Finally decided to proxy a few cards for a while. Help me find cuts for Imperial Seal and Nether Void.
So cut two: Chainer's Edict, Blood Artist, Vampire Nighthawk, Nekretaal, Profane Command, and Tombstalker.
I'm pretty sure I'll cut Chainer's Edict for Imperial Seal. But all other cards are rough for me. Blood Artist supports the Purphoros shells, Nighthawk is a valuable source of life gain in black, Profane Command is probably too versatile to cut, Nekretaal feels bad to get rid of because of the 187 effect, and Tombstalker gives the attrition decks a late game thread they can usually cast for 3BB or less. And before you look at my list and suggest Smallpox, know that it's going to be a warm day in a cold place before I cut that.
I realize all these cards do different things, but I need some room and some help.
I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Agreed with rant. Blood Artist and Nighthawk are the worst good cards on that list. However, I'm not personally a fan of Nether Void, so I'd keep Nighthawk just not include the enchantment.
In the Hour of Devastation new card discussion, Wildfire came up a lot as everyone's favorite red archetype. I don't currently support it. For a 630 card list, what are the must-have cards for the archetype? Obviously there's Wildfire and Burning of Xinye, but what are the subtle support cards? The creatures with 5 toughness you don't necessarily think about, etc? Extra red planeswalkers? Do you run Ember Swallower?
Also, I don't run signets and that won't be changing any time soon. I do have the normal suite of mana rocks, though.
In the Hour of Devastation new card discussion, Wildfire came up a lot as everyone's favorite red archetype. I don't currently support it. For a 630 card list, what are the must-have cards for the archetype? Obviously there's Wildfire and Burning of Xinye, but what are the subtle support cards? The creatures with 5 toughness you don't necessarily think about, etc? Extra red planeswalkers? Do you run Ember Swallower?
Also, I don't run signets and that won't be changing any time soon. I do have the normal suite of mana rocks, though.
I think cubes of all sizes should be supporting Wildfire. It's one of my favorite archetypes to draft. In a nutshell, you play mana rocks to ramp into an X/5 creature or planeswalker, then cast Wildfire which should theoretically leave your opponent far enough behind that they can't recover. Obviously it doesn't always work exactly like that, but that's the basic idea. You'll want mana rocks (I don't run Signets either), early disruption, X/5 creatures and/or powerful planeswalkers, the Wildfire effects (of course), and both Earthquake and Rolling Earthquake are great here. The cube generally runs the Wildfire support cards without running Wildfire anyway, so all you'd probably need to do is throw in the two Wildfires. I don't think Ember Swallower is either good enough or needed as extra support.
Wildfire, Burning of Xinye, Earthquake, Rolling Earthquake, and Chandra, Flamecaller are the cornerstones of the archetype in red for me. Fiery Confluence is also the truth in this deck.
I like to have at least one creature in each color that can conceivable come out the turn before a Wildfire and live through it: Baneslayer Angel, Aetherling is as close as I have in blue, Tasigur, Thundermaw Hellkite, Polukranos, and Thragtusk. The Titans I cube with, all but Frost Titan, go well in the deck. Planeswalkers do really good work, and while enemy walkers survive Wildfire, they don't necessarily survive the Earthquakes.
I know most people like to play Wildfire in , URbut I really prefer playing a WR shell with the Gargadon / Balance combo, as many of the walkers as I can draft, and all the mana stones. It's a little short on draw compared to the other combinations, but whatever. Access to the best walkers and extra Wrath and Geddon effects make up for that to me. Plus, Balance.
Sidebar: I was very hesitant about running the Signets, too, but I added them and now I wouldn't want to play without them unless I went down to 360.
I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Shout out to Jokulhaups, if your Wildfire decks tend to be heavy planeswalker or you want something Upheavaly in your red section, Jokulhaups does a good impression. Plus the name is Jokulhaups.
Not really a this or that, per se, but what would you guys say is the best Threaten effect available? Kari Zev's Expertise? I'm looking to include one or two of these types of effects in my lower power list.
I like Frenzied Fugue too, but I'm looking to add these in to support a BR sacrifice deck and it doesn't really work in that deck. I also think Conscripts is the best as well, but probably too good for my low power environment. And I don't play 'walkers in that list.
I'm really just looking for red threaten spells that can be used to snag a dude as a combat trick, or snag him, attack with him, and sac him to a sac outlet. I'm currently running Pillage and Molten Rain because I had hoped a Ponza style deck would work, but it just hasn't come together. I want to replace those two cards with two Threatens, but they're all worded differently for some reason so searching for them all on MagicCards.info is cumbersome.
I like Frenzied Fugue too, but I'm looking to add these in to support a BR sacrifice deck and it doesn't really work in that deck. I also think Conscripts is the best as well, but probably too good for my low power environment. And I don't play 'walkers in that list.
I'm really just looking for red threaten spells that can be used to snag a dude as a combat trick, or snag him, attack with him, and sac him to a sac outlet. I'm currently running Pillage and Molten Rain because I had hoped a Ponza style deck would work, but it just hasn't come together. I want to replace those two cards with two Threatens, but they're all worded differently for some reason so searching for them all on MagicCards.info is cumbersome.
I'd argue that the power of Zealous Conscripts scales so it shouldn't be too powerful in an lower power list.
Frenzied Fugue is probably the best one after Zealous Conscripts, because it can grab anything and you can keep using it during your turns. I've also been liking the new Limits of Solidarity, because there are times a Threaten effect is just a dead card, so it's great to have one that can be cycled away.
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I ended up going with Kari Zev's Expertise, Blind With Anger, and Zealous Conscripts. That gives me something at 3, 4, and 5 on the curve. Limits of Solidarity is a good suggestion if the instant speed of Blind With Anger proves to be unimportant or if it gets stranded in hands a lot. Thanks for the input, guys!
I ended up going with Kari Zev's Expertise, Blind With Anger, and Zealous Conscripts. That gives me something at 3, 4, and 5 on the curve. Limits of Solidarity is a good suggestion if the instant speed of Blind With Anger proves to be unimportant or if it gets stranded in hands a lot. Thanks for the input, guys!
Cut for Supreme Will:
-Memory Lapse (might be a bad call to cut 2 drop counters)
-Miscalculation (so similar, with 2 mana replacement, or 3 mana better replacment)
-Impulse (this seems a little weird, but also obvious at the same time?)
-Condescend (idk what everyone's opinions are on this card in 2017)
Is Upheaval / Tog a thing in your cube? If so, I think the top end on Psychatog is a lot higher in theory (truthfully, I've never seen the ceiling in action). It's a polarizing card but those that defend it do so with vigor so I think that has to be taken into consideration here. Shadowmage Infiltrator is good and works in more decks, but it's really just solid filler and nothing more than that IMO.
Supreme Will I'm not even sure is good. Modal spells are sweet but 3 mana counters are not great in general. And paying 3 for impulse is not something I want to do either. So both modes are lackluster. Does putting them together make that OK? I'm not sure I'm convinced. Maybe it plays better outside theory crafting though. Of the 4 cards you listed, I really like miscalculation as it cycles. Condescend is probably the cut I'd go with (it is solid though). Remand does a decent Memory Lapse impersonation, so you could also probably get away with running 1 of those at 360 I feel. Impulse is just a solid card at 2 mana and can be super critical for hitting land drops (here is where at 3 mana this card loses a lot of versatility I think).
I would cut tog, pouncer, and Memory Lapse. If you're also running Splinter Twin, I'd say keep Pestermite. If you're only running Kiki, its kind of a toss up. Probably between Zealous Conscripts and Resto Angel, Mite isn't needed without Twin, and Obstructionist is more impressive on its own.
1. Cut Psychatog
2. Keep Initiate
3. It's between Supreme Will and Impulse. Keep the other spells in (Condescend is still solid). Keep Impulse for combo decks and Will for more general control builds.
4. Keep Pestermite if you run the combo
At 360, I don't think any of those cards make the cut. The only cards I'd be looking to add from this set in a 360 list would be Ramunap Excavator and possibly Abrade. New cards are fun, but I think that's a trade off with running a 360 list.
With that said, if you want to add those in, I'd take wtwlf's advice on the cuts. For Supreme Will you could possibly look to cut Negate or Disallow. I'd definitely cut those two before any of the options you listed here.
So cut two: Chainer's Edict, Blood Artist, Vampire Nighthawk, Nekretaal, Profane Command, and Tombstalker.
I'm pretty sure I'll cut Chainer's Edict for Imperial Seal. But all other cards are rough for me. Blood Artist supports the Purphoros shells, Nighthawk is a valuable source of life gain in black, Profane Command is probably too versatile to cut, Nekretaal feels bad to get rid of because of the 187 effect, and Tombstalker gives the attrition decks a late game thread they can usually cast for 3BB or less. And before you look at my list and suggest Smallpox, know that it's going to be a warm day in a cold place before I cut that.
I realize all these cards do different things, but I need some room and some help.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
Cheers,
rant
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Also, I don't run signets and that won't be changing any time soon. I do have the normal suite of mana rocks, though.
I wrote a thing about Wildfire decks here.
I think cubes of all sizes should be supporting Wildfire. It's one of my favorite archetypes to draft. In a nutshell, you play mana rocks to ramp into an X/5 creature or planeswalker, then cast Wildfire which should theoretically leave your opponent far enough behind that they can't recover. Obviously it doesn't always work exactly like that, but that's the basic idea. You'll want mana rocks (I don't run Signets either), early disruption, X/5 creatures and/or powerful planeswalkers, the Wildfire effects (of course), and both Earthquake and Rolling Earthquake are great here. The cube generally runs the Wildfire support cards without running Wildfire anyway, so all you'd probably need to do is throw in the two Wildfires. I don't think Ember Swallower is either good enough or needed as extra support.
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I like to have at least one creature in each color that can conceivable come out the turn before a Wildfire and live through it: Baneslayer Angel, Aetherling is as close as I have in blue, Tasigur, Thundermaw Hellkite, Polukranos, and Thragtusk. The Titans I cube with, all but Frost Titan, go well in the deck. Planeswalkers do really good work, and while enemy walkers survive Wildfire, they don't necessarily survive the Earthquakes.
I know most people like to play Wildfire in , URbut I really prefer playing a WR shell with the Gargadon / Balance combo, as many of the walkers as I can draft, and all the mana stones. It's a little short on draw compared to the other combinations, but whatever. Access to the best walkers and extra Wrath and Geddon effects make up for that to me. Plus, Balance.
Sidebar: I was very hesitant about running the Signets, too, but I added them and now I wouldn't want to play without them unless I went down to 360.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
In my experience it doesn't work at 720 (and should not really be an archetype at anything higher either). The density of the effects is just too low.
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You're probably right, but I love it so much I'd still try to make it work.
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I'm really just looking for red threaten spells that can be used to snag a dude as a combat trick, or snag him, attack with him, and sac him to a sac outlet. I'm currently running Pillage and Molten Rain because I had hoped a Ponza style deck would work, but it just hasn't come together. I want to replace those two cards with two Threatens, but they're all worded differently for some reason so searching for them all on MagicCards.info is cumbersome.
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I'd argue that the power of Zealous Conscripts scales so it shouldn't be too powerful in an lower power list.
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Cut for The Scarab God:
-Psychatog
-Shadowmage Infiltrator
Glory-bound Initiate vs. Adorned Pouncer?
I think the cat is pretty great, but I just love having a cool transforming 3/1 duder.
Cut for Supreme Will:
-Memory Lapse (might be a bad call to cut 2 drop counters)
-Miscalculation (so similar, with 2 mana replacement, or 3 mana better replacment)
-Impulse (this seems a little weird, but also obvious at the same time?)
-Condescend (idk what everyone's opinions are on this card in 2017)
Pestermite vs. Nimble Obstructionist? (I run Kiki-Jiki but that's negotiable)
Thanks everyone!
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Here's to many more years at MTGS *clink*
Probably Glory-bound Initiate.
Supreme Will I'm not even sure is good. Modal spells are sweet but 3 mana counters are not great in general. And paying 3 for impulse is not something I want to do either. So both modes are lackluster. Does putting them together make that OK? I'm not sure I'm convinced. Maybe it plays better outside theory crafting though. Of the 4 cards you listed, I really like miscalculation as it cycles. Condescend is probably the cut I'd go with (it is solid though). Remand does a decent Memory Lapse impersonation, so you could also probably get away with running 1 of those at 360 I feel. Impulse is just a solid card at 2 mana and can be super critical for hitting land drops (here is where at 3 mana this card loses a lot of versatility I think).
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
[180 classic cube]
1. Cut Psychatog
2. Keep Initiate
3. It's between Supreme Will and Impulse. Keep the other spells in (Condescend is still solid). Keep Impulse for combo decks and Will for more general control builds.
4. Keep Pestermite if you run the combo
I think Initiate is better than Pouncer, but probably not by a huge margin.
Supreme Will isn't close to good enough to replace any of those cards.
Pestermite if you need it to support the combo. Otherwise, neither.
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With that said, if you want to add those in, I'd take wtwlf's advice on the cuts. For Supreme Will you could possibly look to cut Negate or Disallow. I'd definitely cut those two before any of the options you listed here.
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