Spellspurn Drake U
Creature - Drake
Flying U, sacrifice Spellspurn Drake: Counter target spell. Activate this ability only if Spellspurn Drake is tapped.
1/2
Unf, I don't think there's any way that would print that. Countering any spell for U once this thing starts swinging is brutal.
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Red and black could use more good walkers. White, Blue, and Green I think have enough options even for large cubes. I'm happy with the 3 colorless walkers we have, but another wouldn't be bad.
What I'd really like is more flip walkers. JVP and Kytheon are great, but the others aren't nearly as good.
I'd like to replace some of the generic goodstull 'walkers with ones that support specific strategies. I'd like a Loam-centric 'walker in green and maybe a mutual sacrifice 'walker in black.
I'd like to replace some of the generic goodstull 'walkers with ones that support specific strategies. I'd like a Loam-centric 'walker in green and maybe a mutual sacrifice 'walker in black.
Hmm... such as:
Nissa, the Bounty Renewed 1GG
Legendary Planeswalker - Nissa
+1: Put the top three cards of your library into your graveyard. If at least one of these cards is a land card, create a 0/1 green Plant creature token.
-1: Return target land card from your graveyard to the battlefield
-7: You get an emblem with "You may play land cards from your graveyard. You may play three additional lands each turn."
4
Liliana, Bolas-Bound 2BB
Legendary Planeswalker - Liliana
+1: Create a 2/2 tapped black zombie creature token.
-2: Each player sacrifices a permanent
-5: You get an emblem with "At the beginning of your upkeep, put a soot counter on this emblem, and then each opponent sacrifices a number of permanents equal to the number of soot counters on this emblem"
3
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I'd like to replace some of the generic goodstull 'walkers with ones that support specific strategies. I'd like a Loam-centric 'walker in green and maybe a mutual sacrifice 'walker in black.
Hmm... such as:
Nissa, the Bounty Renewed 1GG
Legendary Planeswalker - Nissa
+1: Put the top three cards of your library into your graveyard. If at least one of these cards is a land card, create a 0/1 green Plant creature token.
-1: Return target land card from your graveyard to the battlefield
-7: You get an emblem with "You may play land cards from your graveyard. You may play three additional lands each turn."
4
Liliana, Bolas-Bound 2BB
Legendary Planeswalker - Liliana
+1: Create a 2/2 tapped black zombie creature token.
-2: Each player sacrifices a permanent
-5: You get an emblem with "At the beginning of your upkeep, put a soot counter on this emblem, and then each opponent sacrifices a number of permanents equal to the number of soot counters on this emblem"
3
Since you can't sac emblems or interact with them in any way, that would be a brutal version of smoke stack lol.
So I made a dragon ball themed cube a while back and it’s an absolute blast
One mechanic I loved was
Zenkai boost(whenever this creature blocks or becomes blocked put X +1/+1 counters on it, where x is it’s power at end of turn)
So for example I had
Creature R
Zenkai boost
2/1
Which is almost functionally a vanilla(aka I think printable) but can be absolutely insane given the right circumstance, equipment combat tricks etc)
And (a weak card in the set)
Creature 5WW
Vigilance, indestructible, flying
Zenkai boost
3/7
And that emblem wouldn’t see print, at the very least it would have some call to the grave type clause where if someone couldn’t sac the emblem would break.
I thought this was a cool idea, not sure how to word it correctly etc, but hopefully you get the idea.
Flaming Avatar
Cost: XXR
As you Cast Flaming Avatar, X = the number of cards in your hand.
Power and Toughness = X/X (the number of cards in your hand)
Double Strike
I thought this was a cool idea, not sure how to word it correctly etc, but hopefully you get the idea.
Flaming Avatar
Cost: XXR
As you Cast Flaming Avatar, X = the number of cards in your hand.
Power and Toughness = X/X (the number of cards in your hand)
Double Strike
It’s a cool idea but super weak. With a downside of having to pay whatever is in your hand as a cost it should be XR at most. - 3 drop 1/1 or a 5 drop 2/2 with double strike are both awful. Then you at least have the upside of drawspells making it super good. As is if you don’t cheat it into play it’s weak, and if you do you should have cheated something way stronger.
hmmm. I guess I was not evaluating it as being weak, but more like a low floor, high ceiling card, casting this for 3, and the next turn casting wheel of fortune to refill the hand gives you a 3 mana 7/7 double strike. even at 5 mana 2/2 pass turn, untap, draw, cast a card to draw 2 now has a 4/4 double strike, basically becomes a card that can end board stalls fairly easily.
hmmm. I guess I was not evaluating it as being weak, but more like a low floor, high ceiling card, casting this for 3, and the next turn casting wheel of fortune to refill the hand gives you a 3 mana 7/7 double strike. even at 5 mana 2/2 pass turn, untap, draw, cast a card to draw 2 now has a 4/4 double strike, basically becomes a card that can end board stalls fairly easily.
I like the design, it’s neat, but for cube, even your best case scenario is weak. Compare your card to kalonian hydra, the poster child for big dumb stat monster with no protection but will end the game. They both end the game at about the same speed, but for a big dumb monster trample >doublestrike. Kalonian hydra does it all by itself, yours requires help from drawspells. Imagine top decking this(sad day). I’d honestly just remove an x from the cost. That would make it compete in my 360 at least.
Learned Blade1
Artifact - Equipment (R)
Whenever Learned Blade is equipped to a creature place a charge counter on Learned Blade.
Equipped creature gets +X/+X where X is the number of charge counters on Learned Blade and has “Whenever this creature attacks or blocks it gains your choice of first strike, lifelink, or deathtouch until end of turn.”
Equip 3
Sylvan Scrolls1G
Artifact (R)
During your draw step if you would draw a card you may instead look at the top two cards of your library you may reveal a land, creature, or planeswalker from among these two cards and put it into your hand. Put the remaining card(s) on the bottom of your library. You may pay 3 life to keep the card(s) on top of your library in any order and then draw a card.
Insistent Naturalist1G
Creature - Elf Wizard (R)
During your untap step, tap all lands opponents control.
Lands you control get +1/+1.
2/3
With Symic needing so much work. What about something along the lines of:
Mystical Fairy Elf
2UG
Flash, Flying
When # ETB choose one or both.
Return Target Spell, Permanent, or Card in a graveyard to its owner's hand.
Exile Another Target Permanent, Return it to the Battlefield under its owner's control.
2/2
Vengeant Anthem1RW
Enchantment (R)
You may cast Vengeant Anthem only if an opponent damaged you or a planeswalker you control during their last turn.
Creatures you control get +2/+1.
Kaya, Orzhov Exorcist1(W/B)
Planeswalker
Extort
-1: Exile target tapped creature. It's controller creates a 1/1 white and black Spirit creature token with flying.
[3]
Firemind SageRR
Creature - Human Wizard (M)
Multikicker 1 (You may pay an additional 1 any number of times as you cast this spell.)
When Firemind Sage enters the battlefield exile the top two cards of your library plus an additional card for each time Firemind Sage was kicked. Until the end of your next turn you may play those cards. For each card exiled this way that was not played Firemind Sage deals 1 damage to target creature or planeswalker.
2/1
Firemind SageRR
Creature - Human Wizard (M)
Multikicker 1 (You may pay an additional 1 any number of times as you cast this spell.)
When Firemind Sage enters the battlefield exile the top two cards of your library plus an additional card for each time Firemind Sage was kicked. Until the end of your next turn you may play those cards. For each card exiled this way that was not played Firemind Sage deals 1 damage to target creature or planeswalker.
2/1
That's a LOT of value in one small package.
Abbot of Keral Keep Impulse-draws you a single card with a good body for 2 mana, and it only draws the card until end of turn.
This gives you a full Light up the Stage with the cards lasting until your next turn. AND you can Impulse even more for every mana you spend. AND then on top of that it gives you a Rolling Thunder. There's no way this sees print as-is. Drop the two built-in cards and the burn and it might be printable.
Also that last ability needs to be worded as "At the end of your next turn, for each card that was exiled this way that wasn't played, ~ deals 1 damage to target creature or planeswalker"
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Thanks for the feedback. There are some things I disagree with but ultimately I do think the cost needs to be upped to 1RR or the multikicker changed to 2, not sure which right off hand.
A couple points.
1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.
Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P
Thanks for the feedback. There are some things I disagree with but ultimately I do think the cost needs to be upped to 1RR or the multikicker changed to 2, not sure which right off hand.
A couple points.
1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.
Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P
1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger
Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
1RR
Legendary Human Wizard
3/2
Kicker X
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
Unf, I don't think there's any way that would print that. Countering any spell for U once this thing starts swinging is brutal.
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What I'd really like is more flip walkers. JVP and Kytheon are great, but the others aren't nearly as good.
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Hmm... such as:
Nissa, the Bounty Renewed 1GG
Legendary Planeswalker - Nissa
+1: Put the top three cards of your library into your graveyard. If at least one of these cards is a land card, create a 0/1 green Plant creature token.
-1: Return target land card from your graveyard to the battlefield
-7: You get an emblem with "You may play land cards from your graveyard. You may play three additional lands each turn."
4
Liliana, Bolas-Bound 2BB
Legendary Planeswalker - Liliana
+1: Create a 2/2 tapped black zombie creature token.
-2: Each player sacrifices a permanent
-5: You get an emblem with "At the beginning of your upkeep, put a soot counter on this emblem, and then each opponent sacrifices a number of permanents equal to the number of soot counters on this emblem"
3
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Since you can't sac emblems or interact with them in any way, that would be a brutal version of smoke stack lol.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
One mechanic I loved was
Zenkai boost(whenever this creature blocks or becomes blocked put X +1/+1 counters on it, where x is it’s power at end of turn)
So for example I had
Creature R
Zenkai boost
2/1
Which is almost functionally a vanilla(aka I think printable) but can be absolutely insane given the right circumstance, equipment combat tricks etc)
And (a weak card in the set)
Creature 5WW
Vigilance, indestructible, flying
Zenkai boost
3/7
And that emblem wouldn’t see print, at the very least it would have some call to the grave type clause where if someone couldn’t sac the emblem would break.
http://forums.mtgsalvation.com/showthread.php?t=484979
Flaming Avatar
Cost: XXR
As you Cast Flaming Avatar, X = the number of cards in your hand.
Power and Toughness = X/X (the number of cards in your hand)
Double Strike
http://www.cubetutor.com/cubeblog/63569
It’s a cool idea but super weak. With a downside of having to pay whatever is in your hand as a cost it should be XR at most. - 3 drop 1/1 or a 5 drop 2/2 with double strike are both awful. Then you at least have the upside of drawspells making it super good. As is if you don’t cheat it into play it’s weak, and if you do you should have cheated something way stronger.
http://forums.mtgsalvation.com/showthread.php?t=484979
http://www.cubetutor.com/cubeblog/63569
I like the design, it’s neat, but for cube, even your best case scenario is weak. Compare your card to kalonian hydra, the poster child for big dumb stat monster with no protection but will end the game. They both end the game at about the same speed, but for a big dumb monster trample >doublestrike. Kalonian hydra does it all by itself, yours requires help from drawspells. Imagine top decking this(sad day). I’d honestly just remove an x from the cost. That would make it compete in my 360 at least.
http://forums.mtgsalvation.com/showthread.php?t=484979
Artifact - Equipment (R)
Whenever Learned Blade is equipped to a creature place a charge counter on Learned Blade.
Equipped creature gets +X/+X where X is the number of charge counters on Learned Blade and has “Whenever this creature attacks or blocks it gains your choice of first strike, lifelink, or deathtouch until end of turn.”
Equip 3
Sylvan Scrolls 1G
Artifact (R)
During your draw step if you would draw a card you may instead look at the top two cards of your library you may reveal a land, creature, or planeswalker from among these two cards and put it into your hand. Put the remaining card(s) on the bottom of your library. You may pay 3 life to keep the card(s) on top of your library in any order and then draw a card.
Insistent Naturalist 1G
Creature - Elf Wizard (R)
During your untap step, tap all lands opponents control.
Lands you control get +1/+1.
2/3
Mystical Fairy Elf
2UG
Flash, Flying
When # ETB choose one or both.
Return Target Spell, Permanent, or Card in a graveyard to its owner's hand.
Exile Another Target Permanent, Return it to the Battlefield under its owner's control.
2/2
http://www.cubetutor.com/cubeblog/63569
Creature - Elemental Soldier (U)
Scale 2 (For every two basic lands you control, Terra Soldier gets +1/+1).
1/1
Acidic Bloomsnapper 3G
Creature - Plant (R)
Deathtouch
When Acidic Bloomsnapper enters the battlefield destroy target noncreature, nonland permanent an opponent controls.
2/3
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
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Creature - Human Plant
Tap: add a +1/+1 counter to Vannifar's Loyalist and one mana of any color to your mana pool
0/1
Very interesting design, but I'm not sure how it's blue.
Why not just:
Vannifar's Loyalist 1G
Creature - Human Plant
{T}: Add one mana of any color. Put a +1/+1 counter on ~.
0/1
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Enchantment (R)
You may cast Vengeant Anthem only if an opponent damaged you or a planeswalker you control during their last turn.
Creatures you control get +2/+1.
Planeswalker
Extort
-1: Exile target tapped creature. It's controller creates a 1/1 white and black Spirit creature token with flying.
[3]
Creature - Human Wizard (M)
Multikicker 1 (You may pay an additional 1 any number of times as you cast this spell.)
When Firemind Sage enters the battlefield exile the top two cards of your library plus an additional card for each time Firemind Sage was kicked. Until the end of your next turn you may play those cards. For each card exiled this way that was not played Firemind Sage deals 1 damage to target creature or planeswalker.
2/1
That's a LOT of value in one small package.
Abbot of Keral Keep Impulse-draws you a single card with a good body for 2 mana, and it only draws the card until end of turn.
This gives you a full Light up the Stage with the cards lasting until your next turn. AND you can Impulse even more for every mana you spend. AND then on top of that it gives you a Rolling Thunder. There's no way this sees print as-is. Drop the two built-in cards and the burn and it might be printable.
Also that last ability needs to be worded as "At the end of your next turn, for each card that was exiled this way that wasn't played, ~ deals 1 damage to target creature or planeswalker"
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A couple points.
1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.
Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P
1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger
Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
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Legacy: Something U/W Controlish
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I'm not an expert on oracle text etc, but here it goes
1RR
Legendary Human Wizard
3/2
Kicker X
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
http://www.cubetutor.com/cubeblog/63569