Reclamation Aven 2W
Creature - Bird, Shaman (U)
When ~ enters the battlefield, you may destroy target artifact or enchantment. If you do, it's controller gains life equal to that card's mana cost.
2/1
Staple, right?
I'd prefer to have it not be an exactly colorshifted Rec Sage
What about making it 1WW and make it exile, drop the lifegain clause?
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In this point in how Wizards prints card, I don't see them printing that burn spell in a standard set. If they're not going to print Searing Spear at common for standard, then doing it at rare as a much better card seems unlikely. Renegade Tactics and Mugging don't hold a candle to this made up card.
3 of those are 3 mana and prob a decent amount worse than the prospective card, and the other is Abrupt Decay which is one of the best removal spells of all time. It's easier to print those cards at three than it is the red spell at 2.
3 of those are 3 mana and prob a decent amount worse than the prospective card, and the other is Abrupt Decay which is one of the best removal spells of all time. It's easier to print those cards at three than it is the red spell at 2.
The point was just that "pushed removal at rare" is not unheard of under modern design philosophy.
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It is and it isn't. Abrupt Decay isn't a great example of what's acceptable, since it's literally one of the top options you could choose. Just because they printed a card like Abrupt Decay or Deathrite Shaman doesn't mean we should expect cards of their quality moving forward, at least as a common occurrence. I believe Wizards is generally not trying to produce cards like that which make such massive splashes across the board, despite what their printing history.
In addition, it's a LOT easier to print pushed 3 mana removal vs pushed 2 mana removal. To focus just on the rarity and not the card itself ignores some of the design principles that come with printing 3 mana removal vs 2 mana removal.
Yeah, I get we're trying to design cube cards here, but we're also trying to design cards they'll actively print, and the cheaper removal that does a lot is way less likely than 3 mana removal that we've mentioned. I would be shocked to see another card like Abrupt Decay, but I wouldn't be shocked to see another similar Hero's Downfall.
It is and it isn't. Abrupt Decay isn't a great example of what's acceptable, since it's literally one of the top options you could choose. Just because they printed a card like Abrupt Decay or Deathrite Shaman doesn't mean we should expect cards of their quality moving forward, at least as a common occurrence. I believe Wizards is generally not trying to produce cards like that which make such massive splashes across the board, despite what their printing history.
In addition, it's a LOT easier to print pushed 3 mana removal vs pushed 2 mana removal. To focus just on the rarity and not the card itself ignores some of the design principles that come with printing 3 mana removal vs 2 mana removal.
Yeah, I get we're trying to design cube cards here, but we're also trying to design cards they'll actively print, and the cheaper removal that does a lot is way less likely than 3 mana removal that we've mentioned. I would be shocked to see another card like Abrupt Decay, but I wouldn't be shocked to see another similar Hero's Downfall.
I actually think Abrupt Decay is a good example of a card that they *would* print more cards like, because it's much more relevant in older formats than it is in Standard. They do really like shaking up Modern and Legacy with cards if they can do so without interfering with Standard. And Fatal Push is emblematic of that, because it's also a card that's much stronger and more relevant in Modern/Legacy than it is in Standard.
But like I said, I'd actually be least surprised to see the card we're discussing in a supplemental Multiplayer-focused product like Commander or Conspiracy, where it could use instant speed to bait one opponent into attacking another.
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I appreciate all the chatter on the card fellas. Any thought on sorcery-speed Incinerate with morbid: quasi-Demoralize? I suppose it could be sorcery speed or cost 2R, too.
For sure, commander and such are a cube owner's best friend, and something that makes ALL creatures unable to block seems right up the alley of a multiplayer format.
Destructive Tampering is probably closer to cubeable than people think, if the need for a Falter effect is as great as people say. Here's a printable creature version that *might* make it:
Tumbling Automaton 2
Artifact Creature - Construct
Creatures with power 2 or less can't block.
Whenever a creature blocks, Tumbling Automaton deals 1 damage to that creature's controller.
2/1
That is pretty insanely pushed. It makes it so you can't really block an aggressive deck where this goes, and then when you do you're still taking damage. And it fits in literally any deck that wants that ability.
Peace and Justice1W Instant
Choose one -
*Gain 6 life
*Tap up to three target creatures you don't control.
*Target blocking creature you control gets +6/+6 until end of turn.
Wit and Wisdom1U Instant
Choose one -
*Creatures you don't control get -2/-0 until end of turn.
*Untap up to two target non-land permanents you control.
*Scry 5
Pain and Prices1B Instant
Choose one -
*Up to two target creatures you control gain persist until end of turn.
*You lose two life and may cast an instant card or card with flash with converted mana cost 1 or less from your hand without paying its mana cost, then draw a card.
*Exile all cards from target player's graveyard.
Terror and Passion1R Instant
Choose one -
*Up to two target creatures can't block this turn.
*Creatures you control gain haste and tapped creatures you control may attack or block as if they were untapped until end of turn.
*Up to two target creatures you don't control must attack this turn if able, they gain haste and may attack as if they were untapped until end of turn.
Vitality and Wildness1G Instant
Choose one -
*Target creature you control fights target creature you don't control.
*Reveal cards from the top of your library until you reveal a creature or land card, put that card into your hand, then put the rest on the bottom of your library in any order.
*Target creature gets +1/+3 hexproof, vigilance and reach until the start of your next turn, untap it.
Definitely something like Jackal Mummy would make lists. I'm wondering if we couldn't have even a more-pushed black version, like ETB tapped and Embalm 1B-2B?
I like the Roar of the Wurm nod, but it's probably too weak overall.
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I think if you're getting 2-power for 1 mana, even with a drawback the Embalm cost will need to be 2CC or 4C. And it would still be fantastic.
I get what you're saying, but I feel like with Gravecrawler and Bloodsoaked Champion the precedent has been set for a drawback B 2/1 with a relatively cheap recursion ability. Embalm is less conditional than either of those abilities, but it's also limited to a single use.
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I like Roaring Wurm, I have high hopes for some big dumb guys that embalm for lower than their casting cost. How about pushing it even further? A creature with no casting cost and just embalm?
Wurm Carcass
Creature - Wurm
Trample
Embalm 1GG
(Cards without mana costs cannot be cast)
6/6
Is making the embalm 1 cheaper a fair trade off for not being able to hard cast the creature? It kinda feels like it would need to be a 5/5, but a boy can dream.
Flavour wise it is a large dead creature that is useless until embalmed.
---------------
Could both modes have different effects?
Plunder of Tombs 2GG
Human Rouge
When [Card Name] enters the battlefield if you cast from your hand return target card from your graveyard to your hand, otherwise destroy target creature.
Enbalm 3BB
2/2
I suppose with this design it would have to use a G/B slot unless I play fast and loose with my sections.
-----------------------------
Pharaohs Honour Guard R
Human Warrior
[Card Name} gets +3/+1 if is a zombie.
Enbalm 4RR
2/1
Does this work how I think it does? The token copies all the text of the card so the bonus will apply to the token only.
Embalm is less conditional than either of those abilities...
This is the important part. Since both the 'Crawler and Raid (as a mechanic) require a board presence to use the ability, they don't rebuild post-wrath like Embalm does. The consistency of the window where it can be used is what makes the ability so special.
Woo..Embalm is awesome. Is it bad that I want to slap embalm on every creature in the cube?
Snappy variant:
Gonbah, Nahfagahtan Mage 1U
Creature - Human Wizard
When Gonbah, Nahfagahtan Mage enters the battlefield, if it is a Zombie, target instant or sorcery card in your graveyard gains Flashback equal to its mana cost until end of turn.
Cycling 2
Embalm 1U
2/1
Nod to STE:
Stupid Green Embalm Creature 1G
Creature - Human Druid
Sacrifice ~: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
Embalm 1G
1/1
Recursion with...recursion!?
Underworld Envoy B
Creature - Human Cleric
Sacrifice Underworld Envoy: Target opponent loses 1 life and you gain 1 life. Scry 1.
When Underworld Envoy enters the battlefield, if it is a Zombie, you may return target creature card from your graveyard to the battlefield.
Embalm 2BB
1/1
I wouldn't expect to see the strictly better version of Sakura Tribe Elder as that would be absolutely absurd, nor would I expect to see the blue creature since it does so much for such a little cost.
Underworld Envoy is a tougher one to evaluate, it seems like a weird combination of abilities, as if you were trying to fit as many things onto the card as possible.
I like the designs and def hope to see the first 2, but that's because they're OP and way better than what I would expect.
Snappy variant: A 2/1 for 2 in blue with abilities is too much, huh? Since I don't envision it getting hardcast often, I think making it 1UU to cast is fine. 90% of the time it is going to essentially read "3U Sorcery // Put a token of this card into play + cantrip" anyway, which is likely fine considering 4 mana plus a flashback cost is pushing the total mana cost up there.
Envoy: As long as it is mildly relevant @ B, idc what its sac ability does, so fill in as you see fit. I wanted a way to get it in the yard when you need to and the recursion ability.
Snappy variant: A 2/1 for 2 in blue with abilities is too much, huh? Since I don't envision it getting hardcast often, I think making it 1UU to cast is fine. 90% of the time it is going to essentially read "3U Sorcery // Put a token of this card into play + cantrip" anyway, which is likely fine considering 4 mana plus a flashback cost is pushing the total mana cost up there.
Envoy: As long as it is mildly relevant @ B, idc what its sac ability does, so fill in as you see fit. I wanted a way to get it in the yard when you need to and the recursion ability.
Sadly, it's been stated that Black is the one color without embalm. I suppose it could mean "in Amonkhet", and you could see a black Embalm in Hour, but given the flavor of the ability (using your body to benefit the group after you die), I doubt it.
How playable would color-shifted llanowar elves be? (Like, Yawgmoth Elf - B tap: Add B 1/1) If playable, how many would each color want? (The same way there's an elvish mystic and multiple 'functional' versions.)
Not necessarily a 'print this' but something I was thinking about in terms of design.
How playable would color-shifted llanowar elves be? (Like, Yawgmoth Elf - B tap: Add B 1/1) If playable, how many would each color want? (The same way there's an elvish mystic and multiple 'functional' versions.)
How I think about each color:
W I don't want this over the 1-drops available and don't care about getting to 3 mana on t2 that much either. Pass.
U I would never play this in blue Like ever. Pass.
B Firstly, I have a strong feeling this would be "Add B lose 1 life." if printed today. Also, I think black has other things to do T1 with disruption. Pass.
R Red doesn't need ramp, so I don't see it being valuable here unless it had an extra benefit--maybe as a delayed-trigger type ability related to attacking such as "if ~ deals combat damage to a player, add R to your mana pool during your next main phase"...but this would have to be on a 2/1 body or else I'm probably not playing it (and a 2/1 for 1 with that much upside in red isn't getting printed).
I guess overall, I'm not seeing other colors wanting it in cube (White = Black >>> red = blue) and have my doubts they'd be printed anyway.
What about making it 1WW and make it exile, drop the lifegain clause?
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3 of those are 3 mana and prob a decent amount worse than the prospective card, and the other is Abrupt Decay which is one of the best removal spells of all time. It's easier to print those cards at three than it is the red spell at 2.
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The point was just that "pushed removal at rare" is not unheard of under modern design philosophy.
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In addition, it's a LOT easier to print pushed 3 mana removal vs pushed 2 mana removal. To focus just on the rarity and not the card itself ignores some of the design principles that come with printing 3 mana removal vs 2 mana removal.
Yeah, I get we're trying to design cube cards here, but we're also trying to design cards they'll actively print, and the cheaper removal that does a lot is way less likely than 3 mana removal that we've mentioned. I would be shocked to see another card like Abrupt Decay, but I wouldn't be shocked to see another similar Hero's Downfall.
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I actually think Abrupt Decay is a good example of a card that they *would* print more cards like, because it's much more relevant in older formats than it is in Standard. They do really like shaking up Modern and Legacy with cards if they can do so without interfering with Standard. And Fatal Push is emblematic of that, because it's also a card that's much stronger and more relevant in Modern/Legacy than it is in Standard.
But like I said, I'd actually be least surprised to see the card we're discussing in a supplemental Multiplayer-focused product like Commander or Conspiracy, where it could use instant speed to bait one opponent into attacking another.
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Tumbling Automaton
2
Artifact Creature - Construct
Creatures with power 2 or less can't block.
Whenever a creature blocks, Tumbling Automaton deals 1 damage to that creature's controller.
2/1
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Instant
Choose one -
*Gain 6 life
*Tap up to three target creatures you don't control.
*Target blocking creature you control gets +6/+6 until end of turn.
Wit and Wisdom 1U
Instant
Choose one -
*Creatures you don't control get -2/-0 until end of turn.
*Untap up to two target non-land permanents you control.
*Scry 5
Pain and Prices 1B
Instant
Choose one -
*Up to two target creatures you control gain persist until end of turn.
*You lose two life and may cast an instant card or card with flash with converted mana cost 1 or less from your hand without paying its mana cost, then draw a card.
*Exile all cards from target player's graveyard.
Terror and Passion 1R
Instant
Choose one -
*Up to two target creatures can't block this turn.
*Creatures you control gain haste and tapped creatures you control may attack or block as if they were untapped until end of turn.
*Up to two target creatures you don't control must attack this turn if able, they gain haste and may attack as if they were untapped until end of turn.
Vitality and Wildness 1G
Instant
Choose one -
*Target creature you control fights target creature you don't control.
*Reveal cards from the top of your library until you reveal a creature or land card, put that card into your hand, then put the rest on the bottom of your library in any order.
*Target creature gets +1/+3 hexproof, vigilance and reach until the start of your next turn, untap it.
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I like the Roar of the Wurm nod, but it's probably too weak overall.
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I get what you're saying, but I feel like with Gravecrawler and Bloodsoaked Champion the precedent has been set for a drawback B 2/1 with a relatively cheap recursion ability. Embalm is less conditional than either of those abilities, but it's also limited to a single use.
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Wurm Carcass
Creature - Wurm
Trample
Embalm 1GG
(Cards without mana costs cannot be cast)
6/6
Is making the embalm 1 cheaper a fair trade off for not being able to hard cast the creature? It kinda feels like it would need to be a 5/5, but a boy can dream.
Flavour wise it is a large dead creature that is useless until embalmed.
---------------
Could both modes have different effects?
Plunder of Tombs 2GG
Human Rouge
When [Card Name] enters the battlefield if you cast from your hand return target card from your graveyard to your hand, otherwise destroy target creature.
Enbalm 3BB
2/2
I suppose with this design it would have to use a G/B slot unless I play fast and loose with my sections.
-----------------------------
Pharaohs Honour Guard R
Human Warrior
[Card Name} gets +3/+1 if is a zombie.
Enbalm 4RR
2/1
Does this work how I think it does? The token copies all the text of the card so the bonus will apply to the token only.
This is the important part. Since both the 'Crawler and Raid (as a mechanic) require a board presence to use the ability, they don't rebuild post-wrath like Embalm does. The consistency of the window where it can be used is what makes the ability so special.
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Snappy variant:
Gonbah, Nahfagahtan Mage 1U
Creature - Human Wizard
When Gonbah, Nahfagahtan Mage enters the battlefield, if it is a Zombie, target instant or sorcery card in your graveyard gains Flashback equal to its mana cost until end of turn.
Cycling 2
Embalm 1U
2/1
Nod to STE:
Stupid Green Embalm Creature 1G
Creature - Human Druid
Sacrifice ~: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
Embalm 1G
1/1
Recursion with...recursion!?
Underworld Envoy B
Creature - Human Cleric
Sacrifice Underworld Envoy: Target opponent loses 1 life and you gain 1 life. Scry 1.
When Underworld Envoy enters the battlefield, if it is a Zombie, you may return target creature card from your graveyard to the battlefield.
Embalm 2BB
1/1
Underworld Envoy is a tougher one to evaluate, it seems like a weird combination of abilities, as if you were trying to fit as many things onto the card as possible.
I like the designs and def hope to see the first 2, but that's because they're OP and way better than what I would expect.
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Snappy variant: A 2/1 for 2 in blue with abilities is too much, huh? Since I don't envision it getting hardcast often, I think making it 1UU to cast is fine. 90% of the time it is going to essentially read "3U Sorcery // Put a token of this card into play + cantrip" anyway, which is likely fine considering 4 mana plus a flashback cost is pushing the total mana cost up there.
Envoy: As long as it is mildly relevant @ B, idc what its sac ability does, so fill in as you see fit. I wanted a way to get it in the yard when you need to and the recursion ability.
Not necessarily a 'print this' but something I was thinking about in terms of design.
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How I think about each color:
W I don't want this over the 1-drops available and don't care about getting to 3 mana on t2 that much either. Pass.
U I would never play this in blue Like ever. Pass.
B Firstly, I have a strong feeling this would be "Add B lose 1 life." if printed today. Also, I think black has other things to do T1 with disruption. Pass.
R Red doesn't need ramp, so I don't see it being valuable here unless it had an extra benefit--maybe as a delayed-trigger type ability related to attacking such as "if ~ deals combat damage to a player, add R to your mana pool during your next main phase"...but this would have to be on a 2/1 body or else I'm probably not playing it (and a 2/1 for 1 with that much upside in red isn't getting printed).
I guess overall, I'm not seeing other colors wanting it in cube (White = Black >>> red = blue) and have my doubts they'd be printed anyway.
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That's what I'm saying...how many would each color run if the seemingly limitless amount like green has existed?
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