Plow Fisted Giant 4GG
Creature - Giant
Trample
When ~ enters the battlefield, put target land on top of it's owner's library.
7/5
3 turn clock uninterrupted, 6 drop means you can realistically cast it turn 4 reliably in dedicated ramp (bonus points for after turn 3 plow under.) Trample for good measure.
I'd also be interested in a true Plow Under on a stick, even with a much smaller body attached to it. But since that pretty much wins the game on its own if you can get it in and out of play, 2 lands would be too strong.
EDIT: Based on some suggestions here and here, I've come to these designs. Sorry for the constant updates, just had some fixes pop in my head
[Green, NC_CMC1]
Primal InfusionG
Enchantment {R}
Whenever a creature you control dies, you may sacrifice Primal Infusion. If you do, add green mana to your mana pool equal to that creature's power.
[Green, C_CMC1]
Lotus WardenG
Creature - Beast {MR}
1/1 1: Put a +1/+1 counter on Lotus Warden. Activate this ability only once each turn and only any time you could cast a sorcery.
Remove three +1/+1 counters from Lotus Warden: Add three mana of any one color to your mana pool.
These are a lot better. Well, I'm not sure about Primal Infusion, because only triggering on a creature dying means that it will generally trigger during combat.
The Lotus Warden is definitely good like that. The pump being optional means it doesn't throw off your curve, and you can fit it in any time you have an opening. It also means you can cast it as a Grizzly Bears turn two, not that that is particularly broken. He ramps you to 6 mana on turn 4 now, which is pretty solid.
I've been looking another G three drop for the T1 elf ramp deck. Maybe something like this?
Green Guy1GG
Creature - Beast
Trample, Reach
4/4
I think this is too far above the curve. Wolfir Avenger has shown you can get a 3/3 with 2 evergreen abilities for 1GG, but a 4/4 is pushing it. Leatherback Baloth is a vanilla 4/5 for GGG. Going from GGG to 1GG shaves that toughness, but won't buy you any abilities. I could see this at GGG as a 4/4 with one of the two abilities, or as a 3/4 or maybe 4/3 with both.
That actually gives me an idea.
Nature's Call GGG
Sorcery
Choose one - put a 4/3 green Rhino token with trample onto the battlefield, or put a 3/4 green Spider token with reach onto the battlefield
Plow Fisted Giant 4GG
Creature - Giant
Trample
When ~ enters the battlefield, put target land on top of it's owner's library.
7/5
3 turn clock uninterrupted, 6 drop means you can realistically cast it turn 4 reliably in dedicated ramp (bonus points for after turn 3 plow under.) Trample for good measure.
Seems good and strong. It's not Primetime good, but it definitely has its own merits, and I'd likely run it alongside Primetime. You might be able to get away with the Primal Command wording of putting any non-creature permanent on top of its owner's library on ETB.
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Plow Fisted Giant 4GG
Creature - Giant
Trample
When ~ enters the battlefield, put target non-creature permanent on top of it's owner's library.
7/5
made it slightly better while also getting it more into green's current direction. This version is perfect. it's extra strong against a walker or equipment while still giving the land option as a default.
There really are a dearth of good green 6-drops. Primetime is the only one that is consistently played. I'm trying to come up with some good ones, but really falling kind of short.
Titanic Spider 4GG
Creature - Spider
When Titanic Spider enters the battlefield, put 4 1/1 Insect tokens into play.
Reach
Whenever Titanic Spider attacks, other creatures you control get +1/+1 and trample until end of turn
5/7
The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it
There really are a dearth of good green 6-drops. Primetime is the only one that is consistently played. I'm trying to come up with some good ones, but really falling kind of short.
Titanic Spider 4GG
Creature - Spider
When Titanic Spider enters the battlefield, put 4 1/1 Insect tokens into play.
Reach
Whenever Titanic Spider attacks, other creatures you control get +1/+1 and trample until end of turn
5/7 The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it
I like this a lot. I'm not sure if it would slide in with only GG, I think it might slide in at 3GGG or 4GGG.
Regardless, I love it.
Into the Macroverse2WWU
Enchantment
When Into the Macroverse enters the battlefield, you may exile any number of creatures you control. For each creature put a time counter on Into the Macroverse.
Return a creature exiled with Into the Macroverse, remove a time counter: Exile target creature. You may use this ability only once each turn.
There really are a dearth of good green 6-drops. Primetime is the only one that is consistently played. I'm trying to come up with some good ones, but really falling kind of short.
Titanic Spider 4GG
Creature - Spider
When Titanic Spider enters the battlefield, put 4 1/1 Insect tokens into play.
Reach
Whenever Titanic Spider attacks, other creatures you control get +1/+1 and trample until end of turn
5/7
The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it
Waaaaaaaaaaay too good. 14 power attacking? The initial spider needs to be much smaller.
Actually, that would be really cool. What about a 2/7 Like the Best Spider Ever? That also makes him 'Lark-able.
Also if you want him to really emulate derranged hermit, I don't see any echo
Really for it to be in anyway reasonable it's going to look a lot like Hornet Queen
Originally Posted by DrRuler
Plow Fisted Giant
Creature - Giant
Trample
When ~ enters the battlefield, put target non-creature permanent on top of it's owner's library.
7/5
made it slightly better while also getting it more into green's current direction. This version is perfect. it's extra strong against a walker or equipment while still giving the land option as a default.
Dandy_Lions;9744618']Waaaaaaaaaaay too good. 14 power attacking? The initial spider needs to be much smaller.
Actually, that would be really cool. What about a 2/7 Like the Best Spider Ever? That also makes him 'Lark-able.
Also if you want him to really emulate derranged hermit, I don't see any echo
Really for it to be in anyway reasonable it's going to look a lot like Hornet Queen
It's only 13 power attacking (though it does buff your other guys). The base body could be toned down a bit, I suppose.
Hornet Queen would be overpriced if every body it provided didn't have the Flying + Deathtouch combo, which allows it to trade with like 85% of creatures 1:1 on each of the 5 bodies. Compare more to Avenger of Zendikar, who has a beefier body and more vanilla tokens.
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It's only 13 power attacking (though it does buff your other guys). The base body could be toned down a bit, I suppose.
Hornet Queen would be overpriced if every body it provided didn't have the Flying + Deathtouch combo, which allows it to trade with like 85% of creatures 1:1 on each of the 5 bodies. Compare more to Avenger of Zendikar, who has a beefier body and more vanilla tokens.
Way more bodies sure, but they only have power conditionally.
Titanic Spider v2 4GG
Creature - Spider
Reach
When Titanic Spider enters the battlefield, put 4 1/2 Insect tokens into play.
Whenever Titanic Spider attacks, other creatures you control get +1/+2 until end of turn. "The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it"
2/7
A lot less powerful but still would be the most cubeable six drop in green so far.
Titanic Spider 4GG
Creature - Spider
When Titanic Spider enters the battlefield, put 4 1/1 Insect tokens into play.
Reach
Whenever Titanic Spider attacks, other creatures you control get +1/+1 and trample until end of turn
5/7
The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it
This thing is WAY too good. Like, insanely too good.
Id rather have a grave titan. I don't think it is that overpowered, standard defining yes, overpowerred no.
make it a 5/5 and i would say it is good to go. the > 6 toughness means that nothing can really trade with it. iWhen you make a super awesome aggressive bomb it needs to have some weakness
I.e Cant have double strike, indestructible and be a 10/10 unblockable vigilance, but it can have any 1 of those attributes.
I dont know if i would cube The second version. The reason hornet queen is good is because those creatures have evasion and can trade with anything. 5 1/1s for 6 is not a good deal.
Not exactly a cube card I don't think, but I still like it a lot.
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Not exactly a cube card I don't think, but I still like it a lot.
Keldon Trebuchet4 Artifact [R] 2, :symtap:, Sacrifice another artifact or creature: ~ deals damage to target creature or player equal to the sacrificed permanent's converted mana cost. "They sieged the city for days. When they ran out of ammunition, they launched any extra possessions over the walls. When they ran out of those, they launched their dead."
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I just want to play with a trebuchet somewhere.
I feel like this could lose the 2 mana activation or the tap and be a legitimate card.
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Titanic Spider v2 4GG
Creature - Spider
Reach
When Titanic Spider enters the battlefield, put 4 1/2 Insect tokens into play.
Whenever Titanic Spider attacks, other creatures you control get +1/+2 until end of turn. "The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it"
2/7
A lot less powerful but still would be the most cubeable six drop in green so far.
trying my own nightmare fueled version of a 6 drop spider.
Nightmare Fuel 3GGG
reach
~ can only be blocked by creatures with flying or reach (this needs a keyword wotc, also the combination of these 2 abilities is flying but more flavorful)
when ~ dies put 5 1/2 spider creature tokens with reach onto the battlefield.
5/6
essentially it plays out as a green kamigawa dragon with a much better ability. the 6 toughness is because bsa should not be able to kill a 6 drop in the #1 creature color. the tokens were made to match the innistrad tokens.
trying my own nightmare fueled version of a 6 drop spider.
Nightmare Fuel 3GGG
reach
~ can only be blocked by creatures with flying or reach (this needs a keyword wotc, also the combination of these 2 abilities is flying but more flavorful)
when ~ dies put 5 1/2 spider creature tokens with reach onto the battlefield.
5/6
essentially it plays out as a green kamigawa dragon with a much better ability. the 6 toughness is because bsa should not be able to kill a 6 drop in the #1 creature color. the tokens were made to match the innistrad tokens.
Giving it "flying" is kind of awkward. Why not Reach + Intimidate?
Also, I'm not sure getting the tokens on death is really that powerful. Maybe LTB? That makes it easier to abuse.
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So? This is not an obstacle that custom cards have to hurdle.
That card was 10 power, 17 toughness and 6 threats ...that attacks for 15 on its own (10 with trample) the turn after it resolves. It's beyond anything we've seen for 6 mana.
..........
Greater Spawnmother3GGG
Creature - Spider
When ~ enters the battlefield, put three 1/2 green spider tokens onto the battlefield.
While ~ is tapped, spider creatures you control gain deathtouch.
While ~ is untapped, spider creatures you control gain reach.
3/6
So? This is not an obstacle that custom cards have to hurdle.
That card was 10 power, 17 toughness and 6 threats ...that attacks for 15 on its own (10 with trample) the turn after it resolves. It's beyond anything we've seen for 6 mana.
..........
Greater Spawnmother3GGG
Creature - Spider
When ~ enters the battlefield, put three 1/2 green spider tokens onto the battlefield.
While ~ is tapped, spider creatures you control gain deathtouch.
While ~ is untapped, spider creatures you control gain reach.
3/6
Your version just seems like a variation on Captain of the Watch. This is why I was pushing my version so hard, Green should really get a token generator that's comparable to Grave Titan.
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So? This is not an obstacle that custom cards have to hurdle.
That card was 10 power, 17 toughness and 6 threats ...that attacks for 15 on its own (10 with trample) the turn after it resolves. It's beyond anything we've seen for 6 mana.
..........
Greater Spawnmother3GGG
Creature - Spider
When ~ enters the battlefield, put three 1/2 green spider tokens onto the battlefield.
While ~ is tapped, spider creatures you control gain deathtouch.
While ~ is untapped, spider creatures you control gain reach.
3/6
I like it more than most of the others but I want more... 6 power on bodies that can be traded with by most cube creatures is just not that scary... Maybe make it a 4 power or add another spider or 2? My current green issue is "I'm the best creature color! Just ignore the good creatures in other colors and I look great." this still compares poorly to wurmcoil engine, which annoys me, pushing it more gets less printable but currently an artifact creature and the other 4 colors still have better options at 6 than this. The problem is the era of titans and engine destroyed the creature color pie making green creatures less impressive.
The first suggested version of that card is ridiculously unprintable. I'm trying to find a medium between missing the cut and being too good.
Greater Spawnmother 2.03GGG
Creature - Spider
Deathtouch, reach.
When ~ enters the battlefield, put three 1/2 green spider tokens with deathtouch and reach onto the battlefield.
3/6
..........
But what I've been asking for for a long time now is:
And I don't like the flavor of it either. Trample and Reach don't work together, flavor-wise or mechanics-wise.
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Plow Fisted Giant 4GG
Creature - Giant
Trample
When ~ enters the battlefield, put target land on top of it's owner's library.
7/5
3 turn clock uninterrupted, 6 drop means you can realistically cast it turn 4 reliably in dedicated ramp (bonus points for after turn 3 plow under.) Trample for good measure.
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I'd also be interested in a true Plow Under on a stick, even with a much smaller body attached to it. But since that pretty much wins the game on its own if you can get it in and out of play, 2 lands would be too strong.
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These are a lot better. Well, I'm not sure about Primal Infusion, because only triggering on a creature dying means that it will generally trigger during combat.
The Lotus Warden is definitely good like that. The pump being optional means it doesn't throw off your curve, and you can fit it in any time you have an opening. It also means you can cast it as a Grizzly Bears turn two, not that that is particularly broken. He ramps you to 6 mana on turn 4 now, which is pretty solid.
I think this is too far above the curve. Wolfir Avenger has shown you can get a 3/3 with 2 evergreen abilities for 1GG, but a 4/4 is pushing it. Leatherback Baloth is a vanilla 4/5 for GGG. Going from GGG to 1GG shaves that toughness, but won't buy you any abilities. I could see this at GGG as a 4/4 with one of the two abilities, or as a 3/4 or maybe 4/3 with both.
That actually gives me an idea.
Nature's Call GGG
Sorcery
Choose one - put a 4/3 green Rhino token with trample onto the battlefield, or put a 3/4 green Spider token with reach onto the battlefield
Seems good and strong. It's not Primetime good, but it definitely has its own merits, and I'd likely run it alongside Primetime. You might be able to get away with the Primal Command wording of putting any non-creature permanent on top of its owner's library on ETB.
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made it slightly better while also getting it more into green's current direction. This version is perfect. it's extra strong against a walker or equipment while still giving the land option as a default.
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On spoiled card wishlisting and 'should-have-had'-isms:
What about some kind of souped-up Deranged Hermit?
Titanic Spider 4GG
Creature - Spider
When Titanic Spider enters the battlefield, put 4 1/1 Insect tokens into play.
Reach
Whenever Titanic Spider attacks, other creatures you control get +1/+1 and trample until end of turn
5/7
The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it
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I like this a lot. I'm not sure if it would slide in with only GG, I think it might slide in at 3GGG or 4GGG.
Regardless, I love it.
Into the Macroverse 2WWU
Enchantment
When Into the Macroverse enters the battlefield, you may exile any number of creatures you control. For each creature put a time counter on Into the Macroverse.
Return a creature exiled with Into the Macroverse, remove a time counter: Exile target creature. You may use this ability only once each turn.
Waaaaaaaaaaay too good. 14 power attacking? The initial spider needs to be much smaller.
Actually, that would be really cool. What about a 2/7 Like the Best Spider Ever? That also makes him 'Lark-able.
Also if you want him to really emulate derranged hermit, I don't see any echo
Really for it to be in anyway reasonable it's going to look a lot like Hornet Queen
Plow Fisted Giant
Creature - Giant
Trample
When ~ enters the battlefield, put target non-creature permanent on top of it's owner's library.
7/5
Yeah, print this one! =).
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It's only 13 power attacking (though it does buff your other guys). The base body could be toned down a bit, I suppose.
Hornet Queen would be overpriced if every body it provided didn't have the Flying + Deathtouch combo, which allows it to trade with like 85% of creatures 1:1 on each of the 5 bodies. Compare more to Avenger of Zendikar, who has a beefier body and more vanilla tokens.
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Way more bodies sure, but they only have power conditionally.
I didn't even mention the number of bodies, which is way larger.
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4GG
Creature - Spider
Reach
When Titanic Spider enters the battlefield, put 4 1/2 Insect tokens into play.
Whenever Titanic Spider attacks, other creatures you control get +1/+2 until end of turn.
"The rumbles as it crashes through the woods inspires a primal fight or flight response in those around it"
2/7
A lot less powerful but still would be the most cubeable six drop in green so far.
This thing is WAY too good. Like, insanely too good.
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make it a 5/5 and i would say it is good to go. the > 6 toughness means that nothing can really trade with it. iWhen you make a super awesome aggressive bomb it needs to have some weakness
I.e Cant have double strike, indestructible and be a 10/10 unblockable vigilance, but it can have any 1 of those attributes.
I dont know if i would cube The second version. The reason hornet queen is good is because those creatures have evasion and can trade with anything. 5 1/1s for 6 is not a good deal.
http://forums.mtgsalvation.com/showthread.php?t=484979
Keldon Trebuchet 4
Artifact [R]
2, :symtap:, Sacrifice another artifact or creature: ~ deals damage to target creature or player equal to the sacrificed permanent's converted mana cost.
"They sieged the city for days. When they ran out of ammunition, they launched any extra possessions over the walls. When they ran out of those, they launched their dead."
-Sandar, journal entry
I just want to play with a trebuchet somewhere.
I feel like this could lose the 2 mana activation or the tap and be a legitimate card.
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trying my own nightmare fueled version of a 6 drop spider.
Nightmare Fuel 3GGG
reach
~ can only be blocked by creatures with flying or reach (this needs a keyword wotc, also the combination of these 2 abilities is flying but more flavorful)
when ~ dies put 5 1/2 spider creature tokens with reach onto the battlefield.
5/6
essentially it plays out as a green kamigawa dragon with a much better ability. the 6 toughness is because bsa should not be able to kill a 6 drop in the #1 creature color. the tokens were made to match the innistrad tokens.
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Giving it "flying" is kind of awkward. Why not Reach + Intimidate?
Also, I'm not sure getting the tokens on death is really that powerful. Maybe LTB? That makes it easier to abuse.
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So? This is not an obstacle that custom cards have to hurdle.
That card was 10 power, 17 toughness and 6 threats ...that attacks for 15 on its own (10 with trample) the turn after it resolves. It's beyond anything we've seen for 6 mana.
..........
Greater Spawnmother 3GGG
Creature - Spider
When ~ enters the battlefield, put three 1/2 green spider tokens onto the battlefield.
While ~ is tapped, spider creatures you control gain deathtouch.
While ~ is untapped, spider creatures you control gain reach.
3/6
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Your version just seems like a variation on Captain of the Watch. This is why I was pushing my version so hard, Green should really get a token generator that's comparable to Grave Titan.
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I like it more than most of the others but I want more... 6 power on bodies that can be traded with by most cube creatures is just not that scary... Maybe make it a 4 power or add another spider or 2? My current green issue is "I'm the best creature color! Just ignore the good creatures in other colors and I look great." this still compares poorly to wurmcoil engine, which annoys me, pushing it more gets less printable but currently an artifact creature and the other 4 colors still have better options at 6 than this. The problem is the era of titans and engine destroyed the creature color pie making green creatures less impressive.
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Beefcake 4GG or 3GGG
Creature - Whatever
Hexproof, Trample
*/*
Existing comparisons are Simic Sky Swallower and Kodama of the North Tree. I'm thinking 8/8 might be reasonable?
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Greater Spawnmother 2.0 3GGG
Creature - Spider
Deathtouch, reach.
When ~ enters the battlefield, put three 1/2 green spider tokens with deathtouch and reach onto the battlefield.
3/6
..........
But what I've been asking for for a long time now is:
Gaea's Shield 3GGG
Creature - Giant
Shroud, Trample
6/7
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