I've noticed that a lot of cubes run Opposition, but not this card. At least that's my perception. Is there a reason one gets run and not the other? Color balance/color pie issues? Effect isn't as good in WG? Glare is worse by virtue of requiring two colors?
Just curious as I build my cube that has a heavy dose of multicolor.
Edit: Nevermind, I just reread the card and noticed that Glare can't tap lands. I understand now.
What is good about Opposition is that it locks the game by tapping available mana your opponent does have. Glare of Subdual cannot do that and had the disadvatage of being a multicolor card. Yes, being green and white makes it easier to use since you're more likely to have more creature in those colors, but not hitting lands is too much of a big drawback to ignore.
I think the card is bad. Icy Manipulator for example is so much better and is colorless.
Glare is a good card. Comparing it to Opposition is unfair since Opposition is completely OP. It's like saying Ancestral Vision is a bad card because Ancestral Recall exists.
If you support tokens in GW, this card has a home. It's a powerful effect that can break stalls in a color that needs this effect and can easily abuse it, and it's useable the turn you play it. There are more powerful cards in this color combination, so that's why most here aren't playing (or even considering) this card. Make no mistake though, this card can win games so if you want to test it you may be surprised with how well it does. I lost plenty of games to this card back in the day.
well, Vision is pretty mediocre, and it plays like a completely different card thanks to suspend. You might get your point across better with something like Lightning Bolt and Chain Lightning
When it comes to Glare though, I think it's completely fair to evaluate it for the mana cost and what it brings to the table. Even if Opposition never existed, Glare would still be a mid to low-tier guild card that probably goes up in value like half a tier if you support tokens.
Despite looking like Opposition, it plays differently. Glare is in practice an Overrun variant.
If the game comes down to a board stall, Glare just outright wins the game if not answered fast. For this reason it was the biggest Limited bomb in the entire block it was printed in.
In Cube it's a lot less common for games to get decided that way, and Glare doesn't offer much in a game where one player is trying to do something unfair, which is why it never really made it into formats wider than Standard.
Is your cube full of fair strategies? If so, give this card a try.
There are just too many cards I want to run in my 5-card GW section to put this in. It only really goes in the GW tokens decks which don't come along too often, even though I play cards like Awakening Zone.
It would work if I needed to add like three more cards to GW.
I've noticed that a lot of cubes run Opposition, but not this card. At least that's my perception. Is there a reason one gets run and not the other? Color balance/color pie issues? Effect isn't as good in WG? Glare is worse by virtue of requiring two colors?
Just curious as I build my cube that has a heavy dose of multicolor.
Edit: Nevermind, I just reread the card and noticed that Glare can't tap lands. I understand now.
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Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
I think the card is bad. Icy Manipulator for example is so much better and is colorless.
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If you support tokens in GW, this card has a home. It's a powerful effect that can break stalls in a color that needs this effect and can easily abuse it, and it's useable the turn you play it. There are more powerful cards in this color combination, so that's why most here aren't playing (or even considering) this card. Make no mistake though, this card can win games so if you want to test it you may be surprised with how well it does. I lost plenty of games to this card back in the day.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
When it comes to Glare though, I think it's completely fair to evaluate it for the mana cost and what it brings to the table. Even if Opposition never existed, Glare would still be a mid to low-tier guild card that probably goes up in value like half a tier if you support tokens.
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If the game comes down to a board stall, Glare just outright wins the game if not answered fast. For this reason it was the biggest Limited bomb in the entire block it was printed in.
In Cube it's a lot less common for games to get decided that way, and Glare doesn't offer much in a game where one player is trying to do something unfair, which is why it never really made it into formats wider than Standard.
Is your cube full of fair strategies? If so, give this card a try.
It would work if I needed to add like three more cards to GW.
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