I suppose this is probably obvious, but I didn't see anyone state it explicitly: GSZ is MUCH better late game topdeck than Worldly, which I do think matters.
Only if you still have a creature with relevant stats left in your deck.
And if you don't have a relevant creature, Worldly is better?
I guess if you're saying it's only better if you have a green creature, that makes sense, but how many green decks are you building that run green sun's zenith that don't have multiple big green dudes in them? When I'm up against the gun in topdeck mode, I don't want to wait a turn to draw the card I'm tutoring up, I want to play it now.
I've been pleased with GSZ since adding it recently. It's relatively narrow in that it is only good in green ramp, but it really helps with those decks' consistency. It's a mana elf early game, a toolbox answer midgame or a fatty lategame. I'd say it's an auto include if you are supporting green ramp.
"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
I've been pleased with GSZ since adding it recently. It's relatively narrow in that it is only good in green ramp, but it really helps with those decks' consistency. It's a mana elf early game, a toolbox answer midgame or a fatty lategame. I'd say it's an auto include if you are supporting green ramp.
I've run it in a good many green midrange decks. A suite of mana guy + utility guy + beat guy is usually enough (that or Eternal Witness + anything).
Its main use has been to get your mana elf or Bird. This is good enough! Having two Rofellos and two Birs is your decks helps a lot.
The toolbox effect (Sex Monkies, Wall of Blossoms, random fatty,...) is very good as well, but for us it has been the cherry on the cake, not the main selling point. It does allow you to lower the redunduncy during deck building. You don't need three fatties or three Artifact removal guys in your deck, but you can go with one less. This opens up deck building a bit more and makes drafting more forgiving.
The reshuffling part is nice, but hard to evaluate. For evaluation purposes it doesn't factor in for me.
I've had this card in my Cube for over a decade now but is it still good enough? I run a MaxPower 360 & one of my fellow Cubers insists it's great whereas I think it's cuttable at this point. Thoughts on GSZ in the modern Cube environment?
I've had this card in my Cube for over a decade now but is it still good enough? I run a MaxPower 360 & one of my fellow Cubers insists it's great whereas I think it's cuttable at this point. Thoughts on GSZ in the modern Cube environment?
Card remains great IMO. Even as just a redundant copy of all your mana dorks for an extra mana it's great, and being able to be whatever green creature is best for you in that moment is always powerful.
I've had this card in my Cube for over a decade now but is it still good enough? I run a MaxPower 360 & one of my fellow Cubers insists it's great whereas I think it's cuttable at this point. Thoughts on GSZ in the modern Cube environment?
GSZ is in no danger of getting cut for me and has only gotten better over time with things like Hexdrinker / Mawloc / Grist, the Hunger Tide / Undermountain Adventurer / etc.
I've had this card in my Cube for over a decade now but is it still good enough? I run a MaxPower 360 & one of my fellow Cubers insists it's great whereas I think it's cuttable at this point. Thoughts on GSZ in the modern Cube environment?
For most powered cubes, GSZ is secretly the best 2 CMC mana dork with Rofellos being a close second. It can fetch a dork on turn 2 and can fetch a Tireless Tracker/ Oracle/ Grist or Primeval Titan in the mid to late game, which offers a lot of flexibility for ramp strategies that struggle with consistency. (If you're playing green, it should be a fairly safe assumption you have a 1 cmc dork somewhere in your deck).
However, GSZ is cutable for cubes where 2 CMC dorks are too slow for the environment.
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And if you don't have a relevant creature, Worldly is better?
I guess if you're saying it's only better if you have a green creature, that makes sense, but how many green decks are you building that run green sun's zenith that don't have multiple big green dudes in them? When I'm up against the gun in topdeck mode, I don't want to wait a turn to draw the card I'm tutoring up, I want to play it now.
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"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
I've run it in a good many green midrange decks. A suite of mana guy + utility guy + beat guy is usually enough (that or Eternal Witness + anything).
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Its main use has been to get your mana elf or Bird. This is good enough! Having two Rofellos and two Birs is your decks helps a lot.
The toolbox effect (Sex Monkies, Wall of Blossoms, random fatty,...) is very good as well, but for us it has been the cherry on the cake, not the main selling point. It does allow you to lower the redunduncy during deck building. You don't need three fatties or three Artifact removal guys in your deck, but you can go with one less. This opens up deck building a bit more and makes drafting more forgiving.
The reshuffling part is nice, but hard to evaluate. For evaluation purposes it doesn't factor in for me.
I feel compelled to repeat everything I hear
450 card Peasant cube thread. Draft it here.
My 540 card Powered Cube last updated March 2022
Card remains great IMO. Even as just a redundant copy of all your mana dorks for an extra mana it's great, and being able to be whatever green creature is best for you in that moment is always powerful.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
GSZ is in no danger of getting cut for me and has only gotten better over time with things like Hexdrinker / Mawloc / Grist, the Hunger Tide / Undermountain Adventurer / etc.
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For most powered cubes, GSZ is secretly the best 2 CMC mana dork with Rofellos being a close second. It can fetch a dork on turn 2 and can fetch a Tireless Tracker/ Oracle/ Grist or Primeval Titan in the mid to late game, which offers a lot of flexibility for ramp strategies that struggle with consistency. (If you're playing green, it should be a fairly safe assumption you have a 1 cmc dork somewhere in your deck).
However, GSZ is cutable for cubes where 2 CMC dorks are too slow for the environment.