Just off the top of my head, I would play Thragtusk over Genesis as the last five drop. It hits harder, has an ETB trigger that turns games around, and gives you the benefit of Genesis (getting a creature when it dies) once for free instead of paying 2G + the creature's cost multiple times. And both of its triggers cater to blink interactions, which I would think also falls in the category of "fun things you can do with it"
Well, I'd argue that versus control, Genesis is better as it offers an infinite CA engine - something that trumps a one shot life gain with elephant token. Thragtusk is a good card no doubt, but it's not better than Genesis IMO - not in the context of your cube meta. It's better against aggro sure, but does your midrange deck typically need help with that matchup? In that respect, it's actually a "win more" card.
I know this conversation is off topic, and I apologize. But I feel like it's important to all these discussions. There seems to be a desire to choose raw power over function, and I don't understand why. I'm not saying people shouldn't run Thragtusk. But running it over Genesis IMO hurts your green midrange decks. Everyone is so obsessed with the aggro beats control which beats midrange, and these types of card choices just compound the problem.
Well, I'd argue that versus control, Genesis is better as it offers an infinite CA engine - something that trumps a one shot life gain with elephant token. Thragtusk is a good card no doubt, but it's not better than Genesis IMO - not in the context of your cube meta. It's better against aggro sure, but does your midrange deck typically need help with that matchup? In that respect, it's actually a "win more" card.
I know this conversation is off topic, and I apologize. But I feel like it's important to all these discussions. There seems to be a desire to choose raw power over function, and I don't understand why. I'm not saying people shouldn't run Thragtusk. But running it over Genesis IMO hurts your green midrange decks. Everyone is so obsessed with the aggro beats control which beats midrange, and these types of card choices just compound the problem.
It does offer an infinite CA engine, but not without a cost. The one shot life gain and elephant token are yours without paying any other additional costs after playing Thragtusk. 2G during your upkeep is not a small deal. In fact, it's a pretty big deal and it's what really hurts its value in today's cube environment. I also don't see Thragtusk as a win more type of card in that context, in fact it highlights why Thragtusk is so awesome. Yes, the lifegain is fantastic vs aggro. But that elephant token is equally fantastic vs control. Having board presence after a Wrath is exactly what a mid-range deck wants - not only are you getting a very relevant 3/3 body for no mana cost you can also attack with it right away.
It does offer an infinite CA engine, but not without a cost. The one shot life gain and elephant token are yours without paying any other additional costs after playing Thragtusk. 2G during your upkeep is not a small deal. In fact, it's a pretty big deal and it's what really hurts its value in today's cube environment. I also don't see Thragtusk as a win more type of card in that context, in fact it highlights why Thragtusk is so awesome. Yes, the lifegain is fantastic vs aggro. But that elephant token is equally fantastic vs control. Having board presence after a Wrath is exactly what a mid-range deck wants - not only are you getting a very relevant 3/3 body for no mana cost you can also attack with it right away.
By the time the game has stalled out against control, the midrange player has 5+ lands (and maybe more mana if it's a ramp deck). Paying 2G each turn to get back whatever creature you need is not a big deal. Your opponent has his control fatty in play? I pay 2G to get back my bone shredder. Now your fatty is dead. Oh it's untargettable? Fleshbag Maurader to the rescue.
Genesis is like a mini demonic tutor for 3 that can be used every turn. It's ridiculous in a birthing pod deck in ways that Thragtusk could never hope to be. Control is not going to have anything to fear from a 3/3 elephant token when they are one turn away from dropping a dragon.
If I'm facing down a control deck, I'd MUCH rather have a 2G upkeep option every turn that can get me back any dude I've had in play. It's a CA engine that only gets better the longer the game does on. I actually like drawing lands with Genesis in play as it lets me get back bigger dudes and cast them the same turn.
I don't care what control drops. If I'm getting two cards every turn to their one card, they are going to lose no matter how many wraths and counters they have. CA wins games.
You have to be flooding terribly to be able to use genesis's ability and still be able to cast the dude you got back. Getting a three drop already takes 6 mana.
You have to be flooding terribly to be able to use genesis's ability and still be able to cast the dude you got back. Getting a three drop already takes 6 mana.
And most of the three drops in cube are great utility spells. He named a bunch of great three drops that can basically solve any problem your opponent presents...and then get to attack! You don't need to be getting back stuff like Grave Titan for it to be worth it.
And it's not hard to assume that green decks will have a lot of mana in late game grinds. It's not uncommon for me to be able to use the ability to get back 4-5cc creatures and start replaying them against control.
True, but that doesn't matter much in the matchup it's built to shine in. Your green midrange deck will be doing just fine against aggro, but against control it's nice to have a sweet CA engine providing value from the 'yard.
It's not like control players are doing nothing for multiple turns (Later in the game) to allow you to consistently generate significant card advantage with genesis.
There's so many ways for control to present a must answer threat that a deck built to utilize genesis will have a lot of problems dealing with.
Decks built to utilize genesis must have discard outlets or ramp effects in order to get enough mana to use it's ability and to get proper value out of him.
You must have a variety of good creatures in your deck in order for there to be a decent chance one is in your graveyard.
Hence, Genesis decks tend to be removal light.
Many cube's have designed controls end game to be difficult to answer as well...
Multiple planeswalkers, Upheavel, Aetherling, Entreat the angels, Meloku, Bribery your best creature
The parlay of
a) Getting genesis in your yard WITHOUT some form of card disadvantage in doing so. (if it requires card disadvantage, factor that into his value)
b) Getting another relevant creature in your yard (IE Not a mana elf on turn 10)
c) Having the mana to use genesis' ability, while that not significantly interrupting your gameplan.
d) Not dying or facing an unanswerable threat for long enough time to generate significant card advantage. (Note, it's hard to get genesis + good creature in your yard consistently and early in the game while control is dawdling)
Seems like it's not worth the downside of being a poorly costed creature for 5 mana a lot of the time.. When you could be playing a solid green 5-drop, that might end the game on the spot, or generate a lot of immediate value.
Different strokes for different folks I guess. Genesis is really good in a birthing pod/recurring nightmare deck. You want lots of stuff in your yard to get back with Genesis? That's the best way I've found to do it.
a) Getting genesis in your yard WITHOUT some form of card disadvantage in doing so. (if it requires card disadvantage, factor that into his value)
b) Getting another relevant creature in your yard (IE Not a mana elf on turn 10)
c) Having the mana to use genesis' ability, while that not significantly interrupting your gameplan.
d) Not dying or facing an unanswerable threat for long enough time to generate significant card advantage. (Note, it's hard to get genesis + good creature in your yard consistently and early in the game while control is dawdling)
Seems like it's not worth the downside of being a poorly costed creature for 5 mana a lot of the time.. When you could be playing a solid green 5-drop, that might end the game on the spot, or generate a lot of immediate value.
a) You can cast it as a threat against control, and they can remove it. That's a common way to get it into the yard against control.
b) Green decks are filled to the brim with relevant creatures. This shouldn't ever be a problem.
c) The genesis CA engine/threat recursion becomes your gameplan late game against control. It doesn't interrupt it at all.
d) Green's top-end creatures can face a lot of adversity, and when they can be chained back into play, I'm not too worried about the things on the other side of the board, creature wise. Of course there are some cards that you really don't wanna be facing, but the same goes for your threats you're chaining against them.
I find it's absolutely worth the power/cost ratio to have that ability against control. It's hard to play a 5-drop that will have a better average performance in the matchup against control than Genesis will. Those other ones have to resolve and survive. Genesis doesn't need to do either.
We just found a few things with Genesis that caused its placement on the bench:
- No one was drafting it. This is a HUGE part of it, and I wanted to make room for new cards that people might draft more often.
- The 2G on the upkeep was a bit prohibitive, as you could not cast your boom-boom, get it killed/countered that turn, and be able to cast it again the next turn.
- Maybe I'm missing that Genesis is better now that I've moved towards more ramp support, to alleviate the above problem. Perhaps I'll try it again in the future once I get the ramp thing established.
Just my .02
-AA
P.S. I'VE (R)EVOLUTIONIZED MY CUBE WHY HAVEN'T YOU
a) You can cast it as a threat against control, and they can remove it. That's a common way to get it into the yard against control.
b) Green decks are filled to the brim with relevant creatures. This shouldn't ever be a problem.
c) The genesis CA engine/threat recursion becomes your gameplan late game against control. It doesn't interrupt it at all.
d) Green's top-end creatures can face a lot of adversity, and when they can be chained back into play, I'm not too worried about the things on the other side of the board, creature wise. Of course there are some cards that you really don't wanna be facing, but the same goes for your threats you're chaining against them.
I find it's absolutely worth the power/cost ratio to have that ability against control. It's hard to play a 5-drop that will have a better average performance in the matchup against control than Genesis will. Those other ones have to resolve and survive. Genesis doesn't need to do either.
Different strokes for different folks I guess. Genesis is really good in a birthing pod/recurring nightmare deck. You want lots of stuff in your yard to get back with Genesis? That's the best way I've found to do it.
I looked over your cube, and think genesis is much stronger in your cube than in the average cube.
Games should go a lot longer, in a less powerful end game envriornment I could see him being quite sweet
I've been thinking about some narrower cards for the artifact deck. I have a 600 cards cube and after a few years of streamlining it, I have recently discovered my love for supporting a few distinct archetypes that players can draft around, as long as they are not too narrow / too unlikely to happen (*cough* storm *cough*). So, here are potential cards for the artifact archetype:
Grand Architect
Another piece of acceleration for the deck, with some small optional pumps. It might be a bit vulnerable in a deck without many early creatures, but so is Metalworker. Unless you also support the new blue devotion / blue aggro archetype, his use is pretty much restricted to the artifact deck, so he might be a bit too narrow.
Master Transmuter
I would really, really like to have a second Tinker. This is one of the few cards that - like Tinker - ignores mana cost. You can also do some nice artifact "blinking" to recycle etb effects. However, 4 mana and needing to wait a turn for the ability means that she is a bit too slow and 2 toughness means that she is a bit too vulnerable (though the latter hasn't stopped Metalworker in my cube - sometimes the opponent just doesn't have the removal). I would certainly play her if she would cost 1 less.
The Abyss
I wasn't aware of this card's synergy with artifact creatures. Since black is the secondary color for this archetype in my cube (with Tezzeret, Agent of Bolas and Baleful Strix), this might actually be a nice inclusion. It is also less narrow than most other cards on this list here and can go into certain control or stax/pox decks. Only problem: The money cost.
Copper Gnomes
I am desperate for another Tinker, but not that desperate!
Etched Champion
You only need two more artifacts to make this card very hard to deal with. Two artifacts is not a real challenge in the artifact deck and you might even pull it off in a Wildfire deck with enough manafacts. Not only is this a great blocker, but it can also become a fearsome attacker with almost any equipment. I am tempted to replace the outdated Chimeric Idol with this guy, even though cutting my last card from Prophecy would mean that I would no longer run at least one card from every Magic set.
Kuldotha Forgemaster
I really wish this card would cost 1 less (evenin exchange for 1 power), so that I could play it turn three and activate it turn four. As is, I think I have to reapeat my Copper Gnomes comment here...
Master Transmuter is no more a second Tinker than Elvish Piper is a second Natural Order. Not only are they much slower, but they're completely different, and fail to do the one thing that makes the spell versions good -- they don't tutor the threat.
Master Transmuter is a hoot if you get it online, but ultimately it was too slow for my Cube. Picking up and putting down a Sundering Titan is bonkers, as is Myr Battlesphere, or Triskelion, or...
Sadly, 4 mana is just too much for a fragile creature like Master Transmuter. I called her a Tinker variant early, on the basis that she lets you cheat artifacts into play while ignoring their mana cost, but as wtwlf said, that is only half of what Tinker does (being a tutor would be the other half). I think the better analogy would be Metalworker, which doesn't ignore the mana cost, but often provides 6 or so mana which is enough to cast even the most expensive card. So, Master Transmuter is more like Metalworker and if only she would cost 3 like that dude, I would give her a try. Especially since she can enable some fun and crazy bounce loops.
I have thought about Trash for Treasure, but concluded that most artifacts that I would want to return to play are artifact creatures. And for those, I can use regular reanimation spells. Those are generally better than Trash for Treasure and would let the drafter stay in only two colors (UB). While Goblin Welder is pretty powerful, it adds a third color, which I want to avoid for such a narrow archetype. Getting a powerful artifact deck together is already hard enough, without an increased need to pick up more fixing.
I think the only cards from my above list that could be realistically included in the cube are Grand Architect (especially if you run Thassa, God of the Sea - which I do - and Master of Waves - which I don't) and The Abyss. Having only artifact creatures, planeswalkers and (blue) shroud creatures as win conditions would make it one-sided and therefore pretty powerful. Has anyone here experience with that card? I don't want to run proxies in my cube, but considering the 100 € price tag for an English copy, maybe I should try it as a proxy first?
I think red is a really good color to add to your reanimation decks.
Oh, I already run a few reanimation enablers in red (Faithless Looting, Firestorm and Sneak Attack). I guess Goblin Welder has a certain overlap between the two archetypes, though it has fewer targets than all other reanimation spells. Trash for Treasure is still not worth it, imo.
Time for a semi-epic necro of this thread.
I am bringing Goblin Welder back into my cube, and adding Feldon of the Third Path and Wurmcoil Engine alongside him. Looking up the SCD for each of these cards (as well as Daretti, Scrap Savant) inevitably brings up the comment "supports the artifact deck really well *gush*", but there appears to be not much consensus on what you should be running next to Welder / Feldon / Wurmcoil.
I am also running Myr Battlesphere ATM, and currently have a strong blue artifact theme already (including Tezzeret the Seeker and Inkwell Leviathan. Am I missing anything stupidly obvious (other than Sundering Titan and Mindslaver, both of which are probably a little too oppressive for my playgroup's tastes)?
I had been considering the red artifact archetype for awhile, but am not fully convinced it is a thing just yet, at least when compared to existing cube archetypes. While it looks really cool, I just don't know how often everything would come together to make it work. And even then, if it would be worth diluting what red does best with all those cards just for those few times that it does.
I have been experimenting with adding a small bit of red reanimator support, however. Sneak Attack and Faithless Looting are great in their own right, and I think by just adding Tormenting Voice and Bogardan Hellkite (2 cards!), red-supported reanimator could be a thing. Maybe I'm just looking for an excuse to play Bogardan Hellkite in cube, but tbh, I think this is a pretty good one.
Anyhow, for your purposes, I think Tormenting Voice should be taken into consideration. It's no Faithless Looting, but it still fills a lot of roles.
Other red cards that support Welder an the artifact deck (as well as reanimator) are Faithless Looting and Firestorm. You also need to be running enough 0-2cc artifacts to take advantage of Welder/Daretti.
Well, I'd argue that versus control, Genesis is better as it offers an infinite CA engine - something that trumps a one shot life gain with elephant token. Thragtusk is a good card no doubt, but it's not better than Genesis IMO - not in the context of your cube meta. It's better against aggro sure, but does your midrange deck typically need help with that matchup? In that respect, it's actually a "win more" card.
I know this conversation is off topic, and I apologize. But I feel like it's important to all these discussions. There seems to be a desire to choose raw power over function, and I don't understand why. I'm not saying people shouldn't run Thragtusk. But running it over Genesis IMO hurts your green midrange decks. Everyone is so obsessed with the aggro beats control which beats midrange, and these types of card choices just compound the problem.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
It does offer an infinite CA engine, but not without a cost. The one shot life gain and elephant token are yours without paying any other additional costs after playing Thragtusk. 2G during your upkeep is not a small deal. In fact, it's a pretty big deal and it's what really hurts its value in today's cube environment. I also don't see Thragtusk as a win more type of card in that context, in fact it highlights why Thragtusk is so awesome. Yes, the lifegain is fantastic vs aggro. But that elephant token is equally fantastic vs control. Having board presence after a Wrath is exactly what a mid-range deck wants - not only are you getting a very relevant 3/3 body for no mana cost you can also attack with it right away.
By the time the game has stalled out against control, the midrange player has 5+ lands (and maybe more mana if it's a ramp deck). Paying 2G each turn to get back whatever creature you need is not a big deal. Your opponent has his control fatty in play? I pay 2G to get back my bone shredder. Now your fatty is dead. Oh it's untargettable? Fleshbag Maurader to the rescue.
Genesis is like a mini demonic tutor for 3 that can be used every turn. It's ridiculous in a birthing pod deck in ways that Thragtusk could never hope to be. Control is not going to have anything to fear from a 3/3 elephant token when they are one turn away from dropping a dragon.
If I'm facing down a control deck, I'd MUCH rather have a 2G upkeep option every turn that can get me back any dude I've had in play. It's a CA engine that only gets better the longer the game does on. I actually like drawing lands with Genesis in play as it lets me get back bigger dudes and cast them the same turn.
I don't care what control drops. If I'm getting two cards every turn to their one card, they are going to lose no matter how many wraths and counters they have. CA wins games.
Just my 2 cents.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
And most of the three drops in cube are great utility spells. He named a bunch of great three drops that can basically solve any problem your opponent presents...and then get to attack! You don't need to be getting back stuff like Grave Titan for it to be worth it.
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There's so many ways for control to present a must answer threat that a deck built to utilize genesis will have a lot of problems dealing with.
Decks built to utilize genesis must have discard outlets or ramp effects in order to get enough mana to use it's ability and to get proper value out of him.
You must have a variety of good creatures in your deck in order for there to be a decent chance one is in your graveyard.
Hence, Genesis decks tend to be removal light.
Many cube's have designed controls end game to be difficult to answer as well...
Multiple planeswalkers, Upheavel, Aetherling, Entreat the angels, Meloku, Bribery your best creature
The parlay of
a) Getting genesis in your yard WITHOUT some form of card disadvantage in doing so. (if it requires card disadvantage, factor that into his value)
b) Getting another relevant creature in your yard (IE Not a mana elf on turn 10)
c) Having the mana to use genesis' ability, while that not significantly interrupting your gameplan.
d) Not dying or facing an unanswerable threat for long enough time to generate significant card advantage. (Note, it's hard to get genesis + good creature in your yard consistently and early in the game while control is dawdling)
Seems like it's not worth the downside of being a poorly costed creature for 5 mana a lot of the time.. When you could be playing a solid green 5-drop, that might end the game on the spot, or generate a lot of immediate value.
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http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
a) You can cast it as a threat against control, and they can remove it. That's a common way to get it into the yard against control.
b) Green decks are filled to the brim with relevant creatures. This shouldn't ever be a problem.
c) The genesis CA engine/threat recursion becomes your gameplan late game against control. It doesn't interrupt it at all.
d) Green's top-end creatures can face a lot of adversity, and when they can be chained back into play, I'm not too worried about the things on the other side of the board, creature wise. Of course there are some cards that you really don't wanna be facing, but the same goes for your threats you're chaining against them.
I find it's absolutely worth the power/cost ratio to have that ability against control. It's hard to play a 5-drop that will have a better average performance in the matchup against control than Genesis will. Those other ones have to resolve and survive. Genesis doesn't need to do either.
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- No one was drafting it. This is a HUGE part of it, and I wanted to make room for new cards that people might draft more often.
- The 2G on the upkeep was a bit prohibitive, as you could not cast your boom-boom, get it killed/countered that turn, and be able to cast it again the next turn.
- Maybe I'm missing that Genesis is better now that I've moved towards more ramp support, to alleviate the above problem. Perhaps I'll try it again in the future once I get the ramp thing established.
Just my .02
-AA
P.S. I'VE (R)EVOLUTIONIZED MY CUBE WHY HAVEN'T YOU
P.P.S. On topic: I LIKE THE ARTIFACT DECK
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I want to agree with you.. The card is so cool
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I looked over your cube, and think genesis is much stronger in your cube than in the average cube.
Games should go a lot longer, in a less powerful end game envriornment I could see him being quite sweet
Last Updated 02/07/24
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Yes. My cube definitely is slower than most here, and that is likely why I think Genesis is uncuttable. Masked Admirers is even good in my cube.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
Grand Architect
Another piece of acceleration for the deck, with some small optional pumps. It might be a bit vulnerable in a deck without many early creatures, but so is Metalworker. Unless you also support the new blue devotion / blue aggro archetype, his use is pretty much restricted to the artifact deck, so he might be a bit too narrow.
Master Transmuter
I would really, really like to have a second Tinker. This is one of the few cards that - like Tinker - ignores mana cost. You can also do some nice artifact "blinking" to recycle etb effects. However, 4 mana and needing to wait a turn for the ability means that she is a bit too slow and 2 toughness means that she is a bit too vulnerable (though the latter hasn't stopped Metalworker in my cube - sometimes the opponent just doesn't have the removal). I would certainly play her if she would cost 1 less.
The Abyss
I wasn't aware of this card's synergy with artifact creatures. Since black is the secondary color for this archetype in my cube (with Tezzeret, Agent of Bolas and Baleful Strix), this might actually be a nice inclusion. It is also less narrow than most other cards on this list here and can go into certain control or stax/pox decks. Only problem: The money cost.
Copper Gnomes
I am desperate for another Tinker, but not that desperate!
Etched Champion
You only need two more artifacts to make this card very hard to deal with. Two artifacts is not a real challenge in the artifact deck and you might even pull it off in a Wildfire deck with enough manafacts. Not only is this a great blocker, but it can also become a fearsome attacker with almost any equipment. I am tempted to replace the outdated Chimeric Idol with this guy, even though cutting my last card from Prophecy would mean that I would no longer run at least one card from every Magic set.
Kuldotha Forgemaster
I really wish this card would cost 1 less (evenin exchange for 1 power), so that I could play it turn three and activate it turn four. As is, I think I have to reapeat my Copper Gnomes comment here...
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-AA
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I have thought about Trash for Treasure, but concluded that most artifacts that I would want to return to play are artifact creatures. And for those, I can use regular reanimation spells. Those are generally better than Trash for Treasure and would let the drafter stay in only two colors (UB). While Goblin Welder is pretty powerful, it adds a third color, which I want to avoid for such a narrow archetype. Getting a powerful artifact deck together is already hard enough, without an increased need to pick up more fixing.
I think the only cards from my above list that could be realistically included in the cube are Grand Architect (especially if you run Thassa, God of the Sea - which I do - and Master of Waves - which I don't) and The Abyss. Having only artifact creatures, planeswalkers and (blue) shroud creatures as win conditions would make it one-sided and therefore pretty powerful. Has anyone here experience with that card? I don't want to run proxies in my cube, but considering the 100 € price tag for an English copy, maybe I should try it as a proxy first?
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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Oh, I already run a few reanimation enablers in red (Faithless Looting, Firestorm and Sneak Attack). I guess Goblin Welder has a certain overlap between the two archetypes, though it has fewer targets than all other reanimation spells. Trash for Treasure is still not worth it, imo.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
I am bringing Goblin Welder back into my cube, and adding Feldon of the Third Path and Wurmcoil Engine alongside him. Looking up the SCD for each of these cards (as well as Daretti, Scrap Savant) inevitably brings up the comment "supports the artifact deck really well *gush*", but there appears to be not much consensus on what you should be running next to Welder / Feldon / Wurmcoil.
I am also running Myr Battlesphere ATM, and currently have a strong blue artifact theme already (including Tezzeret the Seeker and Inkwell Leviathan. Am I missing anything stupidly obvious (other than Sundering Titan and Mindslaver, both of which are probably a little too oppressive for my playgroup's tastes)?
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The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
I have been experimenting with adding a small bit of red reanimator support, however. Sneak Attack and Faithless Looting are great in their own right, and I think by just adding Tormenting Voice and Bogardan Hellkite (2 cards!), red-supported reanimator could be a thing. Maybe I'm just looking for an excuse to play Bogardan Hellkite in cube, but tbh, I think this is a pretty good one.
Anyhow, for your purposes, I think Tormenting Voice should be taken into consideration. It's no Faithless Looting, but it still fills a lot of roles.
Cheers,
rant
My Cube
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