Geralf's Painsmith 2BB
Creature - Zombie (R)
Deathtouch, undying
When ~ enters the battlefield, if its power is 4 or greater, target opponent loses 4 life.
3/3
Edit: Don't ask how I jumped from his post to this.
Doesn't seem nonchalantly designed or blatantly overpowered to me. The deathtouch makes it a tad too strong on second look, but removing that ability basically makes this a remix of Geralf's Messenger - one that I would consider about the same level of cubeable as the original, which already sees play in a few cubes. I'm not sure what the reasoning is behind the change in life loss, though. Now it's more vulnerable to exile or bounce without getting value.
Geralf's Messenger is triple black and enters the battlefield tapped, which tames it considerably since it can't just completely blow out aggro in any random rock deck IN ADDITION to being delicious is aggro. Messenger was severely pushed by wizards and the proposed card is still better.
I'll have to take back my comment about being the most nonchalantly pushed design in here, though. The Real Snapcaster easily takes that spot.
Brutal Tithe was the worst designed card I've ever had to witness in a long time, if not ever, nothing against killem2 for posting cards, but man wizards would never have printed that one
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Ok so now that I think about it, best make the The Real Snapcaster Mage:
When The Real Snapcaster Mage enters the battlefield, return another target creature to its owner's hand. Untap up to two lands.
Still broken if you have multiples, but oh well. I knew it would be way too good anyway. If it were to see print, maybe make it 3 or 4 mana and we'd still probably have a deal.
Heath
Land - Forest (All Forests have T: Add G to you manapool)
If you played Heath from your hand, Heath enters the battlefield tapped.
When Heath enters the battlefield from your library, you may search your library for a basic Plains and put it on the battlefield tapped. If you do, shuffle your library.
Slightly clunky and odd design imo, as I had to read it three times, but playable and powerful nonetheless.
Lame if you play it from your hand, borderline too powerful if fetched. Lands that ramp themselves usually have a very severe drawback - Ancient Tomb, City of Traitors.
Darksteel Manticore5
Creature - Manticore
Darksteel Manticore is indestructible.
At the beginning of your upkeep, sacrifice Darksteel Manticore unless you discard a card. If you do, it deals 1 damage to target creature or player.
4/4
Born from a desire to see a more aggressively costed Darksteel creature. Pairing it with the Masticore drawback seemed the easiest way to balance it. Might be interesting to see other ideas with colored creatures too.
Ok so this one might be worded awkwardly, but maybe you wizards can reword it to sound better:
Shared Sacrifice 1B
Sorcery
Choose up to one creature that target opponent controls. That opponent chooses up to one creature you control. Both players sacrifice the chosen creatures.
It was supposed to be an Innocent Blood where both players get to choose the creature their opponent sacrifices. If played with your board being empty, it's the best black removal spell ever.
Soulbond is really cool. Here is my idea for a one drop:
Wardriver Goblin R
Creature - Goblin Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Wardriver Goblin is paired with another creature, both creatures get +1/+1 and cannot block.
1/1
One more before bedtime. Heres to hoping Soulbond is as promising as it looks.
Soltari Mentor WW
Creature - Soltari Cleric
Protection from black
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Wardriver Goblin is paired with another creature, both creatures have shadow.
2/1
Here's my take on how to get a bit creative with Soulbound (note that you can pair it with your opponent's creatures!):
Spirit Insect2RG
Trample, Haste
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit Insect is paired with another creature, both creatures have protection from each others colors.
Here's my take on how to get a bit creative with Soulbound (note that you can pair it with your opponent's creatures!):
Spirit Insect2RG
Trample, Haste
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit Insect is paired with another creature, both creatures have protection from each others colors.
4/1
That's really cool. Although Soulbonding with your opponent's creatures has memory issues I hope we get one that is cubeable!
One more before bedtime. Heres to hoping Soulbond is as promising as it looks.
Soltari Mentor WW
Creature - Soltari Cleric
Protection from black
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as [Soltari Mentor] is paired with another creature, both creatures have shadow.
2/1
I see them printing a blue creature that soulbound's flying.
Quote from meep »
Here's my take on how to get a bit creative with Soulbound (note that you can pair it with your opponent's creatures!):
Spirit Insect 2rg
Trample, Haste
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit Insect is paired with another creature, both creatures have protection from each others colors.
That card and grapeshot win the game in one shot.
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Doesn't seem nonchalantly designed or blatantly overpowered to me. The deathtouch makes it a tad too strong on second look, but removing that ability basically makes this a remix of Geralf's Messenger - one that I would consider about the same level of cubeable as the original, which already sees play in a few cubes. I'm not sure what the reasoning is behind the change in life loss, though. Now it's more vulnerable to exile or bounce without getting value.
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I think that award goes to
http://forums.mtgsalvation.com/showpost.php?p=7692935&postcount=4651
It's one of a few cards that I can somehow remember, and pretty much is a lot more overpower than anything wizards print in recent year.
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I was having fun with undying, of course. Playing with the mechanic. =D
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When The Real Snapcaster Mage enters the battlefield, return another target creature to its owner's hand. Untap up to two lands.
Still broken if you have multiples, but oh well. I knew it would be way too good anyway. If it were to see print, maybe make it 3 or 4 mana and we'd still probably have a deal.
Juju Alters - Altered MTG Cards
Slightly clunky and odd design imo, as I had to read it three times, but playable and powerful nonetheless.
Lame if you play it from your hand, borderline too powerful if fetched. Lands that ramp themselves usually have a very severe drawback - Ancient Tomb, City of Traitors.
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well at least the plains ETB tapped
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Plz.
Creature - Manticore
Darksteel Manticore is indestructible.
At the beginning of your upkeep, sacrifice Darksteel Manticore unless you discard a card. If you do, it deals 1 damage to target creature or player.
4/4
Born from a desire to see a more aggressively costed Darksteel creature. Pairing it with the Masticore drawback seemed the easiest way to balance it. Might be interesting to see other ideas with colored creatures too.
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Shared Sacrifice
1B
Sorcery
Choose up to one creature that target opponent controls. That opponent chooses up to one creature you control. Both players sacrifice the chosen creatures.
It was supposed to be an Innocent Blood where both players get to choose the creature their opponent sacrifices. If played with your board being empty, it's the best black removal spell ever.
Juju Alters - Altered MTG Cards
Couragous Aura
Enchantment 2G
Soulbound - Paired creature get's +3/+3 and trample
Does soulbound work this way?
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Wardriver Goblin
R
Creature - Goblin Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Wardriver Goblin is paired with another creature, both creatures get +1/+1 and cannot block.
1/1
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The goblin seems like it would be sweet.
Soltari Mentor
WW
Creature - Soltari Cleric
Protection from black
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Wardriver Goblin is paired with another creature, both creatures have shadow.
2/1
Spirit Insect 2RG
Trample, Haste
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Spirit Insect is paired with another creature, both creatures have protection from each others colors.
4/1
That's really cool. Although Soulbonding with your opponent's creatures has memory issues I hope we get one that is cubeable!
I see them printing a blue creature that soulbound's flying.
No, you can't.
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