for me it is:
agony warp
soul manipulation
probe/recoil
I have it as those 4 for now. U/W is even harder as there are like 8+ good cards.
I have Saving Grasp, Silkbind, Feeling of Dread, and Curse of Chains is my flexible 4th.
Agony Warp probably doesn't deserve the top spot even if it has the highest raw power (and it doesn't, recoil is a better removal spell IMO) just because the effect is so replaceable. I'd much rather run Last Gasp and Nameless Inversion in black than Agony Warp in UB.
On the snow cards, Skred is an obvious inclusion though you've probably already got it. The Shackles and the Taskmage are pretty sweet, and I'd probably test all of the other ones you mentioned apart from Rimebound Dead. That guy seems pretty marginal.
Where I seem to stumble/disagree is on the color identity flashback cards (ex: Ancient Grudge).
Strangling Soot was a card I loved, cut, them brought back as a staple.
Ancient Gurdge is slowly creeping back into my sights b/c of all the PhyBrid creatures, however Tin-Street has the slot atm.
Because the traditional Allied color pairs have so many more options there is more incentive to go above even 5 cards per pairiing, but then the enemy colors start to thin out quickly at, IMO, 4 cards. B/W is almost the reason I say that (pre-RtR obv.).
Temporal Spring is my Rubin-esque arguing point. It is the most powerful, but less played then the Coatl would be. Because most players want bodies or 2-for-1's and that is a more subtle card. And the color combination is harder to put that into than relevant bodies. [refer to his post 2 up from this]
Now for a 4th in GW there is the questionable yet relevant Thrill of the Hunt and the pet love/solid design Pale Recluse.
I am sure this is a topic that can polarize and be beaten-to-death. But in the end I almost have to concede that gold should "give the colors what they need, and add to the identity of the pair". If your Black section needs more removal, than Recoil + agony Warp should be there. But perhaps B/U needs more controling elements, Recoil + Probe + Manipulation.
Heck, some of the Duo's from Shadowmoor were solid in their day.
Where I seem to stumble/disagree is on the color identity flashback cards (ex: Ancient Grudge).
Strangling Soot was a card I loved, cut, them brought back as a staple.
Ancient Gurdge is slowly creeping back into my sights b/c of all the PhyBrid creatures, however Tin-Street has the slot atm.
Because the traditional Allied color pairs have so many more options there is more incentive to go above even 5 cards per pairiing, but then the enemy colors start to thin out quickly at, IMO, 4 cards. B/W is almost the reason I say that (pre-RtR obv.).
Temporal Spring is my Rubin-esque arguing point. It is the most powerful, but less played then the Coatl would be. Because most players want bodies or 2-for-1's and that is a more subtle card. And the color combination is harder to put that into than relevant bodies. [refer to his post 2 up from this]
Now for a 4th in GW there is the questionable yet relevant Thrill of the Hunt and the pet love/solid design Pale Recluse.
I am sure this is a topic that can polarize and be beaten-to-death. But in the end I almost have to concede that gold should "give the colors what they need, and add to the identity of the pair". If your Black section needs more removal, than Recoil + agony Warp should be there. But perhaps B/U needs more controling elements, Recoil + Probe + Manipulation.
Heck, some of the Duo's from Shadowmoor were solid in their day.
This makes a lot of sense, to be honest. I don't think it applies to Temporal Spring though (it's not boring, and it's an amazing tempo card for a tempo colour.) It wins on being more suited to UG decks (at least to me) but the Coatl definitely wins on being more unique, and it might even see more play. I might actually cut Snakeform for Coatl though, because snakeform doesn't see that much play and coatl seems decent at the very least.
On the fourth WG card, I really can't say. Pale Recluse is actually relatively close to a multicoloured Twisted Abomination (the main advantage of course being the fixing, but the body being inferior). It's really solid, but Thrill of the Hunt just gets two cards so often and there really isn't much your opponent can do about it.
Pale Recluse is very good, it just isn't better than the amaizingness of the other cards, keeping it out of most 360s. Is it the forth best GW card? Yes, probarbly because I'd rather have it over quasali pridemage who is just a pretty good body in my GW decks
The snow creatures are all okay, though it's odd you missed the best common one, Chilling Shade. If you have all snow basics, it's a shade that pumps with any color. And it flies.
Pale Recluse is very good, it just isn't better than the amaizingness of the other cards, keeping it out of most 360s. Is it the forth best GW card? Yes, probarbly because I'd rather have it over quasali pridemage who is just a pretty good body in my GW decks
I can't imagine Recluse ever being better than Pridemage, who is a flexible threat and an answer in the same card. I think it's the best GW card and that it isn't really very close, but that's personal opinion and testing I guess.
Hearth Kami is a good card, and pridemage is better in 4! ways (exalted, toughness, flexibility of sac ability, cost of sac ability). On a 2 mana creature, that's pretty huge.
I can't imagine Recluse ever being better than Pridemage, who is a flexible threat and an answer in the same card. I think it's the best GW card and that it isn't really very close, but that's personal opinion and testing I guess.
Hearth Kami is a good card, and pridemage is better in 4! ways (exalted, toughness, flexibility of sac ability, cost of sac ability). On a 2 mana creature, that's pretty huge.
Pridemage is really nothing more than a glorified watchwolf. And while yes those are good, I'd still rather have fixing and late game power over just a very efficient beater, especially in a format like where fixing is so thin and kill spells are so prevalent.
Also Armadillo Cloak, Travel Preparation and Thrill of the Hunt would all like a word with you.
Unleash is an interesting mechanic; I like cards with decision making built in.
The closest comparison for Grim Roustabout, in my mind, is Augur of Skulls, which most people don't run. The difference between the two is that one provides the opportunity for a 2/2 that can't block while the other provides an opportunity to be "turned into" a Mind Rot on your upkeep. I think the Augur is better utility, and few people seem to include that in their lists, so I don't see Grim Roustabout getting played much.
Here's to hoping for a good red two drop with Unleash!
Pridemage is really nothing more than a glorified watchwolf. And while yes those are good, I'd still rather have fixing and late game power over just a very efficient beater, especially in a format like where fixing is so thin and kill spells are so prevalent.
Also Armadillo Cloak, Travel Preparation and Thrill of the Hunt would all like a word with you.
I've played, and "had a word with" all of those cards. I still think that Pridemage is better - admittedly it's close.
Let's move on, hey?
Roustabout is similar to a very bad version of Darkthicket Wolf, but hopefully we'll get some one drop that can have 2 power off of the mechanic
I've played, and "had a word with" all of those cards. I still think that Pridemage is better - admittedly it's close.
Let's move on, hey?
Roustabout is similar to a very bad version of Darkthicket Wolf, but hopefully we'll get some one drop that can have 2 power off of the mechanic
I don't think we will because it would have to a base 1/1, since having an 1/0 would make it a little dumb since you always have to use the ability and it might be too good if you have it a 1/1 (at common at least). But a RB 2/2 with it is a possiblility(but would it be good enough?).
I feel the main issue is that @ 2cc he can only be a non-evasive 2/2. Regen is not terrible, but on an attacker it usually has to be cheap or it impedes your development.
LIke when Villainous Ogre had a demon, great card. Otherwise, poo filler
Awesome! We're pretty close to having a real land section. But what's the significance of them being gates?
Shred-Freak looks interesting if only because a 2/1 haste is good for red aggro, but I think that the double cost just kills it. Plus if you put it into a RB section it just can't compete. Sweet card though. Maybe aggro will actually be playable in this draft format.
Lanxal, thoughts on Terminate at rare? (that can hit planeswalkers)
EDIT: Functional reprint of Rupture Spire. Man, our lands are getting WAY better.
Awesome! We're pretty close to having a real land section. But what's the significance of them being gates?
Shred-Freak looks interesting if only because a 2/1 haste is good for red aggro, but I think that the double cost just kills it. Plus if you put it into a RB section it just can't compete. Sweet card though. Maybe aggro will actually be playable in this draft format.
Lanxal, thoughts on Terminate at rare? (that can hit planeswalkers)
EDIT: Functional reprint of Rupture Spire. Man, our lands are getting WAY better.
There is an 0/2 reach for 1G that when it etb you can get a basic or a gate into your hand.
Yeah, the Gates are super exciting. Also, there are cards that reference gates (a greed creature that can fetch one and a defender that can attack if you control one.) Probably several others.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Yeah, the Gates are super exciting. Also, there are cards that reference gates (a greed creature that can fetch one and a defender that can attack if you control one.) Probably several others.
Sweet. That's probably a lot more relevant in RTR draft, because even with 10 gates eventually in the cube (I'm assuming) it's hard to justify playing a gates-matter card unless it's amazing.
The name Gatecrash is beginning to make a little sense.
Also I don't think that they can do monocolour gates both because of the flavour and the math about the whole 25 "basic lands" thing - 5 of which turned out to be gates. (There's a thread about this in the rumour mill, I don't know that much about it personally).
I just run Curse of Chains as White and Blue, not multi color since both can play it
EDIT: Thoughts on Balduvian Conjourer, Boreal Centaur, Gelid Shackles, Rimebound Dead, Rimewind Taskmage and Zombie Musher if I made all basics snow lands
My errata'd commons cube
Agony Warp probably doesn't deserve the top spot even if it has the highest raw power (and it doesn't, recoil is a better removal spell IMO) just because the effect is so replaceable. I'd much rather run Last Gasp and Nameless Inversion in black than Agony Warp in UB.
On the snow cards, Skred is an obvious inclusion though you've probably already got it. The Shackles and the Taskmage are pretty sweet, and I'd probably test all of the other ones you mentioned apart from Rimebound Dead. That guy seems pretty marginal.
Draft it on Cubetutor!
Strangling Soot was a card I loved, cut, them brought back as a staple.
Ancient Gurdge is slowly creeping back into my sights b/c of all the PhyBrid creatures, however Tin-Street has the slot atm.
Because the traditional Allied color pairs have so many more options there is more incentive to go above even 5 cards per pairiing, but then the enemy colors start to thin out quickly at, IMO, 4 cards. B/W is almost the reason I say that (pre-RtR obv.).
Temporal Spring is my Rubin-esque arguing point. It is the most powerful, but less played then the Coatl would be. Because most players want bodies or 2-for-1's and that is a more subtle card. And the color combination is harder to put that into than relevant bodies. [refer to his post 2 up from this]
Now for a 4th in GW there is the questionable yet relevant Thrill of the Hunt and the pet love/solid design Pale Recluse.
I am sure this is a topic that can polarize and be beaten-to-death. But in the end I almost have to concede that gold should "give the colors what they need, and add to the identity of the pair". If your Black section needs more removal, than Recoil + agony Warp should be there. But perhaps B/U needs more controling elements, Recoil + Probe + Manipulation.
Heck, some of the Duo's from Shadowmoor were solid in their day.
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This makes a lot of sense, to be honest. I don't think it applies to Temporal Spring though (it's not boring, and it's an amazing tempo card for a tempo colour.) It wins on being more suited to UG decks (at least to me) but the Coatl definitely wins on being more unique, and it might even see more play. I might actually cut Snakeform for Coatl though, because snakeform doesn't see that much play and coatl seems decent at the very least.
On the fourth WG card, I really can't say. Pale Recluse is actually relatively close to a multicoloured Twisted Abomination (the main advantage of course being the fixing, but the body being inferior). It's really solid, but Thrill of the Hunt just gets two cards so often and there really isn't much your opponent can do about it.
Draft it on Cubetutor!
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My errata'd commons cube
The snow creatures are all okay, though it's odd you missed the best common one, Chilling Shade. If you have all snow basics, it's a shade that pumps with any color. And it flies.
I can't imagine Recluse ever being better than Pridemage, who is a flexible threat and an answer in the same card. I think it's the best GW card and that it isn't really very close, but that's personal opinion and testing I guess.
Hearth Kami is a good card, and pridemage is better in 4! ways (exalted, toughness, flexibility of sac ability, cost of sac ability). On a 2 mana creature, that's pretty huge.
Draft it on Cubetutor!
Pridemage is really nothing more than a glorified watchwolf. And while yes those are good, I'd still rather have fixing and late game power over just a very efficient beater, especially in a format like where fixing is so thin and kill spells are so prevalent.
Also Armadillo Cloak, Travel Preparation and Thrill of the Hunt would all like a word with you.
My errata'd commons cube
Yay, new card, what do you guys think 'bout it?
I don't like it, if it were a 2/1 then we'd be talking but as it is I can't imagine wanting it.
My errata'd commons cube
Unleash is an interesting mechanic; I like cards with decision making built in.
The closest comparison for Grim Roustabout, in my mind, is Augur of Skulls, which most people don't run. The difference between the two is that one provides the opportunity for a 2/2 that can't block while the other provides an opportunity to be "turned into" a Mind Rot on your upkeep. I think the Augur is better utility, and few people seem to include that in their lists, so I don't see Grim Roustabout getting played much.
Here's to hoping for a good red two drop with Unleash!
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I've played, and "had a word with" all of those cards. I still think that Pridemage is better - admittedly it's close.
Let's move on, hey?
Roustabout is similar to a very bad version of Darkthicket Wolf, but hopefully we'll get some one drop that can have 2 power off of the mechanic
Draft it on Cubetutor!
I don't think we will because it would have to a base 1/1, since having an 1/0 would make it a little dumb since you always have to use the ability and it might be too good if you have it a 1/1 (at common at least). But a RB 2/2 with it is a possiblility(but would it be good enough?).
My errata'd commons cube
LIke when Villainous Ogre had a demon, great card. Otherwise, poo filler
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Breathe in slowly.
But.
Uhh.
We get ETBT dual lands.
Commence screaming.
Along we that, we get a 2 mana 2/1 with haste, which is not terrible. Interesting card for RB. Not sure if we play it or not.
Edit: And some other sweet ones:
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Shred-Freak looks interesting if only because a 2/1 haste is good for red aggro, but I think that the double cost just kills it. Plus if you put it into a RB section it just can't compete. Sweet card though. Maybe aggro will actually be playable in this draft format.
Lanxal, thoughts on Terminate at rare? (that can hit planeswalkers)
EDIT: Functional reprint of Rupture Spire. Man, our lands are getting WAY better.
Draft it on Cubetutor!
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There is an 0/2 reach for 1G that when it etb you can get a basic or a gate into your hand.
Yep. There will probably be other things to do with Gates. They're like Curses.
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Yep, they're sweet. We probably won't get more than the gate cycle and the Transguild Promenade, but 11 cards is a lot.
Draft it on Cubetutor!
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Sweet. That's probably a lot more relevant in RTR draft, because even with 10 gates eventually in the cube (I'm assuming) it's hard to justify playing a gates-matter card unless it's amazing.
The name Gatecrash is beginning to make a little sense.
Also I don't think that they can do monocolour gates both because of the flavour and the math about the whole 25 "basic lands" thing - 5 of which turned out to be gates. (There's a thread about this in the rumour mill, I don't know that much about it personally).
Draft it on Cubetutor!