saw two hornet cards in the last core set. And we even go a couple dragons in green in the last block. He may not like them but I doubt we are done with green flyers.
Maro made a big deal about being more vigilant about stopping bees in the future and talking with all of R&D about it though, so hornet's in non-supplemental sets seem unlikely.
Maro doesn't like them but we saw two hornet cards in the last core set. And we even go a couple dragons in green in the last block. He may not like them but I doubt we are done with green flyers.
Yeah, Hornet Queen and Hornet's Nest in Standard has prompted a huge amount of discussion on MaRo's blog and he's been adamantly against them. He said he's willing to bend this rule for certain things, like Green's three monocolored dragons in Tarkir block, but Hornets/Bees are NOT on the list of exceptions.
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i have an artifact cube and I find that black does not have a clear identity with respect to artifacts. Ironic because the baddest artifact nemesis are Phyrexians, which are black aligned.
I wish when an artifact themed set comes around, it gives more identity for black. I feel that black should have:
1. Animating artifacts (like ensoul artifact - shouldn't this be black instead of blue?) B Enchantment Aura
Enchant artifact. Enchanted artifact becomes a 6/6 artifact creature with"at the beginning of your upkeep, lose 1 life"
2. Recurring artifacts. 1B sorcery, return target artifact creature from your graveyard into play. It becomes a black zombie in addition to its types.
4. More metalcraft mechanics. They are nim after all.
5. Black phyrexian artifact creatures that are simply more powerful than normal because they are a true combination of metal and flesh. The drawback is simply that they can be shattered. 1BB Artifact creature 3/3. +1/+1 for each other artifact you control
6. Artifact edict effects, all for the worship of sheoldred. 2BB artifact creature. 4/4 whenever dealt damage, the source of the damage sacrifices an artifact.
1B phyrexian offering. Sorcery. Target player sacrifices an artifact (mechanic is a bit of a stretch but I think flavor justifies it)
Good breakdown of possibilities for black. Speaking of Phyrexians, their artifacts usually deal with the idea of self-improvement through destruction, usually at the cost of life or cards, so their ideals would fit really well with black's idea of power at all costs. Phyrexian Altar, Phyrexian Colossus, Phyrexian Portal all toy with an idea similar to that.
I think it could be really neat to develop a new relationship between black and artifacts by using one of those three ideas. Of those, I think life payment is basically done with as a Phyrexian mechanic after New Phyrexia. Between sacrificing permanents and losing cards from your graveyard/library though, I think we could push a new kind of black artifact-related card.
Spinal Zealot2BB
Artifact Creature - Horror
Graft 4
Each creature you control with a +1/+1 counter on it is an artifact in addition to its other types and has menace (they can't be blocked except by two or more creatures).
0/0
Counsel of the Praetors2B
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
Nim Harrier2BB
Creature - Zombie
Flying
Nim Harrier gets +1/+1 for each artifact card in your graveyard.
Whenever Nim Harrier deals combat damage to a player, put the top X cards of your library into your graveyard, where X is Nim Harrier's power.
3/3
Sheoldred's Tome1BB
Artifact B, T: Exile the top three cards of your library, then put one of them into your hand at random.
Extraplanar Guidance1WW
Enchantment (M)
When Extraplanar Guidance enters the battlefield choose one:
- gain 2 life
- put a +1/+1 counter on target creature you control
At the beginning of your upkeep exile target permanent you control. Return that permanent to the battlefield during the next end step.
This is neat, but I'd recommend something besides a counter, since flickering a guy clears its counters. Maybe a 1/1 soldier token?
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Extraplanar Guidance1WW
Enchantment (M)
When Extraplanar Guidance enters the battlefield choose one:
- gain 2 life
- put a +1/+1 counter on target creature you control
At the beginning of your upkeep exile target permanent you control. Return that permanent to the battlefield during the next end step.
This is neat, but I'd recommend something besides a counter, since flickering a guy clears its counters. Maybe a 1/1 soldier token?
Why would you want to blink the creature that often with this(besides the obvious etb effects), you can't attack with it if you do. Granted, both ideas seems reasonable, so I'm not sure.
Summoner's Call2G Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library.
Ritual of Rituals2B Sorcery
Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.
Battlemage Tutor2R Sorcery
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Reversalist1UU Creature - Human Wizard
When Aether Manipulator enters the battlefield, you may return target creature to it's owner's hand. 1/3
Smash Hitter1RR Creature - Orc Rogue Warrior
When Smash Hitter enters the battlefield, you may destroy target artifact. 3/1
Alabaster CharmWWW Instant
Choose one --
* Destroy target artifact. Gain 1 life.
* Exile target enchantment.
* Target player sacrifices an attacking or blocking creature.
Azure CharmUUU Instant
Choose one --
* Put target artifact or enchantment on top of it's owner's library.
* Counter target creature spell.
* Return target creature to it's owner's hand. Scry 3.
Onyx CharmBBB Instant
Choose one --
* Destroy target creature. You lose life equal to it's converted mana cost.
* Sacrifice a non-land permanent and pay 3 life, each opponent must sacrifice a permanent that shares a type with it.
* Sacrifice a non-land permanent and pay 3 life, each opponent must sacrifice a permanent that shares a converted mana cost with it.
Crimson CharmRRR Instant
Choose one --
* Exile target artifact.
* Choose at least three non-land permanents on the battlefield, one of them picked at random is sacrificed by it's controller. You take damage equal to the sacrificed permanent's converted mana cost.
* Deal 5 damage to target creature, it can't be regenerated.
Jade CharmGGG Instant
Choose one --
* Destroy target artifact or enchantment.
* Destroy target creature with flying.
* Target creature you control gets +1/+1 until end of turn and fights target creature you don't control.
Ritual of Horrible DoomBB Sorcery
Destroy target creature.
Spiritual ObliterationWWBB Sorcery
Exile all creatures.
Edit 1:
Dance of Fire-burstR Sorcery
Deal 3 damage to target creature or player.
Experience AbsorptionU Instant
Return target creature you own to your hand.
Draw a card.
Edit 2:
Disenchantment Zealot1WW Creature - Human Cleric
When Disenchantment Zealot enters the battlefield, you may destroy target artifact or enchantment. 2/2
The tutors are too expensive and narrow. (Especially the black one. Black is good at tutors, and you gave it the worse one by far.)
The charms are too low impact and have a prohibitive color commitment.
For instance, for Alabaster Charm, even if I were playing mono-white, I would rather just have an oblivion ring the vast majority of the time.
Jade Charm is a pretty poor design. It basically reads "destroy target non-land permanent."
Ritual of Horrible Doom is an improvement only in a mono-black deck, (and it is a really uninteresting card otherwise.) In fact, that is basically the problem with Spiritual Obliteration as well.
Experience Absorption is too narrow and slow. Especially since you can't even cycle it if you don't need the effect.
Disenchantment Zealot is functional, but what kind of deck really wants this guy? It's basically a sideboard only card. Smash hitter is a little better because he has some power, but without any evasion, it doesn't even help much there.
Dance of Fireburst is obvious, and uninteresting, even if good.
(Sorry if this comes off too negative. It's a hard to deal with so many cards at once without summarily processing them.)
Angel Champion3WWW Creature - Angel
Flying, Vigilance, First Strike
When Angel Champion enters or leaves the battlefield, gain 3 life. 4/4
Mystery Sphinx3UUU Creature - Sphinx
Flying, Prowess, Hexproof
When Mystery Sphinx enters the battlefield or dies, draw a card. 3/4
Vicious Demon3BBB Creature - Demon
As an additional cost to cast Vicious Demon, pay 3 life.
Flying, Haste, Deathtouch B, Pay 3 life: Regenerate Vicious Demon. 5/4
Raging Dragon3RRR Creature - Dragon
Flying, Haste, First strike
When Raging Dragon enters the battlefield or dies, deal 2 damage to target creature or player. 4/4
Titanic Hydra3GGG Creature - Hydra
Reach, Vigilance, Trample, Hexproof
Whenever a forest enters the battlefield under your control, put a +1/+1 counter on Titanic Hydra.
Remove a +1/+1 counter from Titanic Hydra, G: Regenerate Titanic Hydra. 5/5
Song of the Phoenix3RR Sorcery
You gain an emblem with: "At the start of your upkeep, put a 2/2 red legendary phoenix creature token with flying and haste named 'Eternal Flame' onto the battlefield."
Spirit Stoking1W Enchantment
When Spirit Stoking or another enchantment enters the battlefield, you may put a +1/+1 counter on target creature you control.
Lab of Inspiration1U Artifact
When Lab of Inspiration or another artifact enters the battlefield, you may put a +1/+1 counter on target artifact creature you control.
Mad Ritualist2B Creature - Human Wizard
Protection from White and from Green.
Whenever a player casts a sorcery spell, put a +1/+1 counter on Mad Ritualist. 1/3
Raging Battlemage2RR Creature - Human Wizard
Menace, Protection from White and from Blue.
Whenever a player casts an instant spell, put a +1/+1 counter on Raging Battlemage. 2/3
Adaptive Ooze1GG Creature - Ooze
Hexproof
Whenever another creature enters the battlefield, put a +1/+1 counter on Adaptive Ooze 1/1
Do you find that your cube needs more creatures with protection from colors? I've been intentionally pruning then out over time. And man, with menace and protection from two colors! You're never blocking that thing! Even so the red 4 drop slot is pretty stacked and I don't think it would make the cut for me.
I made some "Invitational" creatures for my regular cube-mates, even though they were made as a joke I tried to make them powerful enough to be draftable in my powered cube.
3UG Creature - Human Wizard
When ~ enters the battlefield take an extra turn after this one.
suspend x2UG
Whenever a time counter is removed from ~ while it's exiled, put a 1/1 green Saproling creature token onto the battlefield. 3/3
3R Creature - Human Warrior
Intimidate, Haste
When ~ enters the battlefield, if B was spent to cast it destroy target land. If B and W was spent to cast it destroy all lands instead. 3/2
WW Creature - Human Knight
Lifelink, Undying
When ~ enters the battlefield, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle your library. 1/1
1BG Enchantment Creature - Zombie Spider
When ~ enters the battlefield, you may search your library for a card and put that card into your graveyard. Then shuffle your library.
If ~ would be put into your graveyard from anywhere, you may return target card from your graveyard to your hand. 2/3
There's no consistent theme or power-level here, these were just cards inspired by my friends and how they played the game.
I made some "Invitational" creatures for my regular cube-mates, even though they were made as a joke I tried to make them powerful enough to be draftable in my powered cube.
3UG Creature - Human Wizard
When ~ enters the battlefield take an extra turn after this one.
suspend x2UG
Whenever a time counter is removed from ~ while it's exiled, put a 1/1 green Saproling creature token onto the battlefield. 3/3
ETB take an extra turn is something I can *never* see WotC printing. It's just too easy infinite turns with basically anything. Crystal Shard and Venser, the Sojourner are the easiest two.
Add that to the fact that he costs the exact same as a Time Warp (only in two colors) AND he comes with suspend text that lets you delay the extra turn by one turn to get a saproling, him hasty, and all of your lands untapped at the start of the first turn. Yeah, that's a little too good overall.
Also, needs the "X cannot be 0" text from the rest of the Detritivore cycle.
3R Creature - Human Warrior
Intimidate, Haste
When ~ enters the battlefield, if B was spent to cast it destroy target land. If B and W was spent to cast it destroy all lands instead. 3/2
This is some weirdness. I kind of feel like this should be Kicker(s)? 2BR for a +1 power, non-echo-y, intimidating Avalanche Riders is already real strong. Adding the option to make him an Armageddon plus legs seems pretty nuts too.
WW Creature - Human Knight
Lifelink, Undying
When ~ enters the battlefield, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle your library. 1/1
This just seems weird. Double-colored 2 drops have also been on the way out in cube lately. The ramp ability seems too strong for a two drop though (compare to Knight of the White Orchid, which gets it conditionally and without getting a second trigger). I could maybe see a 1W 2/1 Lifelink White Orchid ETB though, and that'd be cubeable.
1BG Enchantment Creature - Zombie Spider
When ~ enters the battlefield, you may search your library for a card and put that card into your graveyard. Then shuffle your library.
If ~ would be put into your graveyard from anywhere, you may return target card from your graveyard to your hand. 2/3
Entomb ETB is pretty cool. Regrowth LTB is pretty cool (though probably needs an Exile clause). Making it "from anywhere", especially with no exile clause, makes this pretty broken, especially since it can return itself, so you can infinite pitch this to Wild Mongrel or Psychatog.
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Do you find that your cube needs more creatures with protection from colors? I've been intentionally pruning then out over time. And man, with menace and protection from two colors! You're never blocking that thing! Even so the red 4 drop slot is pretty stacked and I don't think it would make the cut for me.
I don't really like using protection there, but it was the best I could think up for justifying their play.
The ability I wanted to generate the +1/+1 counters with (both your and your opponent's spells of that type) I couldn't justify at less than 3 cmc, and it's hard to justify 3 or higher cmc without some kind of relevant defenses against removal, especially for something that starts small but gets stronger with time, otherwise it just rapidly becomes removal bait.
I couldn't use persist or undying, undying because the +1/+1 counters would ruin it, and persist because it would lose progress. I decided against regeneration because it was too much additional investment in something that already is sort of a build-around kind of thing. I considered removing the counters for a regeneration cost rather than mana as well, but I felt like that might be too powerful in some ways for the red one that cares about instants, while too weak for the black one that cares about sorcery spells, since the black one would have trouble getting started, while the red one could be turned on as soon as it's on the battlefield in response to opposing removal.
I couldn't go hexproof because that is outside of their color pie, and indestructible was too powerful in any ways I could come up with utilizing it while still being useful.
I'd be welcome to other ideas though.
I mostly want my cube to have a sort of sub-theme of White = Cares about Enchantments, Blue = Cares about Artifacts, Black = Cares about Sorcery spells, Red = Cares about Instant spells, and Green = Cares about Creatures.
It's a cool design, but RRR is way too punishing. I think this would probably be printable today with just pay R or sacrifice, and be enough worse than goblin guide and enough of a hit to your curve to be printable.
Librarian's Specties 2
Artifact - Equipment
Equip 0
Whenever you draw a card, put a +1/+1 counter on equipped creature.
Standard: Mono Red #GetSwol
Elsewhere: Random Brews All Day, Erreday
~
I think it is a fine card. No sure I would cube it.
1 to cast 1 to equip is another way to go with it. Another idea would be to put the counters on the equipment, and have an alternate instant speed equip cost like discard a card.
So the following are pushed and I would expect to be rare, mythic, and maybe legendary and probably GG. But Avatar of the Resolute is my guide and it is a 3/2 with 3 abilities!
Harbinger of the Seasons GG
Creature Elf Wizard
When ~ comes into play target creature you control gets +3/+3 until end of turn.
You may pay 2 to cast ~ as if it had flash.
3/2
Thag, Bear CrusherGG
Legendary Elf Thug
Deathtouch, Trample
3/3
Sprinting Stag1G
Creature Stag
Haste, Menace
3/1
Bee Keeper GG
Creature Elf
When ~ comes leaves play put two 1/1 bee tokens into play with sacrifice: return Bee Keeper from the graveyard to your hand
2/2
Elvish Arachnologish
Creature Elf Scholar
Menace
When ~ comes into play put a 1/2 Spider token with reach into play
2/1
Definitely not cubeable. I was just combining the previous two discussions as a joke.
But I guess you could say
"Whenever you draw a card, put a lore counter on ~. Equipped creature gets +X/+X where X is the number of lore counters on ~."
Standard: Mono Red #GetSwol
Elsewhere: Random Brews All Day, Erreday
~
This is probably way too good. 4 power for 2 mana plus a recursion engine built in? No way. Maybe a 1/1 (probably STILL too good) or have it only give 1 token so you can't recur it forever and get value.
You could also make it a sorcery or instant, that makes 2 token and has "sac a bee (or insect, as there are currently no creature type bees) return ~ to hand"
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Creature - Human [R]
When Bee Keeper enters the battlefield or dies, put a 1/1 green insect creature token with flying and deathtouch onto the battlefield.
2/1
Or, a splashable version I might like to see even more:
Bee Keeper 2.1 1G
Creature - Human [R]
When Bee Keeper enters the battlefield, put a 1/1 green insect creature token with flying and deathtouch onto the battlefield.
2/1
Lower powerlevel, but easier to cast and a simpler and more elegant design.
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Cobra Charmer 1G
Creature - Elf Shaman
When Cobra Charmer enters the battlefield, put a 1/1 green snake token with deathtouch onto the battlefield.
2/1
Could maybe even add some lategame ability, like 3GG, T: Put a 1/1 green snake token with deathtouch onto the battlefield.
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Yeah, Hornet Queen and Hornet's Nest in Standard has prompted a huge amount of discussion on MaRo's blog and he's been adamantly against them. He said he's willing to bend this rule for certain things, like Green's three monocolored dragons in Tarkir block, but Hornets/Bees are NOT on the list of exceptions.
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I wish when an artifact themed set comes around, it gives more identity for black. I feel that black should have:
1. Animating artifacts (like ensoul artifact - shouldn't this be black instead of blue?)
B Enchantment Aura
Enchant artifact. Enchanted artifact becomes a 6/6 artifact creature with"at the beginning of your upkeep, lose 1 life"
2. Recurring artifacts.
1B sorcery, return target artifact creature from your graveyard into play. It becomes a black zombie in addition to its types.
3.
Xenic poltergeist mechanic:
Self animating artifacts like dancing scimitar, phyrexian totem.
4. More metalcraft mechanics. They are nim after all.
5. Black phyrexian artifact creatures that are simply more powerful than normal because they are a true combination of metal and flesh. The drawback is simply that they can be shattered.
1BB Artifact creature 3/3. +1/+1 for each other artifact you control
6. Artifact edict effects, all for the worship of sheoldred.
2BB artifact creature. 4/4 whenever dealt damage, the source of the damage sacrifices an artifact.
1B phyrexian offering. Sorcery. Target player sacrifices an artifact (mechanic is a bit of a stretch but I think flavor justifies it)
I think it could be really neat to develop a new relationship between black and artifacts by using one of those three ideas. Of those, I think life payment is basically done with as a Phyrexian mechanic after New Phyrexia. Between sacrificing permanents and losing cards from your graveyard/library though, I think we could push a new kind of black artifact-related card.
Spinal Zealot 2BB
Artifact Creature - Horror
Graft 4
Each creature you control with a +1/+1 counter on it is an artifact in addition to its other types and has menace (they can't be blocked except by two or more creatures).
0/0
Counsel of the Praetors 2B
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
Nim Harrier 2BB
Creature - Zombie
Flying
Nim Harrier gets +1/+1 for each artifact card in your graveyard.
Whenever Nim Harrier deals combat damage to a player, put the top X cards of your library into your graveyard, where X is Nim Harrier's power.
3/3
Sheoldred's Tome 1BB
Artifact
B, T: Exile the top three cards of your library, then put one of them into your hand at random.
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This is neat, but I'd recommend something besides a counter, since flickering a guy clears its counters. Maybe a 1/1 soldier token?
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Why would you want to blink the creature that often with this(besides the obvious etb effects), you can't attack with it if you do. Granted, both ideas seems reasonable, so I'm not sure.
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Standard
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Legacy
EDH/Commander
Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library.
Ritual of Rituals 2B
Sorcery
Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.
Battlemage Tutor 2R
Sorcery
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Reversalist 1UU
Creature - Human Wizard
When Aether Manipulator enters the battlefield, you may return target creature to it's owner's hand.
1/3
Smash Hitter 1RR
Creature - Orc Rogue Warrior
When Smash Hitter enters the battlefield, you may destroy target artifact.
3/1
Alabaster Charm WWW
Instant
Choose one --
* Destroy target artifact. Gain 1 life.
* Exile target enchantment.
* Target player sacrifices an attacking or blocking creature.
Azure Charm UUU
Instant
Choose one --
* Put target artifact or enchantment on top of it's owner's library.
* Counter target creature spell.
* Return target creature to it's owner's hand. Scry 3.
Onyx Charm BBB
Instant
Choose one --
* Destroy target creature. You lose life equal to it's converted mana cost.
* Sacrifice a non-land permanent and pay 3 life, each opponent must sacrifice a permanent that shares a type with it.
* Sacrifice a non-land permanent and pay 3 life, each opponent must sacrifice a permanent that shares a converted mana cost with it.
Crimson Charm RRR
Instant
Choose one --
* Exile target artifact.
* Choose at least three non-land permanents on the battlefield, one of them picked at random is sacrificed by it's controller. You take damage equal to the sacrificed permanent's converted mana cost.
* Deal 5 damage to target creature, it can't be regenerated.
Jade Charm GGG
Instant
Choose one --
* Destroy target artifact or enchantment.
* Destroy target creature with flying.
* Target creature you control gets +1/+1 until end of turn and fights target creature you don't control.
Ritual of Horrible Doom BB
Sorcery
Destroy target creature.
Spiritual Obliteration WWBB
Sorcery
Exile all creatures.
Edit 1:
Dance of Fire-burst R
Sorcery
Deal 3 damage to target creature or player.
Experience Absorption U
Instant
Return target creature you own to your hand.
Draw a card.
Edit 2:
Disenchantment Zealot 1WW
Creature - Human Cleric
When Disenchantment Zealot enters the battlefield, you may destroy target artifact or enchantment.
2/2
The tutors are too expensive and narrow. (Especially the black one. Black is good at tutors, and you gave it the worse one by far.)
The charms are too low impact and have a prohibitive color commitment.
For instance, for Alabaster Charm, even if I were playing mono-white, I would rather just have an oblivion ring the vast majority of the time.
Jade Charm is a pretty poor design. It basically reads "destroy target non-land permanent."
Ritual of Horrible Doom is an improvement only in a mono-black deck, (and it is a really uninteresting card otherwise.) In fact, that is basically the problem with Spiritual Obliteration as well.
Experience Absorption is too narrow and slow. Especially since you can't even cycle it if you don't need the effect.
Disenchantment Zealot is functional, but what kind of deck really wants this guy? It's basically a sideboard only card. Smash hitter is a little better because he has some power, but without any evasion, it doesn't even help much there.
Dance of Fireburst is obvious, and uninteresting, even if good.
(Sorry if this comes off too negative. It's a hard to deal with so many cards at once without summarily processing them.)
Creature - Angel
Flying, Vigilance, First Strike
When Angel Champion enters or leaves the battlefield, gain 3 life.
4/4
Mystery Sphinx 3UUU
Creature - Sphinx
Flying, Prowess, Hexproof
When Mystery Sphinx enters the battlefield or dies, draw a card.
3/4
Vicious Demon 3BBB
Creature - Demon
As an additional cost to cast Vicious Demon, pay 3 life.
Flying, Haste, Deathtouch
B, Pay 3 life: Regenerate Vicious Demon.
5/4
Raging Dragon 3RRR
Creature - Dragon
Flying, Haste, First strike
When Raging Dragon enters the battlefield or dies, deal 2 damage to target creature or player.
4/4
Titanic Hydra 3GGG
Creature - Hydra
Reach, Vigilance, Trample, Hexproof
Whenever a forest enters the battlefield under your control, put a +1/+1 counter on Titanic Hydra.
Remove a +1/+1 counter from Titanic Hydra, G: Regenerate Titanic Hydra.
5/5
Complex and Sturdy Golem 8
Artifact Creature - Golem
Trample, Vigilance, Persist
7/6
Edit 1:
Song of the Phoenix 3RR
Sorcery
You gain an emblem with: "At the start of your upkeep, put a 2/2 red legendary phoenix creature token with flying and haste named 'Eternal Flame' onto the battlefield."
My 630 Card Powered Cube
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Enchantment
When Spirit Stoking or another enchantment enters the battlefield, you may put a +1/+1 counter on target creature you control.
Lab of Inspiration 1U
Artifact
When Lab of Inspiration or another artifact enters the battlefield, you may put a +1/+1 counter on target artifact creature you control.
Mad Ritualist 2B
Creature - Human Wizard
Protection from White and from Green.
Whenever a player casts a sorcery spell, put a +1/+1 counter on Mad Ritualist.
1/3
Raging Battlemage 2RR
Creature - Human Wizard
Menace, Protection from White and from Blue.
Whenever a player casts an instant spell, put a +1/+1 counter on Raging Battlemage.
2/3
Adaptive Ooze 1GG
Creature - Ooze
Hexproof
Whenever another creature enters the battlefield, put a +1/+1 counter on Adaptive Ooze
1/1
Do you find that your cube needs more creatures with protection from colors? I've been intentionally pruning then out over time. And man, with menace and protection from two colors! You're never blocking that thing! Even so the red 4 drop slot is pretty stacked and I don't think it would make the cut for me.
3UG
Creature - Human Wizard
When ~ enters the battlefield take an extra turn after this one.
suspend x2UG
Whenever a time counter is removed from ~ while it's exiled, put a 1/1 green Saproling creature token onto the battlefield.
3/3
3R
Creature - Human Warrior
Intimidate, Haste
When ~ enters the battlefield, if B was spent to cast it destroy target land. If B and W was spent to cast it destroy all lands instead.
3/2
WW
Creature - Human Knight
Lifelink, Undying
When ~ enters the battlefield, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle your library.
1/1
1BG
Enchantment Creature - Zombie Spider
When ~ enters the battlefield, you may search your library for a card and put that card into your graveyard. Then shuffle your library.
If ~ would be put into your graveyard from anywhere, you may return target card from your graveyard to your hand.
2/3
There's no consistent theme or power-level here, these were just cards inspired by my friends and how they played the game.
370 Powered Cube on Cubetutor (it's not always up to date because I primarily use Drive).
ETB take an extra turn is something I can *never* see WotC printing. It's just too easy infinite turns with basically anything. Crystal Shard and Venser, the Sojourner are the easiest two.
Add that to the fact that he costs the exact same as a Time Warp (only in two colors) AND he comes with suspend text that lets you delay the extra turn by one turn to get a saproling, him hasty, and all of your lands untapped at the start of the first turn. Yeah, that's a little too good overall.
Also, needs the "X cannot be 0" text from the rest of the Detritivore cycle.
This is some weirdness. I kind of feel like this should be Kicker(s)? 2BR for a +1 power, non-echo-y, intimidating Avalanche Riders is already real strong. Adding the option to make him an Armageddon plus legs seems pretty nuts too.
This just seems weird. Double-colored 2 drops have also been on the way out in cube lately. The ramp ability seems too strong for a two drop though (compare to Knight of the White Orchid, which gets it conditionally and without getting a second trigger). I could maybe see a 1W 2/1 Lifelink White Orchid ETB though, and that'd be cubeable.
Entomb ETB is pretty cool. Regrowth LTB is pretty cool (though probably needs an Exile clause). Making it "from anywhere", especially with no exile clause, makes this pretty broken, especially since it can return itself, so you can infinite pitch this to Wild Mongrel or Psychatog.
Currently Playing:
Legacy: Something U/W Controlish
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I don't really like using protection there, but it was the best I could think up for justifying their play.
The ability I wanted to generate the +1/+1 counters with (both your and your opponent's spells of that type) I couldn't justify at less than 3 cmc, and it's hard to justify 3 or higher cmc without some kind of relevant defenses against removal, especially for something that starts small but gets stronger with time, otherwise it just rapidly becomes removal bait.
I couldn't use persist or undying, undying because the +1/+1 counters would ruin it, and persist because it would lose progress. I decided against regeneration because it was too much additional investment in something that already is sort of a build-around kind of thing. I considered removing the counters for a regeneration cost rather than mana as well, but I felt like that might be too powerful in some ways for the red one that cares about instants, while too weak for the black one that cares about sorcery spells, since the black one would have trouble getting started, while the red one could be turned on as soon as it's on the battlefield in response to opposing removal.
I couldn't go hexproof because that is outside of their color pie, and indestructible was too powerful in any ways I could come up with utilizing it while still being useful.
I'd be welcome to other ideas though.
I mostly want my cube to have a sort of sub-theme of White = Cares about Enchantments, Blue = Cares about Artifacts, Black = Cares about Sorcery spells, Red = Cares about Instant spells, and Green = Cares about Creatures.
creature-goblin solider
Haste
whenever ~ deals combat damage to a player, sacrifice it unless you pay
2/2
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588