Never a spicy pick but it hits 2 card types. There aren't as many good enchantment targets as artifact targets in my environment, but there are still afew.
As wizards put the artifact/enchantment card-type on more permanents (e.g. enchantment creatures or artifact lands) it gradually ticks up in power.
A very main-deckable side-board card is proabaly an apt description. I'm happy to main deck it game one and remove it after that if it's a blank for that match-up.
BONUS QUESTION: Have you ever been 100% into something, only to become disenchanted by learning something more about it?
Disenchant is still soooo good in my vintage cube. You don't take that much risk to main deck it: there is always a target to hit in vintage cube.
It can be mana rocks / signets, creatures, urza's saga (!), sneak attack, sylvan library, enchantment creatures, O ring and variants... so many threats!
I currently run Disenchant from Tempest, but will probably change it soon for another version.
Never a spicy pick but it hits 2 card types. There aren't as many good enchantment targets as artifact targets in my environment, but there are still afew.
As wizards put the artifact/enchantment card-type on more permanents (e.g. enchantment creatures or artifact lands) it gradually ticks up in power.
A very main-deckable side-board card is proabaly an apt description. I'm happy to main deck it game one and remove it after that if it's a blank for that match-up.
BONUS QUESTION: Have you ever been 100% into something, only to become disenchanted by learning something more about it?
I think Bosejui/ Pest Infestation/ Prismatic Ending has set the bar for these style of effects.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Never a spicy pick but it hits 2 card types. There aren't as many good enchantment targets as artifact targets in my environment, but there are still afew.
As wizards put the artifact/enchantment card-type on more permanents (e.g. enchantment creatures or artifact lands) it gradually ticks up in power.
A very main-deckable side-board card is proabaly an apt description. I'm happy to main deck it game one and remove it after that if it's a blank for that match-up.
BONUS QUESTION: Have you ever been 100% into something, only to become disenchanted by learning something more about it?
I think Bosejui/ Pest Infestation/ Prismatic Ending has set the bar for these style of effects.
Yes, definitly great cards; do you think they mean disenchant is no longer needed?
I've been saying that I haven't needed Disenchant for a while. There's a lot of versatile removal spells these days between the new green spells, multicolored spells, and white ones like Portable Hole / Prismatic Ending / Skyclave Apparition / Loran / etc.
Boseiju is clearly a top tiers disenchant effect.
While I agree that there are other really good option, the fact that disenchant cost only 1 white and 1 colorless is why it's still around in most cubes. It can fit anywhere.
Prismatic is an amazing card... but a sorcery card that is good while you have more colored mana. Disenchant? Good every time at instant speed.
Pest infestation is amazing, but it cost at least 3 mana and is a sorcery speed too...
Having the instant speed, being cheap and be able to be play on every deck easily is more important for me. Boseiju do that with more upsides, and that's why I cut wilt / naturalize in green. But in white I still love my disenchant ^^
Jokes aside, I like guile alot. It's cheap and offers card advantage that I value somewhere about Scrying 1.5, and that can go up alot of I have afew fetch lands.
It's the kind of enchantment that sticks about because noone wants to waste removal on a 1 drop enchantment.
Obviously a bad top deck late game but the same can be said about alot of 1 drops.
It's maybe a bit durdely for hyper fast cubes but I have found it to be a solid early/mid game play.
BONUS QUESTION: Who is your favourite Street Fighter character?
I seen some talk about how eladamri's call has been getting steadily better as creature quality has improved, has this improved for similar reasons?
The obvious down side is it doesn't tutor to hand, rather top of library so you are also trading a draw step as well as the mana cost. The main upside is it's as cheap as this effect can go.
I seen some talk about how eladamri's call has been getting steadily better as creature quality has improved, has this improved for similar reasons?
The obvious down side is it doesn't tutor to hand, rather top of library so you are also trading a draw step as well as the mana cost. The main upside is it's as cheap as this effect can go.
BONUS QUESTION: Can you speak a second language?
I'd prob run it if I agressively supported creature combo.
(ballista/heliod + persist/vizier + Kiki/angel)
Otherwise the card disadvantage and tempo loss is too massive to overcome in the vast majority of creature decks.
Exceptions are creature light channel/sneak attack decks.
Steve mentioned the initiative enablers, which is a good point.
If your playing a creature midrange game built around protecting monarch/initiative the card disadvantage could be mitigated by securing a card advantage engine.
I remember it taking a while for me to come round on this when I first encountered it, but here we are almost a decade later and I'm still enjoying it.
It's a splashable hard counter that leaves you down a card on your opponent, but doesn't "cost" you a card.
Delaying the draw is also weird, but surprisingly good. Your usually playing this on the defence andtend to have access to alot less mana and no access to sorcery spells, so you don't mind the delay. Your opponent is more likly to be able to cast the spells, but now has to wait till your turn.
This also synergies with the likes of Narset and Hullbreacher. Unlike Remand, this is a hard counter and I think in most cases I'd rather give my opponent 2 random cards, than give them back the spell I needed to counter.
BONUS QUESTION: Who is the most demanding person you know?
I remember it taking a while for me to come round on this when I first encountered it, but here we are almost a decade later and I'm still enjoying it.
It's a splashable hard counter that leaves you down a card on your opponent, but doesn't "cost" you a card.
Delaying the draw is also weird, but surprisingly good. Your usually playing this on the defence andtend to have access to alot less mana and no access to sorcery spells, so you don't mind the delay. Your opponent is more likly to be able to cast the spells, but now has to wait till your turn.
This also synergies with the likes of Narset and Hullbreacher. Unlike Remand, this is a hard counter and I think in most cases I'd rather give my opponent 2 random cards, than give them back the spell I needed to counter.
BONUS QUESTION: Who is the most demanding person you know?
Myself too. It took me a while to come around to this card. Unconditional counter/ Unconditional removals are always good.
I've found a very important interaction is you can counter your own spells. There was a game where I had Arcane Denial underneath an Isochron Scepter and I used it to "cycle" away my Inquisition of Kozilek in the late game.
I've used this multiple times against sacrifice decks (countering a removal spell in response to your opponent sacrificing the creature), against counter spell decks (countering your own counter spell in a counterspell war), countering your own Lightning Bolt end of turn with a Young Pyromancer on the field and drawing 3.
2cmc card draw discard synergy. I've been playing this for years, but it always feels a bit underwhelming, has anyone else had it perform poorly?
BONUS QUESTION: Are you good at planning trips?
2 mana draw 2 at sorcery speed is a lot better in Legacy as Force of Will decks traditionally need 4-6 ways to generate a 2 for 1 to recoup their card disadvantage. Expressive Iteration + Mystic Sanctuary is a very compact way to support this.
I've found Chart a Course to be a decent enabler for combo decks (in particular reanimator/ Welder) and tempo decks. Not an exciting card, but it fills its role.
Unfortunately because of how easy it is for 2 mana divination style effects to break legacy, I don't think we will see a better variant for a long time.
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
I remember it taking a while for me to come round on this when I first encountered it, but here we are almost a decade later and I'm still enjoying it.
It's a splashable hard counter that leaves you down a card on your opponent, but doesn't "cost" you a card.
Delaying the draw is also weird, but surprisingly good. Your usually playing this on the defence andtend to have access to alot less mana and no access to sorcery spells, so you don't mind the delay. Your opponent is more likly to be able to cast the spells, but now has to wait till your turn.
This also synergies with the likes of Narset and Hullbreacher. Unlike Remand, this is a hard counter and I think in most cases I'd rather give my opponent 2 random cards, than give them back the spell I needed to counter.
BONUS QUESTION: Who is the most demanding person you know?
Myself too. It took me a while to come around to this card. Unconditional counter/ Unconditional removals are always good.
I've found a very important interaction is you can counter your own spells. There was a game where I had Arcane Denial underneath an Isochron Scepter and I used it to "cycle" away my Inquisition of Kozilek in the late game.
I've used this multiple times against sacrifice decks (countering a removal spell in response to your opponent sacrificing the creature), against counter spell decks (countering your own counter spell in a counterspell war), countering your own Lightning Bolt end of turn with a Young Pyromancer on the field and drawing 3.
Completely forgot about countering your own spells; countering a fizzled removal spell is a great line but I rarely get the chance.
I've never had the chance to get one under a sceptre but now I want to, so badly.
Probably one of the most polarizing cards when it comes to cube. I've always liked Arcane Denial since it's one of the few hard counters at 2 mana (and the only one for 1U). I've always been of the opinion that Arcane Denial is more suited for higher powered cubes since there are so many cards that are worth more than a card that you want to stop at any time. Getting things like Narset / Leovold / Hullbreacher over the year is also nice.
Chart a Course is wears a lot of hats: discard outlet, card filterer, fuels the graveyard, card advantage, etc. It's very part Careful Study / Night's Whisper / Expressive Iteration that can fit into any blue deck. Great roleplayer / generic card overall.
Mini Progenitus for mono white. If you play un-cards and are happy with something like True-name Nemesis being in your environment this is an all-star.
It does have afew issues, especially now un-sets have ditched silver border in favour of acorns. Are borderless cards black bordered? What about tokens?
Mini Progenitus for mono white. If you play un-cards and are happy with something like True-name Nemesis being in your environment this is an all-star.
It does have afew issues, especially now un-sets have ditched silver border in favour of acorns. Are borderless cards black bordered? What about tokens?
I still run knight of the kitchen sink. It’s a pet card of our playgroup but one I don’t love too much.
I have 2x lightning bolt and 1x swords to plow shares that are white border for a litttle sprinkle of interaction.
A solid card even before you start thinking about it as a combo peice. I don't currently run finks, but it's definitely a benched rather than cut.
Finks is just a great value road block and can often trade for 2 of your opponents whilst padding your life.
As a combo peice it is pretty cheap to cast and helps keep you alive longer. The colours are also pretty reasonable for the combo as there are enablers in both white and green.
All this for less than £1.
BONUS QUESTION: Has a wild animal ever got loose in your kitchen?
Two-power one-drops are usually at least worth consideration for red, but have we reached a point where we are picky because we have too many? White is at that point, is red?
I am pretty sure Firedrinker was the final nail in Jackel Pup's coffin for me.
It is a bit harder for new players to grasp, but it's rare to take more than a few points of damage from Firedrinkers downside, a lesson Jackel Pup taught me.
The pump ability is cute, but rarely gets activated; mostly a threat-of-activation ability but not bad to have when your hellbent.
A shock that trades hitting players, for the ability to go up to a massive 6 damage.
It's serviceable in the early game as it can pick off most early plays or walkers that tick down, and when it turns on late game it kills just about everything that can die to damage.
Are people finding delirium is achieveable in the average game?
I like the fact the damage goes up by the amount of card types delerium needs to turn on. I don't know if it was on purpose but it's mildly satisfying to my brain.
BONUS TRIVIA QUESTION: What set did Delerium originally appear in?
I don't think I run any delirium cards, but my guess is that unless you really focus on getting fetchlands it will be hard to get delirium in cube in an average game. It's pretty easy to get instant, sorcery, and creature in the yard, but then it gets difficult.
And I don't run any of the shock variants - I think all the 3 damage for 2 mana variants are much better as the extra damage is well worth the extra mana.
Never a spicy pick but it hits 2 card types. There aren't as many good enchantment targets as artifact targets in my environment, but there are still afew.
As wizards put the artifact/enchantment card-type on more permanents (e.g. enchantment creatures or artifact lands) it gradually ticks up in power.
A very main-deckable side-board card is proabaly an apt description. I'm happy to main deck it game one and remove it after that if it's a blank for that match-up.
BONUS QUESTION: Have you ever been 100% into something, only to become disenchanted by learning something more about it?
It can be mana rocks / signets, creatures, urza's saga (!), sneak attack, sylvan library, enchantment creatures, O ring and variants... so many threats!
I currently run Disenchant from Tempest, but will probably change it soon for another version.
I'm surprised we haven't seen a white Nature's Claim. The life gain for your opponent always feels white.
Wouldn't be a huge fan of the tempest art either. I have a soft spot for the Mirage art but I'm running a foil MTG 25 copy.
I think Bosejui/ Pest Infestation/ Prismatic Ending has set the bar for these style of effects.
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
Yes, definitly great cards; do you think they mean disenchant is no longer needed?
My High Octane Unpowered Cube on CubeCobra
While I agree that there are other really good option, the fact that disenchant cost only 1 white and 1 colorless is why it's still around in most cubes. It can fit anywhere.
Prismatic is an amazing card... but a sorcery card that is good while you have more colored mana. Disenchant? Good every time at instant speed.
Pest infestation is amazing, but it cost at least 3 mana and is a sorcery speed too...
Having the instant speed, being cheap and be able to be play on every deck easily is more important for me. Boseiju do that with more upsides, and that's why I cut wilt / naturalize in green. But in white I still love my disenchant ^^
"Can I get a Sylvan Library?
"No, we have a Sylvan Library at home"
*Sylvan Library at home*
Jokes aside, I like guile alot. It's cheap and offers card advantage that I value somewhere about Scrying 1.5, and that can go up alot of I have afew fetch lands.
It's the kind of enchantment that sticks about because noone wants to waste removal on a 1 drop enchantment.
Obviously a bad top deck late game but the same can be said about alot of 1 drops.
It's maybe a bit durdely for hyper fast cubes but I have found it to be a solid early/mid game play.
BONUS QUESTION: Who is your favourite Street Fighter character?
I seen some talk about how eladamri's call has been getting steadily better as creature quality has improved, has this improved for similar reasons?
The obvious down side is it doesn't tutor to hand, rather top of library so you are also trading a draw step as well as the mana cost. The main upside is it's as cheap as this effect can go.
BONUS QUESTION: Can you speak a second language?
In my cube, initiative enablers have made Eladamri's Call / Worldly Tutor considerably more powerful.
My High Octane Unpowered Cube on CubeCobra
I'd prob run it if I agressively supported creature combo.
(ballista/heliod + persist/vizier + Kiki/angel)
Otherwise the card disadvantage and tempo loss is too massive to overcome in the vast majority of creature decks.
Exceptions are creature light channel/sneak attack decks.
Steve mentioned the initiative enablers, which is a good point.
If your playing a creature midrange game built around protecting monarch/initiative the card disadvantage could be mitigated by securing a card advantage engine.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
2cmc card draw discard synergy. I've been playing this for years, but it always feels a bit underwhelming, has anyone else had it perform poorly?
BONUS QUESTION: Are you good at planning trips?
I remember it taking a while for me to come round on this when I first encountered it, but here we are almost a decade later and I'm still enjoying it.
It's a splashable hard counter that leaves you down a card on your opponent, but doesn't "cost" you a card.
Delaying the draw is also weird, but surprisingly good. Your usually playing this on the defence andtend to have access to alot less mana and no access to sorcery spells, so you don't mind the delay. Your opponent is more likly to be able to cast the spells, but now has to wait till your turn.
This also synergies with the likes of Narset and Hullbreacher. Unlike Remand, this is a hard counter and I think in most cases I'd rather give my opponent 2 random cards, than give them back the spell I needed to counter.
BONUS QUESTION: Who is the most demanding person you know?
Myself too. It took me a while to come around to this card. Unconditional counter/ Unconditional removals are always good.
I've found a very important interaction is you can counter your own spells. There was a game where I had Arcane Denial underneath an Isochron Scepter and I used it to "cycle" away my Inquisition of Kozilek in the late game.
I've used this multiple times against sacrifice decks (countering a removal spell in response to your opponent sacrificing the creature), against counter spell decks (countering your own counter spell in a counterspell war), countering your own Lightning Bolt end of turn with a Young Pyromancer on the field and drawing 3.
2 mana draw 2 at sorcery speed is a lot better in Legacy as Force of Will decks traditionally need 4-6 ways to generate a 2 for 1 to recoup their card disadvantage. Expressive Iteration + Mystic Sanctuary is a very compact way to support this.
I've found Chart a Course to be a decent enabler for combo decks (in particular reanimator/ Welder) and tempo decks. Not an exciting card, but it fills its role.
Unfortunately because of how easy it is for 2 mana divination style effects to break legacy, I don't think we will see a better variant for a long time.
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
Completely forgot about countering your own spells; countering a fizzled removal spell is a great line but I rarely get the chance.
I've never had the chance to get one under a sceptre but now I want to, so badly.
Probably one of the most polarizing cards when it comes to cube. I've always liked Arcane Denial since it's one of the few hard counters at 2 mana (and the only one for 1U). I've always been of the opinion that Arcane Denial is more suited for higher powered cubes since there are so many cards that are worth more than a card that you want to stop at any time. Getting things like Narset / Leovold / Hullbreacher over the year is also nice.
Chart a Course is wears a lot of hats: discard outlet, card filterer, fuels the graveyard, card advantage, etc. It's very part Careful Study / Night's Whisper / Expressive Iteration that can fit into any blue deck. Great roleplayer / generic card overall.
My High Octane Unpowered Cube on CubeCobra
Mini Progenitus for mono white. If you play un-cards and are happy with something like True-name Nemesis being in your environment this is an all-star.
It does have afew issues, especially now un-sets have ditched silver border in favour of acorns. Are borderless cards black bordered? What about tokens?
I still run knight of the kitchen sink. It’s a pet card of our playgroup but one I don’t love too much.
I have 2x lightning bolt and 1x swords to plow shares that are white border for a litttle sprinkle of interaction.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
A solid card even before you start thinking about it as a combo peice. I don't currently run finks, but it's definitely a benched rather than cut.
Finks is just a great value road block and can often trade for 2 of your opponents whilst padding your life.
As a combo peice it is pretty cheap to cast and helps keep you alive longer. The colours are also pretty reasonable for the combo as there are enablers in both white and green.
All this for less than £1.
BONUS QUESTION: Has a wild animal ever got loose in your kitchen?
Two-power one-drops are usually at least worth consideration for red, but have we reached a point where we are picky because we have too many? White is at that point, is red?
I am pretty sure Firedrinker was the final nail in Jackel Pup's coffin for me.
It is a bit harder for new players to grasp, but it's rare to take more than a few points of damage from Firedrinkers downside, a lesson Jackel Pup taught me.
The pump ability is cute, but rarely gets activated; mostly a threat-of-activation ability but not bad to have when your hellbent.
BONUS QUESTION: Can you eat/spit fire?
Added him to give the artifact deck a walker. I haven't had a chance to play with him yet be he seems solid on paper.
BONUS QUESTION: Have you ever been betrayed?
This is not the greatest mage in the world. No. This is just a Tribute.
I run a lot of rocks, some value artifacts and afew creatures at 2cmc so it isn't very hard to have a little tool box package with this guy.
It isn't an amazing body but your up a card if it trades and they can hold any equipment you might grab. In a blink shell it's a decent value target.
BONUS TRIVIA QUESTION: What is the mage holding in its art?
A shock that trades hitting players, for the ability to go up to a massive 6 damage.
It's serviceable in the early game as it can pick off most early plays or walkers that tick down, and when it turns on late game it kills just about everything that can die to damage.
Are people finding delirium is achieveable in the average game?
I like the fact the damage goes up by the amount of card types delerium needs to turn on. I don't know if it was on purpose but it's mildly satisfying to my brain.
BONUS TRIVIA QUESTION: What set did Delerium originally appear in?
And I don't run any of the shock variants - I think all the 3 damage for 2 mana variants are much better as the extra damage is well worth the extra mana.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588