Slip of the Wrist B
(Art: a zombie surgeon's surprised/joyful face while he/she accidentally (?) cuts too much of his/her patient's/victim's brain matter during a lobotomy)
Sorcery
Discard a card. Then, target opponent reveals his or her hand. You choose a non-land card from it. That player discards that card.
I think it's possible to see print at mythic, actually. It's only a few tough up from Noble Hierarch. At least if it become a 0/1 it's definitely printable. A strong and chase mythic perhaps, but I don't think the power is far above other cards already printed.
The problem isn't its power level in a vacuum, it's that it's castable in mono red which explicitly does not get this effect, and in that deck it's substantially better than any mana elf we've ever seen because it ramps and pings at the same time. There are exactly 4 cards that are castable in mono-red that let you tap for mana multiple times - Exuberant Firestoker, Rosheen Meanderer, Sisters of the Flame, & Smokebraider. None of them are close to this card, and none are particularly recent. I think if this card was a green quasi-elves of deep shadow variant that tapped for R or G and pinged both players, it would be testable and printable (although then you run into problems with green doing direct damage to players), but I think hybrid kills it as a printable card.
Ick And Crick
Legendary Creature- Goblin Orc
When Ick And Crick Dies, put a 1/1 red goblin Token and a 3/3 red Orc token onto the battlefield
4/4
Could this be Rakdos ( ) instead of mono-R, and have the tokens be Zombie goblins/orcs that are named Ick and Crick? Or is the flavor here that they're supposed to be joined together and the first "death" merely separates them? Either way, fun card and I always love sac outlets.
Slip of the Wrist B
(Art: a zombie surgeon's surprised/joyful face while he/she accidentally (?) cuts too much of his/her patient's/victim's brain matter during a lobotomy)
Sorcery
Discard a card. Then, target opponent reveals his or her hand. You choose a non-land card from it. That player discards that card.
So, it's a thoughtseize that costs an extra card instead of two life? That makes it a lot worse. However, this is an effect that's great at one mana. I think I'd run seize, inq., and duress all over this card, but if I wanted more of this effect, or the cube was haymaker-heavy, this would probably be testable.
My original idea for Slip of the Wrist was the caster could discard any number of cards and choose that many cards from the opponent. Seemed OP at B haha
My original idea for Slip of the Wrist was the caster could discard any number of cards and choose that many cards from the opponent. Seemed OP at B haha
I think it's possible to see print at mythic, actually. It's only a few tough up from Noble Hierarch. At least if it become a 0/1 it's definitely printable. A strong and chase mythic perhaps, but I don't think the power is far above other cards already printed.
The problem isn't its power level in a vacuum, it's that it's castable in mono red which explicitly does not get this effect, and in that deck it's substantially better than any mana elf we've ever seen because it ramps and pings at the same time. There are exactly 4 cards that are castable in mono-red that let you tap for mana multiple times - Exuberant Firestoker, Rosheen Meanderer, Sisters of the Flame, & Smokebraider. None of them are close to this card, and none are particularly recent. I think if this card was a green quasi-elves of deep shadow variant that tapped for R or G and pinged both players, it would be testable and printable (although then you run into problems with green doing direct damage to players), but I think hybrid kills it as a printable card.
G
Creature- elf
T: add G to your mana pool
T: add R to your mana pool, if this mana is spent on a red spell deal 1 damage to each player.
All-Consuming Fire XR
Instant
All-Consuming Fire deals X damage to each creature without flying.
You may choose any number of the following, but no more than the amount of R spent on X -
*All-Consuming Fire deals X damage to each creature with flying
*All-Consuming Fire deals X damage to each player
*All-Consuming Fire can't be countered
*Damage dealt by All-Consuming Fire can't be prevented or redirected
*Creatures dealt damage by All-Consuming Fire can't be regenerated this turn
*Creatures dealt damage by All-Consuming Fire lose Indestructible until end of turn
*If a creature dealt damage by All-Consuming Fire would die this turn, instead exile it
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Needs to be multikicker R instead of adding free abilities onto an instant speed Rolling Earthquake. Or maybe XRR with "Choose 2 -" text instead, having the first sweeper effect be one of the options instead of a baseline.
Needs to be multikicker R instead of adding free abilities onto an instant speed Rolling Earthquake. Or maybe XRR with "Choose 2 -" text instead, having the first sweeper effect be one of the options instead of a baseline.
It's only an instant RE if you're spending at least three red on it to start with.
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Akiki Flameslinger
Creature-Goblin
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Akiki Flameslinger.
At the beginning of the end step, if there are two or more ki counters on Akiki Flameslinger, you may flip it.
1/1
////////////////
Azaki, Flame Incarnate
Legendary Creature-Spirit
Remove a ki counter from Azaki, Flame Incarnate: Azaki, Flame Incarnate
deals 2 damage to target creature or player.
4/1
Aether Dancer1UU Creature - Human Wizard
When ~ enters the battlefield, you may return target creature to it's owner's hand. 2/2
Just Æther Adept with a may trigger rather than a required one, so you don't have to bounce your own thing if the opponent(s) have no valid targets.
War Priest of Valkas1R Creature - Human Shaman
When War Priest of Valkas enters the battlefield, you may destroy target non-creature artifact. 2/2
Sorta a color shifted War Priest of Thune, only with a non-creature requirement, since red is more fussy about bears and there are way more creature artifacts than creature enchantments.
Color Mystery3 Sorcery
If W was spent to cast ~, put a 2/1 white soldier creature token with first strike onto the battlefield.
If U was spent to cast ~, put a 1/1 blue wizard creature token with prowess and flying onto the battlefield.
If B was spent to cast ~, put a 2/2 black cleric creature token with lifelink onto the battlefield.
If R was spent to cast ~, put a 2/1 red rogue creature with haste and menace onto the battlefield.
If G was spent to cast ~, put a 1/3 green archer creature with reach onto the battlefield.
So this spell here creates anywhere between zero and 3 tokens that are roughly between 1 and 2 mana in power level, but needs to be cast in a multi-color form in order to do anything worth it's cmc, even though the spell itself is colorless. It's something that can be easily picked no matter what colors you are going in a cube, as long as you are going at least 2 colors, preferably 3, although you won't always cast it that way.
Celestial IconWWW Creature - Avatar
When ~ enters the battlefield, you gain life equal to your devotion to white.
At the start of your upkeep, if your devotion to white is at least six, scry 2. 2/4
Mystery IconUUU Creature - Avatar
Prowess, Flying
When ~ enters the battlefield, scry X, where X is your devotion to blue.
At the start of your upkeep, if your devotion to blue is at least six, scry 2. 1/3
Horrible IconBBB Creature - Avatar
Deathtouch
When ~ enters the battlefield, up to X target creatures you control gain menace and haste until end of turn, where X is your devotion to black.
At the start of your upkeep, if your devotion to black is at least six, each opponent loses 1 life and you gain that amount of life. 1/3
Screaming IconRRR Creature - Avatar
Haste
When ~ enters the battlefield, target creature you control gains +X/+0 and trample until end of turn, where X is your devotion to red.
At the start of your upkeep, if your devotion to red is at least six, deal 1 damage to target creature or player. 2/2
Wild IconGGG Creature - Avatar
Reach
When ~ enters the battlefield, you gain X life, where X is your devotion to green.
At the start of your upkeep, if your devotion to green is at least six, you may put a land from your hand onto the battlefield (this doesn't count against your normal limit of playing one land per turn). 2/4
Some things to reward going mono-color (or at least hybrid and such) as well.
Color Mystery strikes me as way too good. Getting Sunburst 3 is not particularly difficult to achieve, and the effect is so above and beyond Hordeling Outburst it's not even funny.
I don't think most of the Icons are playable, with the possible exception of the red one. They're overly restrictive and don't offer a particularly absurd payoff for your monocolor investment.
Cobble Together 2RR
Sorcery
Put an artifact card from your hand or graveyard onto the battlefield. If it doesn't have fading or vanishing, it gains vanishing 2.
Flashback 3RR
Artifact-only cards are narrow, so I tried to make this one as flexible as possible. Wizards probably wouldn't print it, but I was aiming for a card that would be fun in any cube that supports big-creature shenanigans.
Horde's Maneuvers R
Enchantment R: Creatures you control gain flanking until end of turn. Activate this ability only once each turn. 1R: Creatures you control gain provoke until end of turn. Activate this ability only once each turn. 2R: Creatures you control gain battle cry until end of turn. Activate this ability only once each turn.
Giving all your creatures battle cry creatures means that X 1/1s attack for X^2 damage, which might be kind of crazy. But the card does nothing on its own. Fair? This card is also pretty narrow... it only hits its stride in a token deck.
You would have to put time counters on the artifact with Cobble Together, or have it enter the battlefield with the ability. It's also a bit clumsy to say "if it doesn't have...", so I would imagine WotC would probably spell the ability out directly instead.
But since you'll only ever get 1 attack anyway, you might as well just use haste + sac EOT and make it an instant.
Horde's Maneuvers is a nightmare for new players. Those are the least ever-green abilities ever!
This version tries to be more elegant in its wording. (It doesn't break the game if the artifact has two instances of vanishing, or one instance each of vanishing and fading.) The reason I used X is to differentiate between this vanishing-based mechanic and the Sneak Attack mechanic. This card is stronger overall than in the previous post, but when I compare it to Unburial Rites it doesn't feel unfair. [Pro: One color. Con: More color-intensive. Pro: Can cheat from hand as well as graveyard. Con: Gives vanishing (4 mana is worth one attack, 5 mana is worth two attacks, etc.). Con: Limited to artifacts --- more narrow than creatures.]
Cobble Together XRR
Choose an artifact card from your hand or graveyard and put it into play. Put X time counters on it. It gains vanishing.
Flashback XRR
That's maybe a little too strong, since you can just pay RR to get Sundering Titan / Wurmcoil / Battlesphere ETB/Dies triggers. It's good for cube maybe, but I couldn't see it being printed anywhere else. Especially since you can do it twice! (Cobble Wurmcoil from hand, then immediately flashback Cobble Wurmcoil from graveyard.)
When Arcbound Troll Giant enters the battlefield, return target card from your graveyard to your hand.
Hexproof, Trample, Modular 6 Usable, abusable.
0/0
EDIT: Should be Arcbound instead of Mechanical
It's a strong card, but comparing it with the recent card, Sagu Mauler, this card trade 1 U for 1 G (which actually make it easier to cast) and morph for Modular 6 counter when a strong ETB effect? Considering Sagu Mauler is already a rare (and a cubable and competitively cost one), I don't know even if pushing it at Mythic will give it this much more function.
Anyhow, I might consider cubing 6/6 Trample Hexpoof for 6 myself.
Symbiotic ape seems cool. All the green 6 drop designs on here seem so Boring. I don't really want a ball of stats guy for that slot, It's harder to design, but I'm certainly looking forward to something both strong, and interesting.
Legendary Creature- Goblin Orc
When Ick And Crick Dies, put a 1/1 red goblin Token and a 3/3 red Orc token onto the battlefield
4/4
(Art: a zombie surgeon's surprised/joyful face while he/she accidentally (?) cuts too much of his/her patient's/victim's brain matter during a lobotomy)
Sorcery
Discard a card. Then, target opponent reveals his or her hand. You choose a non-land card from it. That player discards that card.
The problem isn't its power level in a vacuum, it's that it's castable in mono red which explicitly does not get this effect, and in that deck it's substantially better than any mana elf we've ever seen because it ramps and pings at the same time. There are exactly 4 cards that are castable in mono-red that let you tap for mana multiple times - Exuberant Firestoker, Rosheen Meanderer, Sisters of the Flame, & Smokebraider. None of them are close to this card, and none are particularly recent. I think if this card was a green quasi-elves of deep shadow variant that tapped for R or G and pinged both players, it would be testable and printable (although then you run into problems with green doing direct damage to players), but I think hybrid kills it as a printable card.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Could this be Rakdos ( ) instead of mono-R, and have the tokens be Zombie goblins/orcs that are named Ick and Crick? Or is the flavor here that they're supposed to be joined together and the first "death" merely separates them? Either way, fun card and I always love sac outlets.
So, it's a thoughtseize that costs an extra card instead of two life? That makes it a lot worse. However, this is an effect that's great at one mana. I think I'd run seize, inq., and duress all over this card, but if I wanted more of this effect, or the cube was haymaker-heavy, this would probably be testable.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
Lol, yeah, that would probably be too good =P
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
G
Creature- elf
T: add G to your mana pool
T: add R to your mana pool, if this mana is spent on a red spell deal 1 damage to each player.
1/1
?
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what about
G
creature- elf
T: add R to your mana pool, if this mana is used to cast a red spell deal 1 to each player
1/1
not strictly better anymore
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Instant
All-Consuming Fire deals X damage to each creature without flying.
You may choose any number of the following, but no more than the amount of R spent on X -
*All-Consuming Fire deals X damage to each creature with flying
*All-Consuming Fire deals X damage to each player
*All-Consuming Fire can't be countered
*Damage dealt by All-Consuming Fire can't be prevented or redirected
*Creatures dealt damage by All-Consuming Fire can't be regenerated this turn
*Creatures dealt damage by All-Consuming Fire lose Indestructible until end of turn
*If a creature dealt damage by All-Consuming Fire would die this turn, instead exile it
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It's only an instant RE if you're spending at least three red on it to start with.
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Creature-Goblin
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Akiki Flameslinger.
At the beginning of the end step, if there are two or more ki counters on Akiki Flameslinger, you may flip it.
1/1
////////////////
Azaki, Flame Incarnate
Legendary Creature-Spirit
Remove a ki counter from Azaki, Flame Incarnate: Azaki, Flame Incarnate
deals 2 damage to target creature or player.
4/1
Creature - Human Wizard
When ~ enters the battlefield, you may return target creature to it's owner's hand.
2/2
Just Æther Adept with a may trigger rather than a required one, so you don't have to bounce your own thing if the opponent(s) have no valid targets.
War Priest of Valkas 1R
Creature - Human Shaman
When War Priest of Valkas enters the battlefield, you may destroy target non-creature artifact.
2/2
Sorta a color shifted War Priest of Thune, only with a non-creature requirement, since red is more fussy about bears and there are way more creature artifacts than creature enchantments.
Color Mystery 3
Sorcery
If W was spent to cast ~, put a 2/1 white soldier creature token with first strike onto the battlefield.
If U was spent to cast ~, put a 1/1 blue wizard creature token with prowess and flying onto the battlefield.
If B was spent to cast ~, put a 2/2 black cleric creature token with lifelink onto the battlefield.
If R was spent to cast ~, put a 2/1 red rogue creature with haste and menace onto the battlefield.
If G was spent to cast ~, put a 1/3 green archer creature with reach onto the battlefield.
So this spell here creates anywhere between zero and 3 tokens that are roughly between 1 and 2 mana in power level, but needs to be cast in a multi-color form in order to do anything worth it's cmc, even though the spell itself is colorless. It's something that can be easily picked no matter what colors you are going in a cube, as long as you are going at least 2 colors, preferably 3, although you won't always cast it that way.
Celestial Icon WWW
Creature - Avatar
When ~ enters the battlefield, you gain life equal to your devotion to white.
At the start of your upkeep, if your devotion to white is at least six, scry 2.
2/4
Mystery Icon UUU
Creature - Avatar
Prowess, Flying
When ~ enters the battlefield, scry X, where X is your devotion to blue.
At the start of your upkeep, if your devotion to blue is at least six, scry 2.
1/3
Horrible Icon BBB
Creature - Avatar
Deathtouch
When ~ enters the battlefield, up to X target creatures you control gain menace and haste until end of turn, where X is your devotion to black.
At the start of your upkeep, if your devotion to black is at least six, each opponent loses 1 life and you gain that amount of life.
1/3
Screaming Icon RRR
Creature - Avatar
Haste
When ~ enters the battlefield, target creature you control gains +X/+0 and trample until end of turn, where X is your devotion to red.
At the start of your upkeep, if your devotion to red is at least six, deal 1 damage to target creature or player.
2/2
Wild Icon GGG
Creature - Avatar
Reach
When ~ enters the battlefield, you gain X life, where X is your devotion to green.
At the start of your upkeep, if your devotion to green is at least six, you may put a land from your hand onto the battlefield (this doesn't count against your normal limit of playing one land per turn).
2/4
Some things to reward going mono-color (or at least hybrid and such) as well.
I don't think most of the Icons are playable, with the possible exception of the red one. They're overly restrictive and don't offer a particularly absurd payoff for your monocolor investment.
Cubetutor Link
Sorcery
Put an artifact card from your hand or graveyard onto the battlefield. If it doesn't have fading or vanishing, it gains vanishing 2.
Flashback 3RR
Artifact-only cards are narrow, so I tried to make this one as flexible as possible. Wizards probably wouldn't print it, but I was aiming for a card that would be fun in any cube that supports big-creature shenanigans.
Horde's Maneuvers R
Enchantment
R: Creatures you control gain flanking until end of turn. Activate this ability only once each turn.
1R: Creatures you control gain provoke until end of turn. Activate this ability only once each turn.
2R: Creatures you control gain battle cry until end of turn. Activate this ability only once each turn.
Giving all your creatures battle cry creatures means that X 1/1s attack for X^2 damage, which might be kind of crazy. But the card does nothing on its own. Fair? This card is also pretty narrow... it only hits its stride in a token deck.
But since you'll only ever get 1 attack anyway, you might as well just use haste + sac EOT and make it an instant.
Horde's Maneuvers is a nightmare for new players. Those are the least ever-green abilities ever!
Cobble Together XRR
Choose an artifact card from your hand or graveyard and put it into play. Put X time counters on it. It gains vanishing.
Flashback XRR
Artifact Creature - Troll Giant Warrior
When Arcbound Troll Giant enters the battlefield, return target card from your graveyard to your hand.
Hexproof, Trample, Modular 6
Usable, abusable.
0/0
EDIT: Should be Arcbound instead of Mechanical
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It's a strong card, but comparing it with the recent card, Sagu Mauler, this card trade 1 U for 1 G (which actually make it easier to cast) and morph for Modular 6 counter when a strong ETB effect? Considering Sagu Mauler is already a rare (and a cubable and competitively cost one), I don't know even if pushing it at Mythic will give it this much more function.
Anyhow, I might consider cubing 6/6 Trample Hexpoof for 6 myself.
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thats my cube