I am petitioning for the end of: the Mythic rarity, the Planeswalker card type, the post-8th edition card faces, the 2010 rule changes, colorless cards that aren't artifacts or lands, the Legendary supertype, the stack, auras, multicolor cards, artifact creatures, tokens, goblins, merfolk, elves, sorceries, instants, and permanents. Basically, I just want to play with purple contraptions.
Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs.
Minor update:
Reya Dawnbringer -> Miraculous Recovery
Stormfront Pegases -> Sotari Trooper
Nezumi Graverobber -> Kinght of Stromgald
--- Some cards I finally found in my big pile of random cards.
Skyshroud Elite -> Wall of Blossoms
And I pimped a few cards more:
Juggernaut (Beta)
Hypnotic Specter (Alpha)
Metalworker (Foil)
Vinelasher Kudzu (Foil)
Rofellos, Llanowar Emissary (Foil)
Enlightened Tutor (6ED Foil)
I need everyone that have a couple of minutes to spare once again. I need to cut my multicolored sections from 10 to 9 cards in each guild-pair. I've recently cut my other sections down to 115 cards each, and I want each of the cubes 8 sections to be of equal size (eventually).
So I need to cut one card from each guild-combination. I've boiled it down to the following, and would really appriciate your input.
I don't have much experience with the weaker cards of your multi-color section, but on paper it seems to me that you're quite safe following Eidolon's suggestions.
Bloom Tender -> Growth Spasm (The first one aren't that good, and the second one seems promising)[CARD]
Tangle[/CARD] -> Realms Uncharted (Tangle never seems to make it into any decks. I don't know if Realms Uncharted is good enough, but I'll give it a chance)
Journeyer's Kite -> Removed (It was an oldtime favorite of my playgroup, and it certainly outplayed its life in my cube. It unfortunatly just aren't good enough anymore.)
Further more I've reduced my multicolered section by 10 cards (one card of each guildcombination):
Love the changes. Glen Elendra Archmage is 1P1P material around here, so it's good to see the card making it into your cube. I'm interested in how Growth Spasm performs for you, as going to six mana on turn four is definitely something to consider.
EDIT: Has Wrecking Ball performed better for people you cube with than Ashenmoor Gouger? Gouger brings the beats around here in RB, mono-red, and mono-black aggro. Maybe you feel it's redundant with Shambling Remains, idk, but I love having both those creatures around to really put fast pressure on my opponent.
This looks like is sliped by without notice. Nezumi Graverobber is really good. It removes recuring cards, break reanimation strategies, reanimate dudes yourself and he is a 2/1 for 2 than can become a 4/2 for a 2 mana ''kicker'' when cast early.
This looks like is sliped by without notice. Nezumi Graverobber is really good. It removes recuring cards, break reanimation strategies, reanimate dudes yourself and he is a 2/1 for 2 than can become a 4/2 for a 2 mana ''kicker'' when cast early.
Ya, I missed that too. He's much better than the Knight, IMO. He' splashable, has a relevant ability, and he's easy to flip in the early game.
EDIT: Has Wrecking Ball performed better for people you cube with than Ashenmoor Gouger? Gouger brings the beats around here in RB, mono-red, and mono-black aggro. Maybe you feel it's redundant with Shambling Remains, idk, but I love having both those creatures around to really put fast pressure on my opponent.
I don't really know how good I think the Ball is. I could see myself cutting it for the Gouger again. But I think the Ball's going out for Sarkhan the Mad anyway (when i get one) so it doesn't really matter that much. If you think there's something among my BR cards that are worse than Gouger I'll be glad to hear it?
This looks like is sliped by without notice. Nezumi Graverobber is really good. It removes recuring cards, break reanimation strategies, reanimate dudes yourself and he is a 2/1 for 2 than can become a 4/2 for a 2 mana ''kicker'' when cast early.
Yeah, your correct. I don't know why I don't like the Graverobber. I just always end up cutting it myself. But maybe I'll find room for both.
I would cut Plaxcaster Frogling or Spitting Image before cutting Coiling Oracle. I also prefer Court Hussar to Plumeveil, who always turned out narrow, requiring very specific mana to be left open. Court Hussar is a decent body for defense with super-cantrip, who is gret with equipment thanks to vigilance.
And speaking of super-cantripping 1/3s, please let me know how Sea Gate Oracle performs. It's a great card, but I'm not sure if there's space for it in Cube, although I'd like to try it.
I would cut Plaxcaster Frogling or Spitting Image before cutting Coiling Oracle. I also prefer Court Hussar to Plumeveil, who always turned out narrow, requiring very specific mana to be left open. Court Hussar is a decent body for defense with super-cantrip, who is gret with equipment thanks to vigilance.
I will think about this - thx for your opinion.
I'll give update on the Sea Gate Oracle and the Growth Spasm when I've seen them in play.
According to the cube comparison thread the following cards I only run (out of the 13 cubes compared so far). The comparison really gave me good input as to what I should replace with good cards from the upcoming sets. Many of the cards were on my watch-list already, some I don't understand I'm the only one to run, and then there's the rest, that gave me such good input.
Cards I don't understand I'm the only one that run:
- Mangara of Corondor: I know this guy have gotten alot of hate in these forums. But the fact is that it's a vindicate on legs. A rather fragile one, but it can also be abused in various ways (Karakas, blink effects, kiki-jiki, etc). Worst case scenario with this guy is that it draws a removal spell.
- Iona, Shield of Emeria: The best reanimation target. Everyone that support reanimator as a viable strategy should run this.
- Thought Courier: I love 2-mana looters. A early looter is a big thread, and should be killed. I'm happy to run 3 or even 4 looters in a blue deck.
- Standstill: I expressed my love for this card elsewhere. It's just sooo good in UG or any form of Ux agressive strategy. If you have boardposition, this card is a 2 mana Ancestrall, which will often win you the game. Run this!
- The Talismans: Imo these are better than the Signets that all run. I'm actually quite amazed that everyone run signets and noone run Talismans...
- Scuttlemutt: Fixes in any color, can beat, and just fits into most decks. Are loved by my entire playgroup.
Here are my reasons for not running those cards you mentioned:
Mangara of Korondor: while the effect is really great, the problem is that 1) it's a creature and thus fragile and 2) you don't get the effect right away. If I run removal in my deck, I want to be able to depend on it. Mangara does not offer that.
Iona: it's an awesome reanimation target, but it's too expensive to be anything but that. I don't run any Eldrazi for the same reason that I passed on Iona.
Thought Courier: this one I wouldn't fault anyone for running, even after the il-Kor, the Merfolk and the Cryptologist. We're currently running 3 looters, so Courier didn't make the cut - but I could see it return if we decide we could use another looter.
Standstill: can be an ancestral, but only if you have board advantage. That's a really heavy disadvantage. I never missed it since it got cut.
The Talismans: I don't really see why they should be better than signets...
Scuttlemut: let's just call it a pet card and be done with it!
Mangara of Korondor: while the effect is really great, the problem is that 1) it's a creature and thus fragile and 2) you don't get the effect right away. If I run removal in my deck, I want to be able to depend on it. Mangara does not offer that.
True, it's fragile removal that doesn't hit right away. But the upside is that it's a creature that can be recurred with R. Nightmare, Lark, Genesis and similar. Likewise it can be abused with blinkeffects as mentioned above. I like cards that look a little sucky on paper, but can be utterly broken in the correct deck.
Iona: it's an awesome reanimation target, but it's too expensive to be anything but that. I don't run any Eldrazi for the same reason that I passed on Iona.
Yeah I know. I just thought more people actively supported reanimator strategies. It's as close cube comes to combodecks anyway...
Thought Courier: this one I wouldn't fault anyone for running, even after the il-Kor, the Merfolk and the Cryptologist. We're currently running 3 looters, so Courier didn't make the cut - but I could see it return if we decide we could use another looter.
I will admit it's a bit redundant with all the other looters. But I just can't get enough myself.
Standstill: can be an ancestral, but only if you have board advantage. That's a really heavy disadvantage. I never missed it since it got cut.
Yes it's a heavy disadvantage. But drawing 3 for 2 is a heavy advantage. This card have won be more games than I remember. Plus it's a card that rewards good plays and punishes bad plays alot.
The Talismans: I don't really see why they should be better than signets...
The same reason Painlands are better than the Odyssey duals (e.gDarkwater Catacombs). When you play a turn three signet you generally want to have access to all your two-mana cards. The Talismans ensures that you can play your double-costed cards on turn 3, while giving all the same benifits as signets.
Scuttlemut: let's just call it a pet card and be done with it!
Haha... Yes, it have become somewhat of a pet card. But I will still claim that it's far better in cube than most people in here think.
- It fixes all colors.
- It's colorless.
- It have legs.
True, it's fragile removal that doesn't hit right away. But the upside is that it's a creature that can be recurred with R. Nightmare, Lark, Genesis and similar. Likewise it can be abused with blinkeffects as mentioned above. I like cards that look a little sucky on paper, but can be utterly broken in the correct deck.
Mangara is a bombo with Recurring Nightmare, Reveillark and Genesis since it removes itself from the game...=\ It's really good with Karakas, but that's too narrow. Good with Blink effects too, but I think Mangara isn't good enough unless you actually have a blink effect in your deck, so he was eventually cut for being too inconsistent.
The same reason Painlands are better than the Odyssey duals (e.gDarkwater Catacombs). When you play a turn three signet you generally want to have access to all your two-mana cards. The Talismans ensures that you can play your double-costed cards on turn 3, while giving all the same benifits as signets.
It's not really the same at all, Darkwater Catacombs sucks because it's useless on turn 1. Also, the bounce lands are better. The signets and talismans both have their ups and downs, but I think most people run signets because they don't damage you (so equally good in aggro and control) and they can run the off-color ones as well.
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Mangara is a bombo with Recurring Nightmare, Reveillark and Genesis since it removes itself from the game...=\ It's really good with Karakas, but that's too narrow. Good with Blink effects too, but I think Mangara isn't good enough unless you actually have a blink effect in your deck, so he was eventually cut for being too inconsistent.
Yeah, my mistake...
It's not really the same at all, Darkwater Catacombs sucks because it's useless on turn 1. Also, the bounce lands are better. The signets and talismans both have their ups and downs, but I think most people run signets because they don't damage you (so equally good in aggro and control) and they can run the off-color ones as well.
It is almost the same. You'll almost never hold a one-land hand anyway, so there's no reason to drop the land turn 1.
The Signet sucks when you want to cast a WW spell for instance. It's the excact same with the lands. And it's much rarer that the one damage mattes than the other situation occurs. Another example is when you on turn 3 want to drop the signet, but can't because you want to keep mana open for a counterspell. Then you'll have to wait a turn to drop the signet. With the Talisman, you'll just go ahead and drop it on turn 3 with countermana open.
The last situation occurs fairly often in my experience.
i run iona, shield of emeria because reanimator is important to my cube but other than that i don't think you should worry too much about running so many cards other people don't run since your cube is two to three times as large as those other cubes. anything most people are running and you're not running is probably more useful information for you, in my opinion.
regarding iona, though: in addition to reanimator, she can't be too bad of a ramp target, right? green/white isn't a bad combo for ramp, depending on what cards you're running in your cube.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
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Hmm - your maybe right about that...
What do you other guys think?
Boomerang vs Into the Roil
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Reya Dawnbringer -> Miraculous Recovery
Stormfront Pegases -> Sotari Trooper
Nezumi Graverobber -> Kinght of Stromgald
--- Some cards I finally found in my big pile of random cards.
Skyshroud Elite -> Wall of Blossoms
And I pimped a few cards more:
Juggernaut (Beta)
Hypnotic Specter (Alpha)
Metalworker (Foil)
Vinelasher Kudzu (Foil)
Rofellos, Llanowar Emissary (Foil)
Enlightened Tutor (6ED Foil)
RoE I'm thinking of:
Definatly going in:
Cube tryouts:
My Tribal cube
My 93/94 old school cube
My Artifact cube
My Hearthstone Quiz App for iOS
So I need to cut one card from each guild-combination. I've boiled it down to the following, and would really appriciate your input.
Court Hussar (Foil)
Dismantling Blow (Foil)
Momentary Blink
UB
Agony Warp
Probe (Foil)
Soul Manipulation
Wydwen, the Biting Gale (Foil)
BR
Blightning (Foil)
Wrecking Ball (Foil)
Ashenmoor Gouger
RG
Apocalypse Hydra (Foil)
Burning-Tree Shaman
Rumbling Slum (Foil)
GW
Watchwolf
Not alot other to cut...
WB
Unmake
Not alot other to cut...
UR
Spellbound Dragon
Call the Skybreaker
Nucklavee
BG
Canker Abomination
Death//Life
Doomgape - On watchlist
RW
Goblin Legionnaire (Foil)
Orim's Thunder
Soltari Guerrillas
Duergar Hedge-Mage
Spitemare
GU
Coiling Oracle (Foil)
Lorescale Coatl
Plaxcaster Frogling (Foil)
Snakeform (Foil)
Spitting Image (Foil)
My Tribal cube
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My Artifact cube
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More that have input?
My Tribal cube
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I don't have much experience with the weaker cards of your multi-color section, but on paper it seems to me that you're quite safe following Eidolon's suggestions.
Celestial Purge -> Wall of Omens
Something -> Student of Warfare (don't know what to cut yet)
Treasure Hunt -> Memnach (Moved from artifacts to Blue). All those that said Treasure Hunt wasn't good enough for cube were right. It's just not consistant enough to make the cut.
Fathom Seer -> Sea Gate Oracle (Fathom seer just don't make the cut anymore. It was good while it lasted though.)
Volrath's Shapeshifter -> Glen Elendra Archmage (Finally got one...)
Boomerang -> Into the Roil (Making the change as discussed earlier.)
Arcanis the Omnipotent -> Sphinx of Magosi (I want to the Sphinx out for a while.)
Aeon Chronicler -> Enclave Cryptologist
Essence Scatter -> Deprive (One Remove Soul is enough... And I want to try this new countespell out.)
Doomed Necromancer -> Consuming Vapors
Endrek Sahr, Master Breeder -> Inquisition of Kozilek
Malakir Bloodwitch -> Consume the Meek
Ashling the Pilgrim - > Goblin Arsonist
Boom // Bust -> Forked Bolt
Goblin Bombardment -> Magma Jet (Finally found a regular foil, with an acceptable price tag...)
Sulfurous Blast -> Staggershock
Pyrohemia -> Flame Slash
Bloom Tender -> Growth Spasm (The first one aren't that good, and the second one seems promising)[CARD]
Tangle[/CARD] -> Realms Uncharted (Tangle never seems to make it into any decks. I don't know if Realms Uncharted is good enough, but I'll give it a chance)
Journeyer's Kite -> Removed (It was an oldtime favorite of my playgroup, and it certainly outplayed its life in my cube. It unfortunatly just aren't good enough anymore.)
Further more I've reduced my multicolered section by 10 cards (one card of each guildcombination):
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I'd play both Boomerang and Into the Roil before adding in Sphinx of Magosi, but that's a minor nitpick.
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Seconded.
(CubeTutor & MTGS)
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Custom Cube
RWU Miracles RWU
EDIT: Has Wrecking Ball performed better for people you cube with than Ashenmoor Gouger? Gouger brings the beats around here in RB, mono-red, and mono-black aggro. Maybe you feel it's redundant with Shambling Remains, idk, but I love having both those creatures around to really put fast pressure on my opponent.
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
Um, what? The card puts the two chosen lands into your hand, not into play. It's like a Gifts Ungiven, not a double Rampant Growth.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
I meant to say Growth Spasm...whoops:facepalm:
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
This looks like is sliped by without notice. Nezumi Graverobber is really good. It removes recuring cards, break reanimation strategies, reanimate dudes yourself and he is a 2/1 for 2 than can become a 4/2 for a 2 mana ''kicker'' when cast early.
360 Cards Sphere: The Junk Cube
Ya, I missed that too. He's much better than the Knight, IMO. He' splashable, has a relevant ability, and he's easy to flip in the early game.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
I don't really know how good I think the Ball is. I could see myself cutting it for the Gouger again. But I think the Ball's going out for Sarkhan the Mad anyway (when i get one) so it doesn't really matter that much. If you think there's something among my BR cards that are worse than Gouger I'll be glad to hear it?
Yeah, your correct. I don't know why I don't like the Graverobber. I just always end up cutting it myself. But maybe I'll find room for both.
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And speaking of super-cantripping 1/3s, please let me know how Sea Gate Oracle performs. It's a great card, but I'm not sure if there's space for it in Cube, although I'd like to try it.
On spoiled card wishlisting and 'should-have-had'-isms:
I will think about this - thx for your opinion.
I'll give update on the Sea Gate Oracle and the Growth Spasm when I've seen them in play.
My Tribal cube
My 93/94 old school cube
My Artifact cube
My Hearthstone Quiz App for iOS
1x Icatian Javelineers
1x Jotun Grunt
1x Kataki, War's Wage
1x Squall Drifter
1x Temple Acolyte Portal
1x Order of Leitbur
1x Order of the White Shield
1x Sigiled Paladin
1x White Shield Crusader
1x Mangara of Corondor
1x Guardian Seraph
1x Iona, Shield of Emeria
1x Serra Avatar
1x Porphyry Nodes
1x Crusade
1x Exile
1x Radiant's Judgment
1x Terashi's Grasp
1x Humility
1x Winds of Rath
1x Raven Familiar
1x Sea Drake Portal $$
1x Master Transmuter
1x Djinn of Wishes
1x Sphinx of Lost Truths
1x Vesuvan Doppelganger
1x Sphinx of Magosi new
1x Portent
1x Copy Artifact
1x Snap
1x Standstill
1x Treasure Hunt
1x Deprive new
1x Withdraw
1x Fabricate
1x Undo
1x Mystical Teachings
1x Ray of Command
1x Careful Consideration
1x Concentrate
1x Mind Control
1x Persuasion
1x Braingeyser
1x Crypt Sliver
1x Knight of Stromgald
1x Order of the Ebon Hand
1x Chittering Rats
1x Body Snatcher
1x Predatory Nightstalker Portal
1x Laquatus's Champion
1x Scion of Darkness
1x Raven's Crime
1x Dance of the Dead
1x Last Gasp
1x Sign in Blood
1x Smallpox
1x Wrench Mind
1x Expunge
1x Victimize
1x Tendrils of Corruption
1x Pestilence
1x Consume the Meek new
1x Ribbons of Night
1x Corrupt
1x Drain Life
1x Viashino Heretic
1x Lavaborn Muse
1x Dragon Whelp
1x Obsidian Fireheart
1x Ogre Arsonist Portal
1x Torchling
1x Shivan Dragon
1x Flame Jab
1x Lava Dart
1x Red Elemental Blast
1x Fire Ambush Portal
1x Lash Out
1x Tribal Flames
1x Resounding Thunder
1x Scrap
1x Fiery Temper
1x Seismic Assault
1x Sneak Attack $$
1x Violent Eruption
1x Form of the Dragon
1x Pyrokinesis
1x Farhaven Elf
1x Grazing Gladehart
1x Loaming Shaman
1x Manaplasm
1x Spawnwrithe
1x Carven Caryatid
1x Erhnam Djinn
1x Iwamori of the Open Fist
1x Wolfbriar Elemental
1x Spectral Force
1x Protean Hulk
1x Drop of Honey $$
1x Channel
1x Growth Spasm new
1x Baloth Cage Trap
1x Restock
1x Crush of Wurms
1x Demigod of Revenge
1x Izzet Chronarch
1x Nucklavee
1x Life // Death
1x Doomgape
1x Plaxcaster Frogling
1x Bant Charm
1x Rhox War Monk
1x Dromar's Charm
1x Sharuum the Hegemon
1x Crosis's Charm
1x Cruel Ultimatum
1x Thraximundar
1x Bloodhall Ooze
1x Karrthus, Tyrant of Jund
1x Godsire
1x Naya Charm
1x Doran, the Siege Tower
1x Progenitus $
1x Sliver Queen $$
1x The Rack
1x Wayfarer's Bauble
1x Guardian Idol
1x Mask of Memory
1x Null Rod
1x Trip Noose
1x Talisman of Dominance
1x Talisman of Impulse
1x Talisman of Indulgence
1x Talisman of Progress
1x Talisman of Unity
1x Scuttlemutt
1x Static Orb
1x Jade Statue
1x Jester's Cap
1x Wand of the Elements
1x Mirari
1x Artisan of Kozilek new
1x Bosh, Iron Golem
1x Emrakul, the Aeons Torn new
1x Kozilek, Butcher of Truth new $
1x Exotic Orchard
1x Rupture Spire
1x Pendelhaven
1x Krosan Verge
1x Murmuring Bosk
1x Vitu-Ghazi, the City-Tree
Cards I don't understand I'm the only one that run:
- Mangara of Corondor: I know this guy have gotten alot of hate in these forums. But the fact is that it's a vindicate on legs. A rather fragile one, but it can also be abused in various ways (Karakas, blink effects, kiki-jiki, etc). Worst case scenario with this guy is that it draws a removal spell.
- Iona, Shield of Emeria: The best reanimation target. Everyone that support reanimator as a viable strategy should run this.
- Thought Courier: I love 2-mana looters. A early looter is a big thread, and should be killed. I'm happy to run 3 or even 4 looters in a blue deck.
- Standstill: I expressed my love for this card elsewhere. It's just sooo good in UG or any form of Ux agressive strategy. If you have boardposition, this card is a 2 mana Ancestrall, which will often win you the game. Run this!
- The Talismans: Imo these are better than the Signets that all run. I'm actually quite amazed that everyone run signets and noone run Talismans...
- Scuttlemutt: Fixes in any color, can beat, and just fits into most decks. Are loved by my entire playgroup.
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Mangara of Korondor: while the effect is really great, the problem is that 1) it's a creature and thus fragile and 2) you don't get the effect right away. If I run removal in my deck, I want to be able to depend on it. Mangara does not offer that.
Iona: it's an awesome reanimation target, but it's too expensive to be anything but that. I don't run any Eldrazi for the same reason that I passed on Iona.
Thought Courier: this one I wouldn't fault anyone for running, even after the il-Kor, the Merfolk and the Cryptologist. We're currently running 3 looters, so Courier didn't make the cut - but I could see it return if we decide we could use another looter.
Standstill: can be an ancestral, but only if you have board advantage. That's a really heavy disadvantage. I never missed it since it got cut.
The Talismans: I don't really see why they should be better than signets...
Scuttlemut: let's just call it a pet card and be done with it!
True, it's fragile removal that doesn't hit right away. But the upside is that it's a creature that can be recurred with R. Nightmare, Lark, Genesis and similar. Likewise it can be abused with blinkeffects as mentioned above. I like cards that look a little sucky on paper, but can be utterly broken in the correct deck.
Yeah I know. I just thought more people actively supported reanimator strategies. It's as close cube comes to combodecks anyway...
I will admit it's a bit redundant with all the other looters. But I just can't get enough myself.
Yes it's a heavy disadvantage. But drawing 3 for 2 is a heavy advantage. This card have won be more games than I remember. Plus it's a card that rewards good plays and punishes bad plays alot.
The same reason Painlands are better than the Odyssey duals (e.gDarkwater Catacombs). When you play a turn three signet you generally want to have access to all your two-mana cards. The Talismans ensures that you can play your double-costed cards on turn 3, while giving all the same benifits as signets.
Haha... Yes, it have become somewhat of a pet card. But I will still claim that it's far better in cube than most people in here think.
- It fixes all colors.
- It's colorless.
- It have legs.
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Mangara is a bombo with Recurring Nightmare, Reveillark and Genesis since it removes itself from the game...=\ It's really good with Karakas, but that's too narrow. Good with Blink effects too, but I think Mangara isn't good enough unless you actually have a blink effect in your deck, so he was eventually cut for being too inconsistent.
It's not really the same at all, Darkwater Catacombs sucks because it's useless on turn 1. Also, the bounce lands are better. The signets and talismans both have their ups and downs, but I think most people run signets because they don't damage you (so equally good in aggro and control) and they can run the off-color ones as well.
Yeah, my mistake...
It is almost the same. You'll almost never hold a one-land hand anyway, so there's no reason to drop the land turn 1.
The Signet sucks when you want to cast a WW spell for instance. It's the excact same with the lands. And it's much rarer that the one damage mattes than the other situation occurs. Another example is when you on turn 3 want to drop the signet, but can't because you want to keep mana open for a counterspell. Then you'll have to wait a turn to drop the signet. With the Talisman, you'll just go ahead and drop it on turn 3 with countermana open.
The last situation occurs fairly often in my experience.
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regarding iona, though: in addition to reanimator, she can't be too bad of a ramp target, right? green/white isn't a bad combo for ramp, depending on what cards you're running in your cube.
how? nightmare only activates as a sorcery.