Again, *love* the flip side, and this costing 2 makes it more palatable, but it does nothing the turn it hits play, and it takes some dedication to hit 7 in the grave. Thoughts?
This seems to be the recurring problem with these flip cards. The back side is either really powerful or at least cube worthy, but the front side is slow and durdley. I guess that makes sense considering the impact on constructed, but I hope we get at least one of these that works for us in cube. This one is close, but not quite there.
If the enchantment was a loot each upkeep instead of scry-to-yard I think it would be an easy include. I might try it as is, along with a few of the other fringy ones, just to see how they play.
Gonna be hard to find a slot for this card, but I really like it. This is guaranteed to flip eventually barring hate, gets you selection value in the interim (it's really nice that you can bin reanimator pieces), and once it flips gets you a noncreature Impulse every turn while you hold up mana. My favorite of the flip lands so far for cube.
Well, it is a better scry each turn for an initial investment of only 1U. Most other scry-each-upkeep cards cost 3 mana. Granted, they have additional upside, but so does this. And 7 cards in the graveyard will be reached at one point and are not that hard to reach for some decks.
Threshold is not that hard to get with a decent amount of graveyard support. Ceta Sanctuary had its day in my cube, and it wasn't that bad. I think this will become an important part of my cube's environment, and I don't expect to cut it any time soon. I have more patience for do-nothing enchantments than most, at least on low curve.
For most cubes, a cut in blue is unlikely to be found for a do-nothing enchantment, but any cube with heavy graveyard support should at least consider this.
I initially dismissed this but am reconsidering. seems like it could fit into reanimator, spells matter, and some control decks. probably some other fringe interactions I havent thought of.
might test it and see, or just keep on my radar till others get a few drafts with it.
It is also great in a Wildfire deck. Casting Wildfire adds 5 cards alone to your graveyard, so you are usually guaranteed to flip it next turn. When it does, you get +1 land, which helps your recover from your Wildfire. Until then, the card filtering might help you get Wildfire or more lands or a resilient threat or just cards to set up your big turn.
7 cards in the grave yard isn't too hard if your deck was planning to make use of it anyway. Between cantrips, fetches, looting and the cards own ability it shouldn't be too hard to flip. Again like most of the cards in the cycle it doesn't need to come down early, although it does nothing the turn it comes down.
I think this is the best of the legendary transform enchantments so far (still crossing fingers that the red one is playable). The front half is close to good enough on its own since it's an affordable "scry" engine that also feeds the 'yard, and the land side is useful for spending excess mana and digging for spells. It's close to good enough for my cube, and it might warrant some extended testing.
Now that the red one has been spoiled, it's pretty safe to say this is the best one out of the bunch. While I think the green / red lands are more powerful, this one actually has a decent enchantment side. This card reminds me a lot of Thing in the Ice and Thassa. The upside this has over TITI is that you can cast this late game and transform it right away next turn. The problem with it is that the payoff isn't nearly as high and this can be too slow. You're essentially paying 3UU and time for Impulse that can't hit creatures / lands.
Filtering your draws and fueling the graveyard is neat. I might test this as a flavor of the month, but being printed in the same set as Chart a Course isn't doing this card any favors. I think this card is cool enough to bench Censor to test this out though.
So far I haven't seen any of the transform lands that I want to make room for. I'm more inclined to put some already-flipped versions in with some Un- cards as a bonus module that can be added/removed for when players want a fresh experience. Maybe the next set will give us something better with this mechanic.
Now that the red one has been spoiled, it's pretty safe to say this is the best one out of the bunch.
I actually think the red one is good. Probably even better than this one. I think Outpost Siege is closer to being cubeable than Thassa, God of the Sea, and the back side of the red land is also way better.
Don't get me wrong, I really like this card. And it might be very well worth including. I think it's quite good. But the red one is also quite playable, and I think it's being underrated.
Whereas this card is a strict upgrade on Thassa (1 less, relevant flipside and will probably flip a majority of games), I think Vance's Blasting Cannons is a downgrade from Outpost Siege.
How is this a "strict upgrade" on Thassa? Thassa is indestructible, can make creatures unblockable, and can turn into a 5/5 beater. If all you're analyzing is the upkeep scry, than sure. I like this better too. But you can't just ignore all the other things it can do.
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Not hitting lands is a ~50% decrease in actually playing the cards off the top, as far as I see it. I don't see the card flipping often enough to make up for that.
It is a big deal, yes. But it's way less than 50%, and it may not matter much for a lot of decks playing it. Control decks using Siege to grind out CA will miss that aspect of the card. Aggro decks playing Siege against midrange and control to hit reach and close out games might very well prefer Cannon to Siege.
I think Search is better than Thassa, so the argument is moot. When it comes down to what matters, I agree with you.
But I think that in the role I described (aggro using Cannons for reach/gas) Cannons will be pretty much just as good as Siege ...but the transform side is so freakin' good that I'd give it the edge, despite being unable to play revealed lands. Especially in hard aggro, where once you have 4 lands in play, you can cast pretty much every single non-land hit in your deck.
I don't play Siege, but I'd be more likely to play Cannons. Likewise, I don't play Thassa, and I'd be more likely to play Search. So I think they're both better than their closest current comparisons we have, which makes the two cards closer by comparison than peoples initial reactions have shown.
It's pretty interesting how wildly different play groups value cards. I can totally see Thassa sucking, but people I used to play with pretty much think she's the best thing and worship her enough to add their own devotion. I've seen it activated a number of times and been absolutely killer, but if it's never activating for you then that's a ***** bag card for sure. But if I ever cut it, I would have to spend an amount of time explaining why and then they would just go 'no, she's the best, throw her back in.' Magic, man, it's cray!
Love thassa, not the best card in cube, but it always does work, rarely turns into a creature probably 20% of the time, but scry 1 every turn is pretty good and the unblockable ability gets used a lot and is a beating.
This card seems fine in blue, but nothing super special. Reminds me a little bit of jace, vryn's prodigy rather than thassa as a closest comparison.
Thassa received a lot of hate in this thread, so I'll explain why I like it better than this. I think thassa is a sum of her parts card. At every point in the game she's doing something for the decks she's drafted for, like acetic wary and then making my finisher unblockable in control,
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I don't know if this is better, if even comparable. And if it is comparable, it feels like kind of a stretch.
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Thassa recently left cube for us because 90% of the time, it was a 3-mana enchantment that scryed every turn. This is a better version of Scry IMO.
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might test it and see, or just keep on my radar till others get a few drafts with it.
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Ill wait to see how it does, but I am hopeful.
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Filtering your draws and fueling the graveyard is neat. I might test this as a flavor of the month, but being printed in the same set as Chart a Course isn't doing this card any favors. I think this card is cool enough to bench Censor to test this out though.
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I actually think the red one is good. Probably even better than this one. I think Outpost Siege is closer to being cubeable than Thassa, God of the Sea, and the back side of the red land is also way better.
Don't get me wrong, I really like this card. And it might be very well worth including. I think it's quite good. But the red one is also quite playable, and I think it's being underrated.
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How is this a "strict upgrade" on Thassa? Thassa is indestructible, can make creatures unblockable, and can turn into a 5/5 beater. If all you're analyzing is the upkeep scry, than sure. I like this better too. But you can't just ignore all the other things it can do.
It is a big deal, yes. But it's way less than 50%, and it may not matter much for a lot of decks playing it. Control decks using Siege to grind out CA will miss that aspect of the card. Aggro decks playing Siege against midrange and control to hit reach and close out games might very well prefer Cannon to Siege.
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But I think that in the role I described (aggro using Cannons for reach/gas) Cannons will be pretty much just as good as Siege ...but the transform side is so freakin' good that I'd give it the edge, despite being unable to play revealed lands. Especially in hard aggro, where once you have 4 lands in play, you can cast pretty much every single non-land hit in your deck.
I don't play Siege, but I'd be more likely to play Cannons. Likewise, I don't play Thassa, and I'd be more likely to play Search. So I think they're both better than their closest current comparisons we have, which makes the two cards closer by comparison than peoples initial reactions have shown.
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This card seems fine in blue, but nothing super special. Reminds me a little bit of jace, vryn's prodigy rather than thassa as a closest comparison.
Thassa received a lot of hate in this thread, so I'll explain why I like it better than this. I think thassa is a sum of her parts card. At every point in the game she's doing something for the decks she's drafted for, like acetic wary and then making my finisher unblockable in control,
thats my cube