This card is weird, but awesome. I'm not sure if I'm getting sticker shocked from all the abilities, but I'm excited to see how this plays out. So many different lines of play available. Is this the best cube set ever, other than like ******* Alpha or something due to the power? Honest question, it seems like there are a LOT of great cards. I'm probably/definitely overhyping, but ******* a.
I don't run 3-color cards, so I'm just going to kick out Ulrich and slot this into Gruul, and if someone wants to splash for the white ability or ends up in Naya, more power to them.
At first blush this seems to be about on power level with Surrak Dragonclaw without having to be in 3 colors. I don't really think the white does anything major for cube.
The flash and haste work opposite to each other or make it flexible I guess? I can certainly represent a nasty amount of damage flashing this in and then giving the next creature haste to boot. Probably in the same camp as Fires and Xenogod if you like to play that way in Gruul.
At first blush this seems to be about on power level with Surrak Dragonclaw without having to be in 3 colors. I don't really think the white does anything major for cube.
The flash and haste work opposite to each other or make it flexible I guess? I can certainly represent a nasty amount of damage flashing this in and then giving the next creature haste to boot. Probably in the same camp as Fires and Xenogod if you like to play that way in Gruul.
Flash is for surprise combat tricks / surprise alpha strike. Your mana / creatures are all tapped out? EOT this, cast Inferno Titan and alpha strike you for 18 damage.
I dunno how I feel about this for Cube. It's a big ball of stats and keywords, but at the end of the day it's just a creature.
I mean, I'm not too sure this will make it, but the big ball of stats and keywords is kind of insane. Giving all your other creatures haste is pretty awesome for a creature you can play EOT, and the fact that you can attack with this right away AND block is pretty awesome. Yes it's a creature, but it's a creature that does a LOT.
Haste enabler + flash is what makes this card a cut above your average stat / keyword monster. There's so many surprise alpha strike opportunities with this + any 5 or 6 drop.
Probably just going to test this over Bolas as the new random 3-color card.
It's essentially a 6 power haste for five. Also with flash. Also which gives your other dudes haste. And has vigilance. And which gets double benefit from equips and Rancor. And can untap stuff. Weird card but it's like Spiritmonger on steroids.
What a weird card. Seems testable though? 6 damage, 4 toughness to dodge removal, lots of keywords, and the white ability, while nice, is hardly necessary so it's not a true 3-color card.
I know the activated ability means this is at its best in Naya, but I would be slotting this into the Gruul section since most of its value doesn't require access to that ability. So I'm debating how this compares with Huntmaster of the Fells.
Probably doesn't make anyone's 360 list and since I don't play shards in my cube, this won't be seeing the light of day. However, if I at 540 and supported shards, this would warrant some testing.
I'd have no problem playing this in a deck that can't use the W ability, and I don't think anyone else I draft with would either, so I have no problem trying this in my Gruul section. Green and red are getting enough sweet 2 & 3 drops these days that I'll give this a shot over Flinthoof Boar.
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I'll try it just for the lolz. I run 6 guild cards so I'll find room for Samut based on all my creatures getting haste but I don't think it's that good a cube card or anything.
I run 3 guild cards at 450 and this won't be one of them, but I do have a 10 card rainbow section for cards that don't fit elsewhere, and this might get a test there over Soulfire Grandmaster or something. Seems like an interesting set of abilities and is an enabler for a Fires deck in addition to playing really well in Gruul beatdown. Not confident about it, but I've got a rainbow section to try cards like this, so what the hell.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
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Now this ...is a thing that will feel good to kill with a cheap removal spell.
Looks fun, but at the end of the day it's just a big stat monster in a guild (shard) that has great mono-colred options at 5, and doesn't survive my own Wildfire effects. As cool as this is, I just don't think it's needed.
Now this ...is a thing that will feel good to kill with a cheap removal spell.
Looks fun, but at the end of the day it's just a big stat monster in a guild (shard) that has great mono-colred options at 5, and doesn't survive my own Wildfire effects. As cool as this is, I just don't think it's needed.
Exactly this. It's good, but it's not needed by either red or green. I'd probably run it once I expanded out to ~6-7 guild cards but not before.
I feel this card is a great way to chain off a group of creatures above 5 cmc in GX decks, and as top curve for boros as someone else mentioned. Plus, the back swing no longer becomes awkward if you followed up with another 5cc and holding white untapped.
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Now this ...is a thing that will feel good to kill with a cheap removal spell.
Looks fun, but at the end of the day it's just a big stat monster in a guild (shard) that has great mono-colred options at 5, and doesn't survive my own Wildfire effects. As cool as this is, I just don't think it's needed.
I'm looking to run it because despite red and green having good options at 5, I don't like the Gruul guild section being "the 4-drop guild". Other than Dragonlord Atarka and Tattermunge Maniac (which wasn't in the cube for a time), basically all of the cards that I'd consider for the guild are all 4-drops:
I don't need this card, but I want it. Combat trick to remove some pesky attackers and able to play offense and defense vs aggro / midrange mirror on top of being a fires enabler appeals to me a lot.
Now this ...is a thing that will feel good to kill with a cheap removal spell.
Looks fun, but at the end of the day it's just a big stat monster in a guild (shard) that has great mono-colred options at 5, and doesn't survive my own Wildfire effects. As cool as this is, I just don't think it's needed.
I'm looking to run it because despite red and green having good options at 5, I don't like the Gruul guild section being "the 4-drop guild". Other than Dragonlord Atarka and Tattermunge Maniac (which wasn't in the cube for a time), basically all of the cards that I'd consider for the guild are all 4-drops:
I've been running Ulrich of the Krallenhorde to promote cmc diversity, and this seems like it's likely better.
I like this a lot more than Ulrich (as a Gruul card). I don't feel like cutting any Gruul cards so I'm just going to put this in the 3-colored
slot, probably over Bolas.
I think the "Fires" effect gets exponentially less valuable the higher the casting cost of the card is. You're simply not getting enough of a return for the investment to be worth it. In our environment, it is essential to get that "Fires" effect online as soon as possible so that your 4's and 5's are coming in with haste. There are definitely other uses mid/late game to the haste effect (ie. Surrak TnN'd in with a fatty) but for the most part you're looking to be setting up on turn 2 or 3 latest so you're getting your damage in before control gets to stabilize (oftentimes just before they're able to stabilize). Getting a hasty Polukranos/Natural Order followed by a hasty Kalonian Hydra/Deranged Hermit on curve is how Fires decks actually win.
All the keywords + fires enabler!
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Holy key words bat man.
Likely test this for awsomeness value alone. Unlikely to stick..
Big reason I think it won't last being the lack of evasion on a 5 drop that can die to a removal spell without much value.
Not lacking in the 5 CMC creature hard hitting department in Green or red.
It's probably the best global haste effect around tho... very relevant for a card like eureka.
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I don't run 3-color cards, so I'm just going to kick out Ulrich and slot this into Gruul, and if someone wants to splash for the white ability or ends up in Naya, more power to them.
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The flash and haste work opposite to each other or make it flexible I guess? I can certainly represent a nasty amount of damage flashing this in and then giving the next creature haste to boot. Probably in the same camp as Fires and Xenogod if you like to play that way in Gruul.
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Flash is for surprise combat tricks / surprise alpha strike. Your mana / creatures are all tapped out? EOT this, cast Inferno Titan and alpha strike you for 18 damage.
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I mean, I'm not too sure this will make it, but the big ball of stats and keywords is kind of insane. Giving all your other creatures haste is pretty awesome for a creature you can play EOT, and the fact that you can attack with this right away AND block is pretty awesome. Yes it's a creature, but it's a creature that does a LOT.
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Probably just going to test this over Bolas as the new random 3-color card.
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Looks fun, but at the end of the day it's just a big stat monster in a guild (shard) that has great mono-colred options at 5, and doesn't survive my own Wildfire effects. As cool as this is, I just don't think it's needed.
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Exactly this. It's good, but it's not needed by either red or green. I'd probably run it once I expanded out to ~6-7 guild cards but not before.
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I've been running Ulrich of the Krallenhorde to promote cmc diversity, and this seems like it's likely better.
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I like this a lot more than Ulrich (as a Gruul card). I don't feel like cutting any Gruul cards so I'm just going to put this in the 3-colored
slot, probably over Bolas.
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I think the "Fires" effect gets exponentially less valuable the higher the casting cost of the card is. You're simply not getting enough of a return for the investment to be worth it. In our environment, it is essential to get that "Fires" effect online as soon as possible so that your 4's and 5's are coming in with haste. There are definitely other uses mid/late game to the haste effect (ie. Surrak TnN'd in with a fatty) but for the most part you're looking to be setting up on turn 2 or 3 latest so you're getting your damage in before control gets to stabilize (oftentimes just before they're able to stabilize). Getting a hasty Polukranos/Natural Order followed by a hasty Kalonian Hydra/Deranged Hermit on curve is how Fires decks actually win.