Super-Duper Death Ray 2R
Instant
Trample (This spell can deal excess damage to its target's controller.)
Super-Duper Death Ray deals 4 damage to target creature.
"Comin' through!"
Pretty interesting burn spell; you never feel like your "wasting" a burn spell on a 1 toughness creature but it can also kill things traditionally out of burns reach, it is also a splashable instant. I just really wish it was 3 damage on a 2 mana burn spell but this could still be pretty solid.
One downside is you NEED your opponent to have a creature before you can burn them out but if they have no creatures you are probably in a good spot anyway.
Char is a much different card though (and not one I like), it feels more for the straight up agro decks where as I can happily slot this in a lot more places. This card is more comparable to something like Searing Blood except it exchanges set damage to the player for being able to kill an X/4 creature.
It also lets me kill a mana dork or utility creature and bolt you (a la Searing Blaze) where are something like Char isn't great here. I think the flexibility is what will make this shine.
Edit: Until the planeswalker damage redirection rule is applied to my cube (probably never) Its also pretty good for getting walkers like Elspeth, Knight-Errant who poop out tokens.
It reminds me of Searing Blaze/Blood, which are pretty good, except it can kill bigger creatures and is kinda easier to cast but at the cost of an extra mana. Those cards are pretty good, and it doesn't have an RR cost which is huge too. Costing 3 is def way more than 2 for a lot of the decks that want this type of effect, but being able to kill bigger creatures and still get something out of killing X/1-3s is awesome, and obviously not needing a land drop is great for decks that aren't always hitting their third, but that's cyclical as those decks shouldn't have too many 3s. It's probably not good enough in the long run since it's in kind of a tight spot, but at the same time I feel like my red burn at 3 is kinda interchangeable and this would be a cool alternative.
As other commentators are saying, it's close enough that I don't think anyone with a mid-to-large-sized cube would be embarrassed to play it, but I'm skipping it due to the art. That's my biggest problem with un-cards, aside from the grey border.
Not bad but not great either. I do like the idea of red creature removal having trample and this being instant speed is nice. I don’t think it unseats Arc Lightning / Flames of the Firebrand / Char and I don’t think this competes well with Collective Defiance either.
I could see playing it over one of the Arc Trail variants just to change things up. I feel like I never want two of those in my decks, since there are a number of earthquake/pyroclasm type of effects that exist and serve generally the same purpose, different but the same idea.
This is exactly okay, and not better than that. I personally like Brimstone Volley in this slot, as doming the opponent for five closes out a surprising amount of games. I do like this better than Char, as the downside limits that card a lot. Arc Lightning is also there on the power level, and this card struggles to stand out among these options. It's certainly no Blast from the Past, but then that is the best card in Unhinged.
Best card in Unhinged is Symbol Status, that card is actually nuts. Top 5, maybe top 3 green card. Generically insane, the floor is almost always 4 1/1s for 2GG which is incredibly strong. Not that Blast is like, so-so-so worse, but Symbol Status really is absurd when you run a variety of basics.
Best card in Unhinged is Symbol Status, that card is actually nuts. Top 5, maybe top 3 green card. Generically insane, the floor is almost always 4 1/1s for 2GG which is incredibly strong. Not that Blast is like, so-so-so worse, but Symbol Status really is absurd when you run a variety of basics.
I second Symbol Status. Not entirely which cards are Unglued and which are Unhinged off the top of my head, but Symbol Status is way up there.
So, with that walker redirection rule being taken away; this wont he able to hit walkers at all, will it?
I really love the idea of trample on burn, but if what I think is correct, not being able to hit a walker might keep me from playing this ultimately. (I mean if it were a 2 drop, all the way, but I dunno aboit it costing 3 just yet.)
Edit- I guess if I read the rules text it clearly states that it hits the controller.
Instant
Trample (This spell can deal excess damage to its target's controller.)
Super-Duper Death Ray deals 4 damage to target creature.
"Comin' through!"
Pretty interesting burn spell; you never feel like your "wasting" a burn spell on a 1 toughness creature but it can also kill things traditionally out of burns reach, it is also a splashable instant. I just really wish it was 3 damage on a 2 mana burn spell but this could still be pretty solid.
One downside is you NEED your opponent to have a creature before you can burn them out but if they have no creatures you are probably in a good spot anyway.
It also lets me kill a mana dork or utility creature and bolt you (a la Searing Blaze) where are something like Char isn't great here. I think the flexibility is what will make this shine.
Edit: Until the planeswalker damage redirection rule is applied to my cube (probably never) Its also pretty good for getting walkers like Elspeth, Knight-Errant who poop out tokens.
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I second Symbol Status. Not entirely which cards are Unglued and which are Unhinged off the top of my head, but Symbol Status is way up there.
Back to Super-Duper Death Ray, I'm playing Blast From the Past, Brimstone Volley, Fiery Temper, Geistblast, Hungry Flames, Puncture Blast, Savage Alliance, Staggershock, Thunderclap, Arc Lightning, and Collective Defiance. Of those, I don't see this being all that much better than most. Staggershock and Thunderclap are probably the weakest of the lot, and I may drop one for the new guy, but the card isn't all that necessary.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
I really love the idea of trample on burn, but if what I think is correct, not being able to hit a walker might keep me from playing this ultimately. (I mean if it were a 2 drop, all the way, but I dunno aboit it costing 3 just yet.)
Edit- I guess if I read the rules text it clearly states that it hits the controller.