And do you guys think any of the Pathways are better than their respective man-land?
Pathway much better than spires. RW aggro wants untapped lands. needle spires too slow to get activated in most RW decks.
I would say the pathways are better than most manlands with the exception of tarpit, collonade, and maybe on par with ravine and shambling vent depending what you want these sections to do.
And do you guys think any of the Pathways are better than their respective man-land?
Pathway much better than spires. RW aggro wants untapped lands. needle spires too slow to get activated in most RW decks.
I would say the pathways are better than most manlands with the exception of tarpit, collonade, and maybe on par with ravine and shambling vent depending what you want these sections to do.
Agree. If you aren't running duals (which you aren't), then the 4 lands I'd run for boros are fetch, shock, canopy, and pathway.
Also, you reminded me I need to get the Rakdos pathway.
Seems like it is very en vogue as of late to question the viability of Fireblast. It is still a premium spell in my book. Narrower than CMC 2 and less burn, but with a higher ceiling.
Sovereign > Paladin > Spirit - Paladin trades with everything and does nothing if you don't attack with it. Sovereign has a strong static ability in your worst matchups.
Fireblast > Stoke > Char - Fireblast is narrow, but far stronger. The two damage of Char proved quite bad against aggro.
I'll probably test showdown at some point, but aggro is saturated with four drops in those colors. Two-drops have a much milder competition.
Forsake > Fragmentize - Forsake is maindeckable, Fragmentize is a narrow sideboard card in most cubes. It also sucks to draw it a turn after they Tinkered their Myr Battlesphere. If artifacts are so prevalent Fragmentize is maindeckable, go with that.
[quote from="armando.zuffi »" url="/forums/the-game/the-cube-forum/cube-card-and-archetype/193805-this-or-that-discussion?comment=15955"]1 - Clarion Spirit vs Imposing Sovereign vs Accorder Paladin ? What order ?
1. Imposing Sovereign > Accorder/ Clarion. Its static is very relevant against midrange/ reanimator decks
2. FireBlast > Char/ Stoke. The other two are way too expensive to be useful.
3. Showdown >= Shyknight. Both fine cards. I'm going to give the edge to Showdown. I would prefer my aggressive 2 drops to remain mono-color for the moment. The quantity > quality is more important in aggressive decks. I would prefer a red 2 drop to be played in a RX deck and a Wx deck.
Showdown might be an interesting card in both aggressive/ midrange lands decks. I will be keeping an eye on showdown for the time being.
4. Forsake >= Fragmentize. Both fine cards. Smaller vintage cubes should opt for Fragmentize as its more likely for the opponent to open with a piece of power. Larger cubes should prob opt for Forsake to remove problematic Enchantments/ Artifacts.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Behold. Sorcery speed card draw is past its prime.
Disclaimer - I primarily play tempo / combo decks primarily win by leveraging tempo gained by forcing the opponent leave open mana. I much strong affinity for tempo based cards.
I also think sorcery speed card draw aren't that great.
I'm not a big fan of either card - But I opt for Deep Analysis because of its graveyard synergies.
I'm not sure if you need more artifact removal in an unpowered environment. I would give it to Ancient Grudge. I have a lot respect for Reclamation Sage variants but the problem is red 3 CMC (and also 2 and 4 CMC) are just way too competitive IMO.
Similarly, would also give the edge to Galvanic Blast. Red 3-4 CMC is way too competitive.
I've found that red aggro decks is more about tempo than all-in burn. Shock Variants have been pretty good - especially against green mana dorks.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
My initial thoughts are that the blue and white guilds would rather have the cycling or no-life-loss options, whereas the green and black guilds would rather have crucible synergies.
My initial thoughts are that the blue and white guilds would rather have the cycling or no-life-loss options, whereas the green and black guilds would rather have crucible synergies.
Blast > Staggershock, 3 mana burn just isn't too appealing.
1. Necrotic Hex is more interesting and could be a finisher, but Crippling Fear is probably more useful.
2. Elder
3. Probably Sea-God but I'm not jazzed about either.
4. Mortars unless you can make Metalcraft a thing in your cube.
And do you guys think any of the Pathways are better than their respective man-land?
Pathway much better than spires. RW aggro wants untapped lands. needle spires too slow to get activated in most RW decks.
I would say the pathways are better than most manlands with the exception of tarpit, collonade, and maybe on par with ravine and shambling vent depending what you want these sections to do.
Agree. If you aren't running duals (which you aren't), then the 4 lands I'd run for boros are fetch, shock, canopy, and pathway.
Also, you reminded me I need to get the Rakdos pathway.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
2 - Fireblast vs Char vs Stoke the Flames ? What order ?
3 - Skyknight Vanguard vs Showdown of the Skalds ?
4 - Forsake the Worldly vs Fragmentize ?
Accorder Paladin > Sovereign > Spirit. Sovereign if your cube supports Kiki/Twin, otherwise Spirit.
Fireblast >> Char ≥ Stoke.
I'd test Showdown over Vanguard, but don't have strong feelings one way or the other.
Fragmentize > Forsake. Fragmentize if powered, for sure.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Cheers,
rant
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otherwise i'm in agreement.
Sovereign > Paladin > Spirit - Paladin trades with everything and does nothing if you don't attack with it. Sovereign has a strong static ability in your worst matchups.
Fireblast > Stoke > Char - Fireblast is narrow, but far stronger. The two damage of Char proved quite bad against aggro.
I'll probably test showdown at some point, but aggro is saturated with four drops in those colors. Two-drops have a much milder competition.
Forsake > Fragmentize - Forsake is maindeckable, Fragmentize is a narrow sideboard card in most cubes. It also sucks to draw it a turn after they Tinkered their Myr Battlesphere. If artifacts are so prevalent Fragmentize is maindeckable, go with that.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Thanx.
https://cubecobra.com/cube/list/5f79d238debf310362d43d47
Deep Analysis > Behold.
1. Imposing Sovereign > Accorder/ Clarion. Its static is very relevant against midrange/ reanimator decks
2. FireBlast > Char/ Stoke. The other two are way too expensive to be useful.
3. Showdown >= Shyknight. Both fine cards. I'm going to give the edge to Showdown. I would prefer my aggressive 2 drops to remain mono-color for the moment. The quantity > quality is more important in aggressive decks. I would prefer a red 2 drop to be played in a RX deck and a Wx deck.
Heck cards like Gore-House Chainwalker isn't that much worse than the best red 2 drops like Kari Zev, Skyship Raider.
Showdown might be an interesting card in both aggressive/ midrange lands decks. I will be keeping an eye on showdown for the time being.
4. Forsake >= Fragmentize. Both fine cards. Smaller vintage cubes should opt for Fragmentize as its more likely for the opponent to open with a piece of power. Larger cubes should prob opt for Forsake to remove problematic Enchantments/ Artifacts.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Behold. Sorcery speed card draw is past its prime.
2 - Irreverent Revelers vs Ancient Grudge (assuming that is red card, and my cube is unpowered)?
Disclaimer - I primarily play tempo / combo decks primarily win by leveraging tempo gained by forcing the opponent leave open mana. I much strong affinity for tempo based cards.
I also think sorcery speed card draw aren't that great.
I'm not a big fan of either card - But I opt for Deep Analysis because of its graveyard synergies.
Red already has:
Abrade
Fiery Confluence
Embereth Shieldbreaker
I'm not sure if you need more artifact removal in an unpowered environment. I would give it to Ancient Grudge. I have a lot respect for Reclamation Sage variants but the problem is red 3 CMC (and also 2 and 4 CMC) are just way too competitive IMO.
Similarly, would also give the edge to Galvanic Blast. Red 3-4 CMC is way too competitive.
I've found that red aggro decks is more about tempo than all-in burn. Shock Variants have been pretty good - especially against green mana dorks.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Staggershock > Blast
In unpowered, I'd go with Revelers. In powered, I prefer Grudge.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
enemy horizon lands vs. enemy pathways?
allied bicycle lands vs. allied pathways?
My initial thoughts are that the blue and white guilds would rather have the cycling or no-life-loss options, whereas the green and black guilds would rather have crucible synergies.
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*
Horizon Lands > Pathway Lands
Pathway Lands > Cycling Lands
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Blast > Staggershock, 3 mana burn just isn't too appealing.
Horizon > Pathways > bicycle lands
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
2 - Masked Vandal vs Wickerbough Elder ?
3 - Sublime Epiphany vs Baral's Expertise ?
4 - Nissa, Steward of Elements vs Koma, Cosmos Serpent ?
5 - Elder Gargaroth vs Battle Mammoth ? (now, after KNH tests)
6 - Stormwing Entity vs Voracious Greatshark ?
Elder > Vandal
Epiphany > Expertise
Nissa >> Koma
Mammoth ≥ Gargaroth
Entity > Greatshark
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
2 - Wickerbough Elder vs Gemrazer ?
3 - Frost Titan vs Kiora Bests the Sea God ?
4 - Galvanic Blast vs Mizzium Mortars ?
2. Elder
3. Probably Sea-God but I'm not jazzed about either.
4. Mortars unless you can make Metalcraft a thing in your cube.
Starnheim Unleashed vs Spectral Procession?
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
Starnheim Unleashed have been great here, I cut Spectral Procession for that and I do not regret it
Kiora Bests the Sea God > Frost Titan
Galvanic Blast > Mizzium Mortars
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
hydroid krasis vs. nissa, steward of elements?
nighthawk scavenger vs. flesh carver vs. plague engineer?
thanks so much!!
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*