Are there any cube sizes with room for this little cantrip? While the rare case of first strike combat math might be the only real '2-for-1' potential it has, it is pretty close to a '1-for-0' in heck of a lot of situations.
I've run this card since it was printed and will probably never take it out (barring a complete change in my cube's philosophy). It has both play and counterplay, can generate tempo or card advantage (sometimes both!), slots into many decks for many purposes, cycles away when its dead and is perfectly costed for the effect. It is everything I want in a cube card and probably my favorite card in the format. Unless your cube is designed in such a way where this effect is unwanted, I would run this card. It has my highest recommendation.
I like cards like this, and the flavor for white is solid. With that said, there is no way I can find room for this at my current cube size I don't think. White's 2 slot is ridiculously hard to find cuts for.
I like cards like this, and the flavor for white is solid. With that said, there is no way I can find room for this at my current cube size I don't think. White's 2 slot is ridiculously hard to find cuts for.
It's not really a card where you have to worry about finding space in a cmc slot. It's a trick, so it will be played after turn two, and the lower cmc the better.
This is a great little card in c/ubes, where white loves a trick and can struggle to get card advantage. I'd guess that there wouldn't be space for most rare cubes but hey.
It's one of the best effects of its kind, if you're looking for a protection-based combat/protection trick. There are better combat trick spells, but this one cantrips and protects from targeted removal at the same time. Apostle's Blessing is very close; I like that it can be truly colorless and that it can be played on 1 mana.
If you really wanted to warp a cube to support Heroic (a difficult task), this would probably be one of the easiest includes. Outside of that or Peasant/Pauper, I can't see a good reason to run this.
If you really wanted to warp a cube to support Heroic (a difficult task), this would probably be one of the easiest includes. Outside of that or Peasant/Pauper, I can't see a good reason to run this.
I thought I made a nice list of reasons to run this card, but I guess they weren't any good. What is a good reason to run a card?
For a cheap W combat trick I think I like Harm's Way more. Only having to leave 1 mana open is huge for a combat trick. Plus HW gives you the chance to trade up and can save you or a PW from direct damage. I think that is the better combat trick for W, even without the cantrip.
Though I'd probably at least test shelter in the 630+ range. I would like to see more combat tricks in cube, and anything useful with a cantrip could help.
I also like Harm's Way more. It doesn't protect your dudes from random spot removal like Shelter does, but it's a far better combat trick, it's useful even in non-combat situations, it doesn't require a creature to target to get value, and it's half the mana.
I also like Harm's Way more. It doesn't protect your dudes from random spot removal like Shelter does, but it's a far better combat trick, it's useful even in non-combat situations, it doesn't require a creature to target to get value, and it's half the mana.
I would love to get a couple of combat tricks in the cube, its hard to find cuts for cards like Harm's Way and Vines of Vastwood though.
I'm adding Harm's Way in my next update. Funny you guys should bring it up. It's got great flavor for a white card and at one mana it's the right price for the effect.
My issue with Vines is that you need GG to really get value out of it.
That wasn't my experience with Vines. It was played as a 1-mana spell about half the time. I was a decent 1-mana protection spell, and a sub-par 2-mana pump spell. The problem was that both effects were rarely relevant at the same time. If I was using the spell on their turn to protect my dude from removal, the pump wasn't needed. If I was using it as a combat trick or to push through extra damage, the protection was wasted. It was really rare to have situations pop up where I was protecting my creature from being targeted mid-combat where the pump either pushed through extra damage or killed a defending creature.
Shelter is a pet card of mine. While it isn't in my Cube, it has a permanent home in my Stack. As DerBK said, the cantrip is a must. I give at least some consideration to any card that has the three magic words: "draw a card."
Oh man, I don't. Not only can your opponent see the effect coming (which cripples it's value), but it'll never be capable of generating card advantage (it'll rarely be card parity, actually).
Are there any cube sizes with room for this little cantrip? While the rare case of first strike combat math might be the only real '2-for-1' potential it has, it is pretty close to a '1-for-0' in heck of a lot of situations.
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It's not really a card where you have to worry about finding space in a cmc slot. It's a trick, so it will be played after turn two, and the lower cmc the better.
This is a great little card in c/ubes, where white loves a trick and can struggle to get card advantage. I'd guess that there wouldn't be space for most rare cubes but hey.
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I thought I made a nice list of reasons to run this card, but I guess they weren't any good. What is a good reason to run a card?
Meaning that effects of this kind have very little value in cube, I assume.
Though I'd probably at least test shelter in the 630+ range. I would like to see more combat tricks in cube, and anything useful with a cantrip could help.
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I would love to get a couple of combat tricks in the cube, its hard to find cuts for cards like Harm's Way and Vines of Vastwood though.
https://cubecobra.com/cube/list/3pq
My issue with Vines is that you need GG to really get value out of it.
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EDIT: Forgot about faith's shield! That card is legit too. It also saves your planeswalkers and enchantments!
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Oh man, I don't. Not only can your opponent see the effect coming (which cripples it's value), but it'll never be capable of generating card advantage (it'll rarely be card parity, actually).
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