The consensus in my playgroup is that Frost Titan is on par with Aetherling and Consecrated Sphinx for the blue 6-drops.
It is a threat that requires an immediate answer while being somewhat resilient. The mana tax for targeting it, means that your opponent will often spend their whole turn on removing it if they have an answer.
I've actually just switched out the promo foil out for the pack foil.
Sorry, I don't play this card but I think it's probably a mid-size cube pick out of similar contenders like Keiga and Jar Jar Sphinx. I just really like the regular art. It wouldn't be too out of place for me as a Frank Frazetta piece (high praise, yo) and it's got decent sense of scale with the tree and bridge, something I value really highly. Artists sometimes don't include stuff like that for scale, like the promo art (to give the artist the benefit of the doubt, there might be a house or human figure on that hill to the right that got cropped when Wizards got their hands on it). In comparison, it's got that generic World of Warcraft, cartoon fantasy look, and the figure is just not as striking as giant naked blue guy arranged to be the center of attention in the regular piece. The one thing I really like is that it kinda tries to emphasize the age of the giant by giving him a frosty beard, as these guys are generally considered pretty ancient in whatever stories you look at. I would have liked to see that kind of ancient force of nature look explored a bit more, rather than the typical ice barbarian look
For the longest time we only ran the other 4 titans, but once we added Frost Titan, we realized that it is still quite good, even if it's not as good as the other titans.
We're no longer running Frost Titan, but it's not a bad card. We just found that we didn't need that many blue finishers and preferred Aetherling and Consecrated Sphinx more in that role. He is a solid budget option, though, if you maybe can't afford a Consecrated Sphinx or something. As for the art options, we ran the promo when he was in. I'm a fan of that art style and just think it looks like a big badass titan.
Mr. Frosty was the first of the five Titans voted off the island in my cube. He was a little too vanilla for my playgroup's tastes, and got dropped for Keiga. Consecrated Sphinx and Deadeye Navigator are streets ahead of it in Multiplayer. I'm also running Sharding Sphinx ahead of it at the moment, given the strong blue artifact archetype running through my cube.
I'd probably play CheatySphinx ahead of it, given it's flying and harder to kill. We looked long and hard at bringing in Icefall Regent when DTK came out, too - that's cheaper and more evasive, so it's on a par as well.
It can be a great card when it goes unanswered, but that's the case with most 6-drops. The tax didn't actually prevent my opponent from being able to deal with it, and even with the tax added on, it still cost them less mana for their removal spell than it cost me for the Titan. It's solid in an aggressive midrange deck where the Titan's ETB trigger alone can help push through enough damage to make it worth it... but as a control finisher, we found it low-impact and unreliable.
Been a pretty big fan of Frost Titan. Target trigger isn't 100% effective to work, but in practice we've found it to be a pain in the ass more than what seems to be the consensus here.
Consecrated Sphinx is *way* better as getting those two cards is super valuable and every 2 you get after is absolutely insane. Frost Titan is probably better than Sphinx as he's kind of a lame-ass and on par with Aetherling, which isn't really a 6 but is a lot harder to kill and stop once they can afford to keep multiple blue sources open.
I could see Frost Titan being outclassed, but at this point it feels fine to have it in a mid-sized cube.
I still like it more than Sphinx of Jwar Isle. Sphinx is definitely harder to deal with, but the tap ability on Titan was often very relevant at both pushing damage through and hindering your opponent.
Frost titan is a powerful magic card, no doubt about it.
It's on the fence of include/cut me in my 485 powered, but is currently cut.
He isn't very impressive as a 6 drop in control (he's playable, but weaker than his competition), and I find ramp/sneak attack type decks have enough targets in other colors.. Though he is great as a ramp target.
Majority of decks cannot come back from a powered out frost titan on an early turn.
I enjoyed it a lot when I messed around for a couple weeks with 2x generator servant
Frost Titan is the only titan I've considered running in my lower powered rare cube. But in testing it generally performs better than it reads and so it has never gotten past that phase. That said, I really like the design of the card.
6 toughness and (adding 2 to any removal attempt) makes this surprisingly hard to get rid of. And the tap ability is super flexible since you can switch targets as appropriate.
Solid card, but unfortunately Frost Titan is the only Titan that actually has competition in its slot. Frost Titan overall is probably the most underwhelming of the cycle, but that freeze clause can be a pain in the right situation. If you're already way ahead in mana, Frost Titan does a great job burying your opponent, but isn't the greatest in making comebacks like other bombs can. Like a lot of other cards, Frost Titan does not appreciate the increased amount of tokens in the metagame.
Frost Titan is definitely a powerful card, I think he still fits 540 comfortably.
It stayed in my 450 cube as a sub for True-Name Nemesis until I got it a few weeks back.
It is more interesting then Jwar Isle Sphinx though the latter is more powerful but a bit interactive.
These Titans are the best cycle in cube so if you want to have at least 1 non-land cycle in, you can have these giants.
Plus, they all have great alternate art, which makes them cube-pimpable (personally I don't have any of the special promos so props to those who do!)
It's a playable maindeckable removal spell that can also "sneak" a 7cc creature option into decks that would be reluctant to play spells that expensive. It has good mid-game value and good late-game value. I'm a fan.
Sorcery speed has been kind of rough, but it deals with enough that it's not horrible. I'll be happy when they print better removal, which I feel will be inevitable.
I wouldn't run this over Hero's Downfall, but Ruinous Path is a very serviceable removal spell. 3 mana mono-colored pseudo Oblivion Ring / Vindicate removal spells are always welcomed as long as they're not outclassed by anything, and this is one of the better options.
When Ruinous Path was first spoiled, I predicted that we'd get a spinoff Hero's Downfall in every block that showcases whatever new mechanics are in that block (like how they do for Naturalize / burn spells). So far I haven't been wrong, SOI gave us the planeswalker edict with delirium. If we continue to get these spinoffs, I think it'll be a while for something to come out that's better than Ruinous Path.
When Ruinous Path was first spoils, I predicted that we'd get a spinoff Hero's Downfall in every block that showcases whatever new mechanics are in that block (like how they do for Naturalize / burn spells). So far I haven't been wrong, SOI gave us the planeswalker edict with delirium.
That's an interesting prediction, and I hope you're right so that we're able to have our choice of multiple different kinds of Hero's Downfall variants. For now I like both of them, I can live with the sorcery speed on Path in return for the Awaken upside even though I've yet to see it get used in my cube. I also think two is the right number of this effect for my black section. Also, I can't stand the art in the Buy a Box promo version of this card. Even though they seem to be showing the exact same scene, the facial expression in the promo is too ridiculous for me to take seriously.
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Keldon Marauders feels like one of those red two drops that has increased in power over time. There have been solid enablers released since to make it a better card. Examples: Fair options like Reckless Bushwhacker and Arlinn Kord, and less fair like Immediate Action.
I think Keldon Marauders is one of red's best two-drops since he has guaranteed damage. Only dedicated walls can block him early game and he works very nicely with bounce 2 blink effects like Kor Skyfisher / Flickerwisp and is easily recurred with Profane / Kolaghan's Command.
It is a threat that requires an immediate answer while being somewhat resilient. The mana tax for targeting it, means that your opponent will often spend their whole turn on removing it if they have an answer.
I've actually just switched out the promo foil out for the pack foil.
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I'd probably play CheatySphinx ahead of it, given it's flying and harder to kill. We looked long and hard at bringing in Icefall Regent when DTK came out, too - that's cheaper and more evasive, so it's on a par as well.
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Consecrated Sphinx is *way* better as getting those two cards is super valuable and every 2 you get after is absolutely insane. Frost Titan is probably better than Sphinx as he's kind of a lame-ass and on par with Aetherling, which isn't really a 6 but is a lot harder to kill and stop once they can afford to keep multiple blue sources open.
I could see Frost Titan being outclassed, but at this point it feels fine to have it in a mid-sized cube.
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It's on the fence of include/cut me in my 485 powered, but is currently cut.
He isn't very impressive as a 6 drop in control (he's playable, but weaker than his competition), and I find ramp/sneak attack type decks have enough targets in other colors.. Though he is great as a ramp target.
Majority of decks cannot come back from a powered out frost titan on an early turn.
I enjoyed it a lot when I messed around for a couple weeks with 2x generator servant
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6 toughness and (adding 2 to any removal attempt) makes this surprisingly hard to get rid of. And the tap ability is super flexible since you can switch targets as appropriate.
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It stayed in my 450 cube as a sub for True-Name Nemesis until I got it a few weeks back.
It is more interesting then Jwar Isle Sphinx though the latter is more powerful but a bit interactive.
These Titans are the best cycle in cube so if you want to have at least 1 non-land cycle in, you can have these giants.
Plus, they all have great alternate art, which makes them cube-pimpable (personally I don't have any of the special promos so props to those who do!)
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When Ruinous Path was first spoiled, I predicted that we'd get a spinoff Hero's Downfall in every block that showcases whatever new mechanics are in that block (like how they do for Naturalize / burn spells). So far I haven't been wrong, SOI gave us the planeswalker edict with delirium. If we continue to get these spinoffs, I think it'll be a while for something to come out that's better than Ruinous Path.
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That's an interesting prediction, and I hope you're right so that we're able to have our choice of multiple different kinds of Hero's Downfall variants. For now I like both of them, I can live with the sorcery speed on Path in return for the Awaken upside even though I've yet to see it get used in my cube. I also think two is the right number of this effect for my black section. Also, I can't stand the art in the Buy a Box promo version of this card. Even though they seem to be showing the exact same scene, the facial expression in the promo is too ridiculous for me to take seriously.
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Keldon Marauders
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Keldon Marauders feels like one of those red two drops that has increased in power over time. There have been solid enablers released since to make it a better card. Examples: Fair options like Reckless Bushwhacker and Arlinn Kord, and less fair like Immediate Action.
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