This thread is just horribly outdated. From the 4 drops you metion, Coal Stoaker is borderline, although it arguably only costs 1 you will often dont have a follow up. The Cylops is cubable because its a 4 and a 6 drop with trample. The Maulhorn is bad. Double red and the attack clause makes it really bad and i cut it from both my cubes.
I dont like cycling in red very much except maybe the R costed ones, since red tends to be a lower costed color that wants to play stuff and fills his higher curve with other colors or flexible stuff like the cyclops. Therefore Id rate the Titan borderline.
I think 3 means a lot less here than it would other ratings. There are dozens of creatures listed, you're probably only going to use what, 4-6 at most?
That being said, I agree that things are a bit too loose. Perhaps a good solution would be to up the activity on this thread and do 'call backs' to cards you think need a re-rating? People were probably a bit more lax back then in regards to the rating, but there has been a ton of newer stuff that has made some of those cards outdated. And even though it could get confusing with two sets of ratings, I think it's a good problem to have more activity in these threads than less. No one etched these ratings in stone, especially since this project did start so long ago,
I think 3 means a lot less here than it would other ratings. There are dozens of creatures listed, you're probably only going to use what, 4-6 at most?
That being said, I agree that things are a bit too loose. Perhaps a good solution would be to up the activity on this thread and do 'call backs' to cards you think need a re-rating? People were probably a bit more lax back then in regards to the rating, but there has been a ton of newer stuff that has made some of those cards outdated. And even though it could get confusing with two sets of ratings, I think it's a good problem to have more activity in these threads than less. No one etched these ratings in stone, especially since this project did start so long ago,
I agree. We need to re-evaluate a lot of cards. And I would appreciate it, if people would point out now misrated cards, if they see one.
Right but instead of one individual doing it, it could be a collective thing and have more input. These types of things move a bit faster when it's an assortment of commenters each day figuring out the ratings vs one guy calculating the totals.
Im pretty sure im finished before this thread starts rolling And I rather make a complete rating than to comment each card I dont agree with.
I created a spreadsheet for your project as I suppose you have as well and I guess you could probably do all (relevant) creatures in about an hour of data entry. Just set a static bonus for "useful abilities" (say 1) and present the spreadsheet as a starting point. Then the debate would be about how to change that static bonus for each individual creature.
Although this is just a slightly more formal way of having the same discussion as without crunching those numbers.
Yeah, totally. Honestly, the more of these types of projects, the better. No reason both couldn't happen. Data is always improved by additional data, even if it is pretty much purely no matter how you do it.
I know it's not for everyone, but there seem to be some Un-cards being spoiled that could fit within a black-border set. I already run Carnivorous Death-Parrot in my cube for laughs, it's Un-rules don't skew the rules of the normal game. There seem to be some other cards being spoiled in the same vein like OrdinaryPony and Extremely Slow Zombie. Target Minotaur is a card whose flavor I just don't understand.
I was looking through the red sections and noticed some updates, mostly more clear-cut ones, that could be made. Some of these ended up being less impactful as I read that you're merging the lowest two sections, they're still helpful for knowing which cards to combine into groups without having to look at every card. Some are also just about ascetics. The numbers in parentheses by some cards are there current ratings.
Creatures
Falkenrath Reaver & Goblin Furrier
To me, a 0 rating seems like a too low rating for bears with no or virtually no downside, at least when their put together with red bears with significant downsides. Bumping them up a rating probably won't matter as much now, since you're merging the bad(1) and terrible(0) but it's something to think about. As unexciting as they are, maybe they're good enough just to make borderline, throwing it out there for discussion.
Reckless Cohort(1) / mad dog(0)
Should group the Cohort with the nearly identical mad dog beside the rest of the bears with downside
Embraal Gear-Smasher
Should be combined with the other group of cards for artifact cubes a few spots down in the same section.
Howlpack Wolf(1) & Hulking Ogre(2)
Funnily enough, the strictly better version has a lower rating although I feel like bordline (2) might be an alright but it's up for discussion.
Frontline Rebel(2) & Bloodrock Cyclops(1)
Save for their one time ability to block the turn cycle you cast them, I feel like 1/bad is a good rating for them considering they mostly significantly worse than the above cards that at least aren't forced to attack.
Tribal Cards (2)
Their rating here seems a bit odd since mostly every other section has such cards at 1 rating lower.
Flowstone Blade(0)
This feels currently pretty underrated. Has the typical problems of aura but the second option of also being a kill spell should at least make it go up a rating if not be borderline in my opinion. Moving to borderline if a bit more debatable though.
Crimson Wisps & Expedite
Can be combined into one group since they're practically the same card.
Wild Guess(1)
Even though it's a harder to cast Tormenting Voice I wouldn't think that would deem it a rating 2 points lower. Should be bumped up to borderline.
Goblin War Paint(1/2)
Appears twice in it's spell sections. Once, by itself, in the 2/bordline section and again with a group of a meh aura's at rating 1 that starts with agility. I feel like 2 is an alright rating. It seems a decent amount better than the group of enchantment rate 1.
Boiling Earth
Seems like this should be with the similar cards with this effect with an upside and 2/borderline rating (Electrickery & [card]Scouring Sands)
[/card]
Soul's Fire(0) & Tail Slash(1)
Should be combined into their own group with the merge of the rating categories, since they're practictally the same funtionally.
Thermal Blast & Reduce to Ashes
Blast is wrongly in a group of cards that only hit players. Both of these can probably just be combined with the group that starts with Pinpoint Avalanche
I was looking through the red sections and noticed some updates, mostly more clear-cut ones, that could be made. Some of these ended up being less impactful as I read that you're merging the lowest two sections, they're still helpful for knowing which cards to combine into groups without having to look at every card. Some are also just about ascetics. The numbers in parentheses by some cards are there current ratings.
Creatures
Falkenrath Reaver & Goblin Furrier
To me, a 0 rating seems like a too low rating for bears with no or virtually no downside, at least when their put together with red bears with significant downsides. Bumping them up a rating probably won't matter as much now, since you're merging the bad(1) and terrible(0) but it's something to think about. As unexciting as they are, maybe they're good enough just to make borderline, throwing it out there for discussion.
Reckless Cohort(1) / mad dog(0)
Should group the Cohort with the nearly identical mad dog beside the rest of the bears with downside
Embraal Gear-Smasher
Should be combined with the other group of cards for artifact cubes a few spots down in the same section.
Howlpack Wolf(1) & Hulking Ogre(2)
Funnily enough, the strictly better version has a lower rating although I feel like bordline (2) might be an alright but it's up for discussion.
Frontline Rebel(2) & Bloodrock Cyclops(1)
Save for their one time ability to block the turn cycle you cast them, I feel like 1/bad is a good rating for them considering they mostly significantly worse than the above cards that at least aren't forced to attack.
Tribal Cards (2)
Their rating here seems a bit odd since mostly every other section has such cards at 1 rating lower.
Flowstone Blade(0)
This feels currently pretty underrated. Has the typical problems of aura but the second option of also being a kill spell should at least make it go up a rating if not be borderline in my opinion. Moving to borderline if a bit more debatable though.
Crimson Wisps & Expedite
Can be combined into one group since they're practically the same card.
Wild Guess(1)
Even though it's a harder to cast Tormenting Voice I wouldn't think that would deem it a rating 2 points lower. Should be bumped up to borderline.
Goblin War Paint(1/2)
Appears twice in it's spell sections. Once, by itself, in the 2/bordline section and again with a group of a meh aura's at rating 1 that starts with agility. I feel like 2 is an alright rating. It seems a decent amount better than the group of enchantment rate 1.
Boiling Earth
Seems like this should be with the similar cards with this effect with an upside and 2/borderline rating (Electrickery & [card]Scouring Sands)
[/card]
Soul's Fire(0) & Tail Slash(1)
Should be combined into their own group with the merge of the rating categories, since they're practictally the same funtionally.
Thermal Blast & Reduce to Ashes
Blast is wrongly in a group of cards that only hit players. Both of these can probably just be combined with the group that starts with Pinpoint Avalanche
Nice work. It'd be cool to clean up some of the inconsistencies in the project.
I´ve created an account just to write in this thread. I encourage those people who take their spare time to update cards evaluation to continue updating with new cardsets. For my gaming environment and taste, this is the most enjoyable thread I could possibly read.
Keep pushing! your dedication improves my knowledge of the game.
AWESOME!
This is pretty much case-in-point on why discussion shouldn't be limited and how these forums are a *great* resource for those wanting to learn more.
Stick around, and if you have any questions on anything you're reading let us know!
...and include your evaluation at the right spot (most of the work)...
I would be up for helping keep this thread updated. This thread has been a great resource for me also and I've grateful for the insight on cards. Not sure what you mean exactly in the section above though. What do you mean by put it at the right spot? Do you mean to just be sure to put the cards at the new rating that's been decided on when we send you the text?
Also I don't if you saw, but I also posted some potential corrections to existing ratings/placements for some cards of the red section a page back (on 33). There didn't end up being a lot of discussion but hopefully it's helpful and not too off the mark.
The Hour of Devastation cards are already evaluated and you can find them a few pages back. You just have to put them into the posts (or whoever has time to do it)
What I mean is, that several people posted evaluations of cards in this tread, but never took the time to actually edit the original posts, because these are huge walls of text and putting everything were it belongs, rating wise, as well as alphabetically.
Ohh okay, I realize what you mean now. Just copy the original post, edit it and then send it to you to replace.
Kinjalli's Caller (Borderline):
I'd say this is pretty bad but should probably be grouped with the similar tribal creatures, that are good with enough support, which should maybe be bumped down to bad, where tribal cards are at in nearly every other section of project ratings.
Legion Conquistador (Bad):
This can be combined with the group of cards that don't work in most cubes, that starts with Pious Kitsune
Looming Altisaur (Borderline):
Can be a big roadblock for control decks, but it doesn't have a lot of power.
Paladin of the Bloodstained (Borderline):
The combination of bodies and stats aren't great but not bad either.
Pious Interdiction (Cubeable):
It's a strictly worse Faith's Fetters, but it still good for eliminating a threat and helping stabilize against aggressive decks.
Queen's Commission (Bad):
Even with lifelink, two 1/1 tokens aren't worth 3 mana
Raptor Companion (Bad):
Functional reprint of Blade of the Sixth Pride. Also, this is up for debate, but I think the group of vanilla 3/1s for 2 mana (starts with Blade) could be bumped down a rating to borderline. I don't think there necessarily cubeable worthy, especially with the now 3 versions with varying quality levels of upside we've now have.
Sunrise Seeker (borderline):
Neither outcome is that great or exciting
Territorial Hammerskull (Staple):
Could probably be combined with Master of Diversion. I know Hammerskull has one more toughness but not sure if it needs its own separate entry currently
Shipwreck Looter (Borderline):
The body isn't the greatest but the filtering is a nice addition to a somewhat relevant body.
Shore keeper (Borderline):
It's an ok roadblock early that will eventually turn into card advantage
Siren Lookout (Borderline/Bad?):
Is alright but neither outcome is very enticing
Siren's Ruse (Borderline):
Slightly overcosted for the effect, as the upside will rarely come up, but blue has it's fair share of enter the battlefield effects.
Storm Sculptor (Borderline):
A 3 power unblockable can be okay, but the bounce restriction can be a pain at times if you don't have anything that good to bounce.
Contract Killing (Bad):
An overcosted unconditional sorcery speed removal spell. The treasures aren't that good by this late in the game and they don't make up for the fact that you still can't cast this until turn 5 even though you'll only be down at most 3 net mana.
Deadeye Tormentor (Borderline):
If you support aggro well in black, then he can be an acceptable 3-drop. It's a more splashable, but otherwise generally worse, Liliana's Specter which can still be fine.
Queen's Agent (Bad):
This card is overcosted in either mode. Could maybe be combined with Minotaur abomination to become a group of cards overcosted by cc1
Skittering Heartstopper (Borderline):
The 1 mana to grant deathtouch isn't great, but the extra toughness over Typhoid Rats can be relevant at times and often the threat of activation is enough.
Skulduggery (Borderline):
An alright cheap combat trick that remove 1 toughness creatures if you have a creature with the possibility of becoming a 2 for 1 if things line up.
Brazen Buccaneers (Borderline):
The Talruum Minotaur mode with scry 1 attached is mainly the most interesting mode for red decks but the inability to choose between the modes makes it not very exciting.
Fathom Fleet Firebrand (Borderline):
The 2/2 body isn't very exciting on its own, but the late-game mana-sink option is nice. She can trade or get in for some damage early and if drawn in the late game, she can be used as deterrence with a lot of mana open or just be pumped for some serious damage.
Fire Shrine Keeper (Borderline):
A 1/1 evasive body with late game relevance can be nice, but the front end isn't that exciting and the ability is somewhat expensive.
Firecannon Blast (Borderline):
This has the possibility to be a pseudo hard removal spell, but raid can be a high restriction and there better less restrictive burn spells for red
Frenzied Raptor (Borderline):
A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it could easily find a home.
Nest Robber (Cubeable):
A fine haste threat for aggressive decks.
Rile (Bad):
Put in the group of cards that are terrible without the right synergies, which starts with Burning Inquiry
Storm Fleet Pyromancer (Borderline):
The body isn't great and the ability is ok but not really worth the restriction of raid.
Sun-Crowned Hunters (Borderline):
The stats are a bit underwhelming for 6 mana but the ability is nice for getting damage in when blocked or blocking. This would be more interesting with ways to abuse the enrage trigger.
Crushing Canopy (Borderline):
Can be combined with the very similar crushing vines, which I think should be rated at borderline as well since it's decent but still pretty situational.
Deeproot Warrior (Borderline):
An acceptable 2-power pseudo-evasive two drop but green has plenty of serviceable two-drops already.
Spike-tailed Ceratops (Bad):
The body is terrible and the ability won't be useful often enough
Tishana's Wayfinder (Cubeable):
Even though explore can sometimes be annoying in that you can't control the outcome, both modes are solid creatures that you would be happy to have in most decks, which makes this creature solid. You either get a civic wayfinder that grabs a random land you would have drawn or a centaur courser with scry 1 attached.
What are everyone's thoughts on these ratings/placements for Ixalan cards?
Bishop's Soldier (Cubeable):
A lifelink 2/2 body is alright and can make for a nice roadblock for against agressive decks.
How often will this be better than Lone Missionary? I get that it's much better with auras and equipment, but I think the lack of value upfront and the average-case scenario makes this card Borderline.
Kinjalli's Caller (Borderline):
I'd say this is pretty bad but should probably be grouped with the similar tribal creatures, that are good with enough support, which should maybe be bumped down to bad, where tribal cards are at in nearly every other section of project ratings.
Agree this should be bad. Not nearly enough support for dinos at pauper.
Looming Altisaur (Borderline):
Can be a big roadblock for control decks, but it doesn't have a lot of power.
This will almost always be a 4 mana wall, which is bad.
Pious Interdiction (Cubeable):
It's a strictly worse Faith's Fetters, but it still good for eliminating a threat and helping stabilize against aggressive decks.
Borderline. Four mana for removal is a big ask and I would normally consider it bad, but it has synergy with white's aura subtheme.
-Raptor CompanionI like the 3/1s for 1C. I think Cubeable is fine, but with the current redundancy I could see an argument for Borderline. Definitely not bad.
Oh, I actually meant to say borderline for that creature, didn't mean to put it at bad. As for the borderline vs cubeable, it feels like they're right near line. Might just be worth leaving them where they for the time being, I'm not sure.
the 3/1s for 2 are bad. Ran them, tried them and even the ones with upsides got dismissed from all my cubes. theyre just too fragile and there are quite a buch of 3/2s for 2
Emerge Unscathed (Cubeable):
Put with the group of similar white 1 cmc protection spells at cubeable
Seeker of the Way (Cubeable?):
A great card for agressive/tempo decks. Just from the threat that prowess presents, this creature can be pseudo unblockable some times and with just one trigger, it becomes a big 3/3 lifelinker.
Survival Cache (Bad):
It's an unique take on a white Divination, but it's very situational and high varience. At it's ceiling it's a fine card, but it can quickly become just a Healing Hands or even a Sacred nectar which are terrible cards. Against aggro it's Sacred Nectar and against control it's Divination with a life boost. Also, it's pretty unreliable against midrange.
Sustainer of the Realm (Bordline):
A 2 power flyer that can block really well is ok but not exciting.
Dissolve(Borderline):
A 3 mana counter with possible card selection in the form of scry is an okay card.
Jace's Phantasm (Bad):
In most cubes it it will take way too long to be any more than Flying Men. It would be a good payoff for a cube with a mill-theme.
Jhessian Thief (cubeable):
The threat alone that prowess presents can be nice evasion at times and this is card is a fine threat in tempo or spells-matter decks,
Riverwheel Aerialists (cubeable):
It has a solid and evasive body to be a good finisher option.
Thrill-Kill Assassin (Staple??):
The flexibility to either be a 2/3 deathtouch attaker in the early game or a deathtouch 1/2 bocker if needed makes this card great.
Virulent Swipe (Borderline):
Surprise deathtouch can be a nice combat trick, but it will still essentially be 2 for 1 trade against you, unless the creature happens to have a high enough touhness to already survive on its own. While not exciting, it can be used just as a buff for getting damage through if needed. The turn it comes off rebound isn't great since your opponent will see it coming, but it can get a little more damage through on a creature that wouldn't already have been blocked and traded for 1 for 1, since there's no toughness buff. While nice options to have, the deathtouch and power buff don't really have any synergy with each other with no toughness buff.
Wight of Precinct Six (Cubeable):
It not actually a turn 2 play, but a solid late game creature that can grow to be huge as the game goes on.
Draconic Roar (Borderline):
Combine with Burn the Impure to be a group of 3 damage removal spells with fringe upsides, which are outclassed by many better versions
Crowned Ceratok (Borderline):
An alrighty build-around for decks and there are a decent amount of incidental +1/+1 counters in cubes lying around already.
Duskdale Wurm (Borderline):
A huge body with trample is solid, but by the time you get up to 7 mana you'll often prefer something a little extra like Oakgnarl Warrior's vigilance over the 2 extra power.
Jaddi Offshoot (Bad):
It can be fine when gotten out early agaisnt aggro, but other than that it's too bad to be worth it.
Lead the Stampede (Cubeable):
A great form of card advantage for most green decks. Limited decks play plenty of creatures already and green is typically the most creature-dense color.
Prey's Vengeance (Cubeable)
It's a fine combat trick that can do it's job and then come back the following turn with Rebound. During the rebound turn, it's likely to either force through a lot of damgage or make your opponent make an somewhat ideal or less ideal chump to stop a big chunk of damage.
Darksteel Axe (Borderline):
Indestructible on Bonesplitter isn't worth the doubled equip cost and the indestructibility will be an irrelvant line of text most of the time.
Scion of Ugin (Cubeable):
The flying 4/4 flying body is an fine rate for colorless.
Guardian Idol (Cubeable):
Could be combined with mind stone to form the group of 2 cmc colorless mana rocks with useful second options when mana is no longer needed.
Star compass (Borderline): This could probably be grouped with the group of 2-cmc rocks (that starts with Fractured Powerstone) with minamal upsides but still "okay". I think Fellwar Stone could also be bumped up a rating to be with this group.
Forked Bolt (simple staple right?... or just cubeable?)
The flexibility of Twin Bolt for just 1 mana is amazing.
Seems it must have been overlooked since it was just randomly downshifted in a duel deck.
I dont like cycling in red very much except maybe the R costed ones, since red tends to be a lower costed color that wants to play stuff and fills his higher curve with other colors or flexible stuff like the cyclops. Therefore Id rate the Titan borderline.
T2 powpercube Value https://cubecobra.com/cube/list/37t
That being said, I agree that things are a bit too loose. Perhaps a good solution would be to up the activity on this thread and do 'call backs' to cards you think need a re-rating? People were probably a bit more lax back then in regards to the rating, but there has been a ton of newer stuff that has made some of those cards outdated. And even though it could get confusing with two sets of ratings, I think it's a good problem to have more activity in these threads than less. No one etched these ratings in stone, especially since this project did start so long ago,
Also, follow us on twitter! @TurnOneMagic
I agree. We need to re-evaluate a lot of cards. And I would appreciate it, if people would point out now misrated cards, if they see one.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
T2 powpercube Value https://cubecobra.com/cube/list/37t
Also, follow us on twitter! @TurnOneMagic
T2 powpercube Value https://cubecobra.com/cube/list/37t
I created a spreadsheet for your project as I suppose you have as well and I guess you could probably do all (relevant) creatures in about an hour of data entry. Just set a static bonus for "useful abilities" (say 1) and present the spreadsheet as a starting point. Then the debate would be about how to change that static bonus for each individual creature.
Although this is just a slightly more formal way of having the same discussion as without crunching those numbers.
Also, follow us on twitter! @TurnOneMagic
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Creatures
To me, a 0 rating seems like a too low rating for bears with no or virtually no downside, at least when their put together with red bears with significant downsides. Bumping them up a rating probably won't matter as much now, since you're merging the bad(1) and terrible(0) but it's something to think about. As unexciting as they are, maybe they're good enough just to make borderline, throwing it out there for discussion.
Reckless Cohort(1) / mad dog(0)
Should group the Cohort with the nearly identical mad dog beside the rest of the bears with downside
Impetuous Sunchaser
Flying men reference link is broken due to incorrect name
Goblin Masons & Grotag Siege-Runner
These seem like they could probably be put into the group of Goblin Pikers with no or hardly ever relevant abilities.
Should be combined with the other group of cards for artifact cubes a few spots down in the same section.
Howlpack Wolf(1) & Hulking Ogre(2)
Funnily enough, the strictly better version has a lower rating although I feel like bordline (2) might be an alright but it's up for discussion.
Frontline Rebel(2) & Bloodrock Cyclops(1)
Save for their one time ability to block the turn cycle you cast them, I feel like 1/bad is a good rating for them considering they mostly significantly worse than the above cards that at least aren't forced to attack.
Tribal Cards (2)
Their rating here seems a bit odd since mostly every other section has such cards at 1 rating lower.
Should be combine with the other artfact-cube cards in the same section that start with Blade-Tribe Berserkers
Spells
Should be combined with the merge of 0 and 1.
Flowstone Blade(0)
This feels currently pretty underrated. Has the typical problems of aura but the second option of also being a kill spell should at least make it go up a rating if not be borderline in my opinion. Moving to borderline if a bit more debatable though.
Panic(1), Renegade tactics(2) & Panic Spellbomb
These all should be combine into one group, likely at 2/Borderline
Crimson Wisps & Expedite
Can be combined into one group since they're practically the same card.
Even though it's a harder to cast Tormenting Voice I wouldn't think that would deem it a rating 2 points lower. Should be bumped up to borderline.
Goblin War Paint(1/2)
Appears twice in it's spell sections. Once, by itself, in the 2/bordline section and again with a group of a meh aura's at rating 1 that starts with agility. I feel like 2 is an alright rating. It seems a decent amount better than the group of enchantment rate 1.
Boiling Earth
Seems like this should be with the similar cards with this effect with an upside and 2/borderline rating (Electrickery & [card]Scouring Sands)
[/card]
Should be combined into their own group with the merge of the rating categories, since they're practictally the same funtionally.
Welding Sparks
Just mispelled, so needs fixing.
Destructive Tampering
There's a repeat entry of this card in the cmc4 section.
Thermal Blast & Reduce to Ashes
Blast is wrongly in a group of cards that only hit players. Both of these can probably just be combined with the group that starts with Pinpoint Avalanche
It's a work in progress
Nice work. It'd be cool to clean up some of the inconsistencies in the project.
AWESOME!
This is pretty much case-in-point on why discussion shouldn't be limited and how these forums are a *great* resource for those wanting to learn more.
Stick around, and if you have any questions on anything you're reading let us know!
Also, follow us on twitter! @TurnOneMagic
I would be up for helping keep this thread updated. This thread has been a great resource for me also and I've grateful for the insight on cards. Not sure what you mean exactly in the section above though. What do you mean by put it at the right spot? Do you mean to just be sure to put the cards at the new rating that's been decided on when we send you the text?
Also I don't if you saw, but I also posted some potential corrections to existing ratings/placements for some cards of the red section a page back (on 33). There didn't end up being a lot of discussion but hopefully it's helpful and not too off the mark.
It's a work in progress
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
Don't worry about it, I understand. Thanks though.
It's a work in progress
A lifelink 2/2 body is alright and can make for a nice roadblock for against agressive decks.
Encampment Keeper (Borderline):
The early game body isn't great, but the ability to be relevant lategame can be nice.
Huatli's Snubhorn (Bad):
Can be combined with the group of similar vigilance creatures, that starts with Alaborn Grenadier
Kinjalli's Caller (Borderline):
I'd say this is pretty bad but should probably be grouped with the similar tribal creatures, that are good with enough support, which should maybe be bumped down to bad, where tribal cards are at in nearly every other section of project ratings.
Legion Conquistador (Bad):
This can be combined with the group of cards that don't work in most cubes, that starts with Pious Kitsune
Legion's Judgment (Bad):
As a removal spell, it's pretty narrow and outclassed by Radiant's Judgment
Looming Altisaur (Borderline):
Can be a big roadblock for control decks, but it doesn't have a lot of power.
Paladin of the Bloodstained (Borderline):
The combination of bodies and stats aren't great but not bad either.
Pious Interdiction (Cubeable):
It's a strictly worse Faith's Fetters, but it still good for eliminating a threat and helping stabilize against aggressive decks.
Pterodon Knight (Bad):
tribal card
Queen's Commission (Bad):
Even with lifelink, two 1/1 tokens aren't worth 3 mana
Raptor Companion (Bad):
Functional reprint of Blade of the Sixth Pride. Also, this is up for debate, but I think the group of vanilla 3/1s for 2 mana (starts with Blade) could be bumped down a rating to borderline. I don't think there necessarily cubeable worthy, especially with the now 3 versions with varying quality levels of upside we've now have.
Ritual of Rejuvenation (Bad):
put in the group with Healing Hands
Shining Aerosaur (Borderline):
Functional reprint of Skyswirl Harrier
Skyblade of the Legion (Bad):
Functional reprint of Concordia Pegasus
Slash of Talons (Borderline):
Functional reprint of Righteous Blow.
Sunrise Seeker (borderline):
Neither outcome is that great or exciting
Territorial Hammerskull (Staple):
Could probably be combined with Master of Diversion. I know Hammerskull has one more toughness but not sure if it needs its own separate entry currently
Vampire's Zeal (Bad):
This, along with Strength of Arms, could be grouped with Lithomancer's Focus
Functional reprint of Sleep Paralysis.
Depths of Desire (Bad):
This could be combined with the group of cards with better alternatives that start with Aether Tradewinds.
Dive Down (borderline):
This can be combined with the group of similar spells that starts with Intervene
Headwater Sentries (Borderline):
With its high toughness and decent power, it can be a nice roadblock for stopping attackers
One with the wind (Borderline):
Functional reprint of Spectral Flight.
Pirate's Prize (Bad):
The treasure doesn't make up for it being an overcosted divination
Prosperous Pirates (Bad):
The body isn't great for 5 mana and by the time you can cast it you won't usually need much more mana.
Run Aground (Borderline):
I know it's slightly better but it could probably just be combined with the group that starts with Griptide
Sailor of Means (Borderline):
An okay roadblock early game that can help double spell later or accelerate to a expensive spell.
Shaper Apprentice (Bad):
tribal card
Shipwreck Looter (Borderline):
The body isn't the greatest but the filtering is a nice addition to a somewhat relevant body.
Shore keeper (Borderline):
It's an ok roadblock early that will eventually turn into card advantage
Siren Lookout (Borderline/Bad?):
Is alright but neither outcome is very enticing
Siren's Ruse (Borderline):
Slightly overcosted for the effect, as the upside will rarely come up, but blue has it's fair share of enter the battlefield effects.
Storm Sculptor (Borderline):
A 3 power unblockable can be okay, but the bounce restriction can be a pain at times if you don't have anything that good to bounce.
Watertrap Weaver (Cubeable):
Functional reprint of Frost Lynx
Wind Strider (Cubeable):
Functional reprint of Spire Monitor and similar
tribal card
Blight Keeper (Borderline):
A Flying Men with some nice late game ability option
Contract Killing (Bad):
An overcosted unconditional sorcery speed removal spell. The treasures aren't that good by this late in the game and they don't make up for the fact that you still can't cast this until turn 5 even though you'll only be down at most 3 net mana.
Costly Plunder (Bad):
Can probably just be put with the group with Altar's Reap
Deadeye Tormentor (Borderline):
If you support aggro well in black, then he can be an acceptable 3-drop. It's a more splashable, but otherwise generally worse, Liliana's Specter which can still be fine.
Desperate Castaways (Bad):
put with the group of artifact-based cube cards w/ Dhund Operative
Dire Fleet Hoarder (Borderline/Bad)?:
Black's version of Viridian Emissary. The body isn't great but the extra Lotus Petal can come sometimes be nice.
Dire Fleet Interloper (Borderline):
The 2 possible outcome are okay but not exciting and the inability to choose between the two can be annoying.
Fathom Fleet Cutthroat (Bad):
Can be grouped with the similar creature Final-Sting Faerie
March of the Drowned (Bad):
Can be put in the group of Disentomb-effects that contains the similar Ghoulcaller's Chant
Queen's Agent (Bad):
This card is overcosted in either mode. Could maybe be combined with Minotaur abomination to become a group of cards overcosted by cc1
Queen's Bay Soldier (Bad):
Functional reprint of Walking Corpse
Skittering Heartstopper (Borderline):
The 1 mana to grant deathtouch isn't great, but the extra toughness over Typhoid Rats can be relevant at times and often the threat of activation is enough.
Skulduggery (Borderline):
An alright cheap combat trick that remove 1 toughness creatures if you have a creature with the possibility of becoming a 2 for 1 if things line up.
Skymarch Bloodletter (Cubeable):
A black wind drake with an ok upside is good
Spreading Rot (Bad):
Put with group of similarly bad land destruction spells, which starts with Desecrated Earth
Vanquish the Weak (Bad):
Can probably be grouped with Complete Disregard
The Talruum Minotaur mode with scry 1 attached is mainly the most interesting mode for red decks but the inability to choose between the modes makes it not very exciting.
Fathom Fleet Firebrand (Borderline):
The 2/2 body isn't very exciting on its own, but the late-game mana-sink option is nice. She can trade or get in for some damage early and if drawn in the late game, she can be used as deterrence with a lot of mana open or just be pumped for some serious damage.
Fire Shrine Keeper (Borderline):
A 1/1 evasive body with late game relevance can be nice, but the front end isn't that exciting and the ability is somewhat expensive.
Firecannon Blast (Borderline):
This has the possibility to be a pseudo hard removal spell, but raid can be a high restriction and there better less restrictive burn spells for red
Frenzied Raptor (Borderline):
A vanilla 4/2 three drop doesn't make you feel like a clever girl when you draft it, but in red it could easily find a home.
Headstrong Brute (Bad):
can be grouped with the somewhat similar Howlpack Wolf
Nest Robber (Cubeable):
A fine haste threat for aggressive decks.
Rile (Bad):
Put in the group of cards that are terrible without the right synergies, which starts with Burning Inquiry
Storm Fleet Pyromancer (Borderline):
The body isn't great and the ability is ok but not really worth the restriction of raid.
Sun-Crowned Hunters (Borderline):
The stats are a bit underwhelming for 6 mana but the ability is nice for getting damage in when blocked or blocking. This would be more interesting with ways to abuse the enrage trigger.
Swashbuckling (Borderline):
Functional reprint of Goblin War Paint
Thrash of Raptors (Bad):
Tribal card
Tilonalli's Knight (Bad):
tribal card
Unfriendly Fire (Borderline):
can probably group with Arrow Storm
Can probably be grouped with the group of similarly big and unexciting vanilla creatures that starts with Axebane Stag
Blinding Fog (Bad):
Not exactly a normal fog, but it can probably be grouped with Vine Snare
Blossom Dryad (Bad):
Put in the group of overcosted creatures that starts with goliath beetle
Colossal Dreadmaw (Cubeable):
Functional Reprint of Brambleweft Behemoth
Commune with Dinosaurs (Bad):
Tribal card
Crash the Ramparts (bad):
Functional Reprint of Awaken the Bear
Crushing Canopy (Borderline):
Can be combined with the very similar crushing vines, which I think should be rated at borderline as well since it's decent but still pretty situational.
Deeproot Warrior (Borderline):
An acceptable 2-power pseudo-evasive two drop but green has plenty of serviceable two-drops already.
Grazing Whiptail (Borderline):
Functional reprint of Cloudcrown Oak
Ixalli's Diviner (Cubeable):
A fine early blocker for midrange and control decks. Both modes are fine for those decks.
Ixalli's Keeper (Borderline):
Could probably just be grouped with Oran-Rief Invoker
Jade Guardian (Cubeable):
A functional reprint of Primal Huntbeast
Jungle Delver (Bad):
The ability can be relevant in the late game but it's overcosted and the body takes a little while to be relevant.
New Horizons (Borderline):
Mostly a functional reprint of Map the Wastes.
Pounce (Cubeable):
An instant speed Prey Upon is solid.
Ravenous Daggertooth (Borderline):
The body isn't overly exciting but it can be a nice roadblock against aggressive decks.
River Heralds' Boon (Bad):
Tribal Card
Spike-tailed Ceratops (Bad):
The body is terrible and the ability won't be useful often enough
Tishana's Wayfinder (Cubeable):
Even though explore can sometimes be annoying in that you can't control the outcome, both modes are solid creatures that you would be happy to have in most decks, which makes this creature solid. You either get a civic wayfinder that grabs a random land you would have drawn or a centaur courser with scry 1 attached.
Outclassed by several better options
Hierophant's chalice (bad):
The minor upside doesn't make up for the fact that it's a worse Manalith
Pirate's Cutlass (Bad):
Can be grouped with the group of tribal cards that starts with the somewhat similar Heavy Mattock
Prying Blade (Bad):
It could be alright on an early evasive creature, but otherwise it just terrible with granting only 1 power.
It's a work in progress
My 490 Pauper Cube
Modern frame only- Common on paper only - no functional copies, no strictly-betters - no subtype-matters
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
Oh, I actually meant to say borderline for that creature, didn't mean to put it at bad. As for the borderline vs cubeable, it feels like they're right near line. Might just be worth leaving them where they for the time being, I'm not sure.
It's a work in progress
I generally agree but that is a seriously decontextualized rating in cases like this, it seems to me.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Functional reprint of Aven of Enduring Hope.
Emerge Unscathed (Cubeable):
Put with the group of similar white 1 cmc protection spells at cubeable
Seeker of the Way (Cubeable?):
A great card for agressive/tempo decks. Just from the threat that prowess presents, this creature can be pseudo unblockable some times and with just one trigger, it becomes a big 3/3 lifelinker.
Survival Cache (Bad):
It's an unique take on a white Divination, but it's very situational and high varience. At it's ceiling it's a fine card, but it can quickly become just a Healing Hands or even a Sacred nectar which are terrible cards. Against aggro it's Sacred Nectar and against control it's Divination with a life boost. Also, it's pretty unreliable against midrange.
Sustainer of the Realm (Bordline):
A 2 power flyer that can block really well is ok but not exciting.
A 3 mana counter with possible card selection in the form of scry is an okay card.
Jace's Phantasm (Bad):
In most cubes it it will take way too long to be any more than Flying Men. It would be a good payoff for a cube with a mill-theme.
Jhessian Thief (cubeable):
The threat alone that prowess presents can be nice evasion at times and this is card is a fine threat in tempo or spells-matter decks,
Riverwheel Aerialists (cubeable):
It has a solid and evasive body to be a good finisher option.
Tribal Card
Thrill-Kill Assassin (Staple??):
The flexibility to either be a 2/3 deathtouch attaker in the early game or a deathtouch 1/2 bocker if needed makes this card great.
Virulent Swipe (Borderline):
Surprise deathtouch can be a nice combat trick, but it will still essentially be 2 for 1 trade against you, unless the creature happens to have a high enough touhness to already survive on its own. While not exciting, it can be used just as a buff for getting damage through if needed. The turn it comes off rebound isn't great since your opponent will see it coming, but it can get a little more damage through on a creature that wouldn't already have been blocked and traded for 1 for 1, since there's no toughness buff. While nice options to have, the deathtouch and power buff don't really have any synergy with each other with no toughness buff.
Wight of Precinct Six (Cubeable):
It not actually a turn 2 play, but a solid late game creature that can grow to be huge as the game goes on.
Combine with Burn the Impure to be a group of 3 damage removal spells with fringe upsides, which are outclassed by many better versions
Dragonlord's Servant (Bad):
Tribal card
Earth Elemental (Borderline):
It's a ok sized body for the cost, but it's a strictly worse Wayward Giant.
Furnace Whelp (Cubeable):
It's somewhat fragile, but it can be a solid evasive finisher for red.
Mark of Mutiny (Borderline):
Can probably be put with the Act of Treason group
An alrighty build-around for decks and there are a decent amount of incidental +1/+1 counters in cubes lying around already.
Duskdale Wurm (Borderline):
A huge body with trample is solid, but by the time you get up to 7 mana you'll often prefer something a little extra like Oakgnarl Warrior's vigilance over the 2 extra power.
Ivy Elemental (Borderline):
Can be grouped with the mostly functional reprint of Slime Molding
Jaddi Offshoot (Bad):
It can be fine when gotten out early agaisnt aggro, but other than that it's too bad to be worth it.
Lead the Stampede (Cubeable):
A great form of card advantage for most green decks. Limited decks play plenty of creatures already and green is typically the most creature-dense color.
Prey's Vengeance (Cubeable)
It's a fine combat trick that can do it's job and then come back the following turn with Rebound. During the rebound turn, it's likely to either force through a lot of damgage or make your opponent make an somewhat ideal or less ideal chump to stop a big chunk of damage.
Indestructible on Bonesplitter isn't worth the doubled equip cost and the indestructibility will be an irrelvant line of text most of the time.
Scion of Ugin (Cubeable):
The flying 4/4 flying body is an fine rate for colorless.
Guardian Idol (Cubeable):
Could be combined with mind stone to form the group of 2 cmc colorless mana rocks with useful second options when mana is no longer needed.
Star compass (Borderline): This could probably be grouped with the group of 2-cmc rocks (that starts with Fractured Powerstone) with minamal upsides but still "okay". I think Fellwar Stone could also be bumped up a rating to be with this group.
The flexibility of Twin Bolt for just 1 mana is amazing.
Seems it must have been overlooked since it was just randomly downshifted in a duel deck.
It's a work in progress