I recently purchased a foil skullclamp. Mhmmmm, foil Mirrodin block cards *drooling*.
The way it normally works is too good, so I'm considering sharpie-ing some errata on the inner sleeve. Which of these options seems the most reasonable?
1.) +1/+1. I believe this is how the card was originally intended to be but was changed last minute to have more of a "downside".
3.) The card just doesn't buff your creature at all and only provides the draw 2 on death. Still seems like a viable card, allowing you to trade/chump and start netting cards.
4.) The card actively makes it harder for your creature to die by buffing toughness. Like +0/+3 or something.
Why are you asking for a custom card opinion here? If you aren't going to run the card as printed, you are essentially making a custom card, which is not in the realm of this forum. Are you just trolling again by threatening to sharpie, and therefore destroy the value of, a $38 card? Or do you legit want a more balanced design - if so, go to custom cards, not here. This is the place to discuss the merits of running the card or not, not to redesign it.
1.) I double sleeve all of my cards, and I sharpie the inner sleeve when I do errata. I stated this originally.
2.) It's not a custom card, it's Skullclamp with some errata.
3.) I'm not trolling, I'm legitimately interested in the discussion about a more balanced version of the card.
4.) Last time I drafted my cube, I had to teach a new Magic player about banding and how it worked. And once she understood, she used it to good effect and enjoyed playing her banding deck.
I was also complemented on how good of an idea it was to sharpie off infect from Blighsteel Colossus and replace it with wither. This was by another relatively new player.
Both of these good ideas are things that the denizens of this forum wouldn't like. It's only experienced Magic players who get triggered by having to play with fixed versions of broken cards or Banding creatures or say, play Dark Depths for 30 mana as intended.
So I'm not really sure how I'm supposed to bring this up on here if you guys are going to treat reasonable ideas as a game of, "The floor is lava".
I thought Skullclamp was a Peasant cube staple, or at least one of the "Power 9" or whatever of Peasant. So I figured it would be appropriate to ask about it here.
But of course, Magic players are incapable of nuance. Either you run overpowered nonsense cards, or you don't. Not allowed to do the reasonable thing and just fix the card, right?
I'm not trolling, I'm legitimately interested in the discussion about a more balanced version of the card.
I still don't believe this is the right place for that. You want to compare multiple real cards? Post here. You want to discuss whether or not a card is overpowered? Post here. You want to redesign cards and make your own custom versions of them? Post in Custom Cards.
It's only experienced Magic players who get triggered by having to play with fixed versions of broken cards... So I'm not really sure how I'm supposed to bring this up on here if you guys are going to treat reasonable ideas as a game of, "The floor is lava".
Who defines "fixed" and who defines "reasonable"? Those words are subjective, not objective. What you are trying to do is make custom versions of a card - and "custom" is objective. There is a subforum for that.
I thought Skullclamp was a Peasant cube staple, or at least one of the "Power 9" or whatever of Peasant. So I figured it would be appropriate to ask about it here.
But of course, Magic players are incapable of nuance. Either you run overpowered nonsense cards, or you don't. Not allowed to do the reasonable thing and just fix the card, right?
"Reasonable" - You keep using that word. I do not think it means what you think it means.
Go ahead and play with your custom cards. Just don't kid yourself bout them not being cutom.
"Who defines "fixed" and who defines "reasonable"? Those words are subjective, not objective. What you are trying to do is make custom versions of a card - and "custom" is objective. There is a subforum for that."
I do, because it's my cube. I also asked you guys for your thoughts on the four different options I was considering, so you could weigh in on what you think is fixed or reasonable.
Everything concerning cube is custom. Why is it so unreasonable to discuss a fixed version of an otherwise broken staple peasant card here?
I also asked you guys for your thoughts on the four different options I was considering, so you could weigh in on what you think is fixed or reasonable.
This is exactly what the custom card forum is about.
I haven't invented a wholly new card.
Does the card exist in exactly that form if not you made a wholly new card, a card that can be compared to the original easily but still a wholly new card.
Everything concerning cube is custom. Why is it so unreasonable to discuss a fixed version of an otherwise broken staple peasant card here?
Yes most things concerning cube is custom, but this part of the forum is for tips, opinions and expierience of running cards of the common and uncommon rartity that exist officially. The custom card creation forum is not only the better(right) place to post questions like that, It's also the one where more people have the expierience and knowledge to answer your question.
I believe that this is an appropriate place to discuss Skullclamp, so I insist. It's an official card of the appropriate rarity and I'd like to discuss it within the context of a cube.
If you opened up a Skullclamp in a cube (let's say, your own cube) that didn't grant a power increase nor kill x/1's, would you still take it?
Is it just okay at that point? Unplayable? Would it still be a OP?
This is the place to discuss the merits of running the card or not, not to redesign it.
Couldn'ta said it better myself.
lol GTFO with that garbage, this dying forum gets like one post a day. "redesign skullclamp" is an interesting prompt, people can respond to it if they want, you can ignore it if it's not what you like.
that dude's made some horrendous posts before (and is already back at it by saying MTG players are incapable of nuance, though he's honestly got a point here if you're that concerned about every single word typed here matching the subforum description perfectly)... but no reason not to run with decent discussion points if he brings them up.
Changing Skullclamp to not kill 1/xs is a large enough change in how the card plays to the point I don't know if peasant experience really helps evaluate it. There just isn't any similar card to it. In that respect I'd say you're better off asking in a place for custom cards for better responses (this exact topic has had a thread in magic general), even if it's fine to post it here.
In terms of peasant I personally wouldn't play it without some pretty major changes: +1/+0 and draw 1, or upping the equip and cmc for instance. That's mostly coming from my minimal experience with it in fair matchups in traditional cube though, where it can brickwall removal and attacks.
If you want to make it less broken but still broken 3) or +0/+1 probably achieves that, but if you want a more balanced card you would need more major changes (equip and cmc to 2 is an easy one). The design before the printed card (there's a wotc article on it) was 3cmc +1/+2 2 equip for reference.
Making some updates with cards I have missed in the last few sets (and starting to get my foil ToE cards in). Anyone mind looking over these cuts to see if they are reasonable?
Ghor-Clan Rampager > Rhythm of the Wild - I hate to take out Ghor, as it is one of my favorite cards. Rhythm has been doing great thing when I play it in other formats, though.
Cruel Celebrant > Corpse Knight - Very short lived add with Cruel Cele. I lose life gain, but being able to trigger much easier seems to be worth the upside. Also, I am probably going to add in my Misprint with the additional toughness instead of the typical 2/2 one for more of an upside. I lose out on the foil, though.
Arctic Aven > Soulherder - Only non foil card I added. I ended up waiting too long and it is much more expensive now... I should still pull the trigger. Assuming this card actually stays.
Integrity > Skyknight Vanguard - Another short lived addition. I just revamped my Boros section since I was unhappy with it. I think Skyknight will do a fine job of pushing in damage, though.
Dawnfeather Eagle > Palace Jailer - Had been hesitant to add Monarch to the cube, but a few people spoke very highly of this card. I also had a foil of it around. Dawnfeather had been a weak pick for it's entirety in the cube for some reason.
Promise of Bunrei > Ephemerate - Took out Whitemane Lion last update since I knew I was going to be adding this card. Promise has been crazy underwhelming in my games. I want to support blink a bit more, but not over do it.
Stingscourger > Embereth Shieldbreaker - Best art (promo). It is actually pretty underwhelming looking in foil, though... Anyways, versatile card. Not super strong, but could be useful.
Thopter Engineer > Mask of Immolation - So, I am not sure if I like this swap. I really want to get Mask in for some token sac shenanigans. I couldn't find a decent swap anywhere else.
That's what I have so far. I still have a few more Throne cards on the way, so I will add them here in the next year or ten (I am super slow sometimes)
Changing Skullclamp to not kill 1/xs is a large enough change in how the card plays to the point I don't know if peasant experience really helps evaluate it. There just isn't any similar card to it. In that respect I'd say you're better off asking in a place for custom cards for better responses (this exact topic has had a thread in magic general), even if it's fine to post it here.
In terms of peasant I personally wouldn't play it without some pretty major changes: +1/+0 and draw 1, or upping the equip and cmc for instance. That's mostly coming from my minimal experience with it in fair matchups in traditional cube though, where it can brickwall removal and attacks.
If you want to make it less broken but still broken 3) or +0/+1 probably achieves that, but if you want a more balanced card you would need more major changes (equip and cmc to 2 is an easy one). The design before the printed card (there's a wotc article on it) was 3cmc +1/+2 2 equip for reference.
I'm not really sure a CMC or equip cost increase would effect the card's power that much.
My cube tends to be slower and I don't really see that much of a difference between 1-3 mana things. For example, I only run Lightning Bolt because I like the art on the original one, otherwise I'd play Ghostfire or Barbed Lightning or whatever in its place.
So while I don't see a big deal with overpaying by a mana or two, I also don't see a big deal with underpaying a little bit also. That's what makes Juzam Djinn and Gurmag Angler special.
That article was an interesting read btw, thanks.
I'm going with #3. I decided that I want to separate equipment that buffs creatures and utility equipment like say, Neko-Te.
I'm also thinking about ways to exploit #3 Skullclamp. It incentivizes drafting sac outlets and shunting damage with Banding to the creature holding it. Seems like an interesting build around.
#4 seemed like a nerf at first, but upon further realization if the card can't autokill creatures itself, you'd still be getting a power crept Slagwurm Armor or Accorders Shield.
I guess there is a #5 option, where it's -x/+0. I'll go to that next if #3 is still too silly.
Even if you don't see much difference between a 1 or 2 mana bolt, the difference between 1 and 2 equip cost on Skullclamp is pretty major. Often equipment play patterns want play + equip and then equipping on each following turn (or in this case possibly equipping multiple times on the same turn with a sac outlet). So not only is there the initial cost increase, but it's also a cost you need to pay every turn. Considering Skullclamp is a draw engine, having even 1 less mana weakens it a good bit.
Even if you don't see much difference between a 1 or 2 mana bolt, the difference between 1 and 2 equip cost on Skullclamp is pretty major. Often equipment play patterns want play + equip and then equipping on each following turn (or in this case possibly equipping multiple times on the same turn with a sac outlet). So not only is there the initial cost increase, but it's also a cost you need to pay every turn. Considering Skullclamp is a draw engine, having even 1 less mana weakens it a good bit.
I was thinking about it more as just tacking it onto some chump and forcing through chip damage or blocking with it. Like an equipment version of Drelnoch sort of. I forgot about Carrion Feeder or Thoughtpicker Witch or High Market or Arcbound Ravager.
I suppose with a sac outlet out, a 2 or 3 equip cost makes it substantially clunkier. I think I'll make it 1 to play, 2 to equip along with not providing any stat changes.
You could always play Infiltration Lens if you wanted a "fixed" 'clamp.
That's a great suggestion however I hate the vast majority of art on new cards and this card is from Scars of Mirrodin, which is too new and on the whole has what I view to be lesser art than the glorious Darksteel art that Skullclamp has.
There are some mechanics that I like like Bloodrush or Investigate or Monarchy that I don't run/don't run much of simply because they have newer art that I have a visceral hatred of, and some cards like 7th Edition Phyrexian Hulk that I'm only running because they have great art.
That card is a great idea though, sorry that I'm so picky.
I agree with Io that salt masters question is Well within the bounds of ok to ask. I think if it was anybody else asking the question, the reaction would have been different.
I don't like the guy any more than anybody else, and in fact I coulda sworn that I blocked him, but the responses were pretty gross.
I play the Karoos and, generally speaking, I like them. They have enough tiny little synergies in my cube that they are fun to play with. Things like turning on a Land Tax whilst still making a landdrop, or untapping it with Kiora, Behemoth Beckoner or resetting a Vivid are all fun little things that makes me want to keep them for at least the foreseeable future.
Some people, such as myself, think that it is unreasonable when unanswered either by timely blowout removal or by fortunate naturalize effects. Some people think that both of those situations come up enough as to make its average case scenario fair-ish.
Some people, such as myself, think that it is unreasonable when unanswered either by timely blowout removal or by fortunate naturalize effects. Some people think that both of those situations come up enough as to make its average case scenario fair-ish.
I dont appreciate such swingy gameplay
1.) Do you think it gets reasonable without trample? Or would it still be too good for you? I put in O-Naginata as a sort of more reasonable version of LWH and then bought a foil LWH anyways, so I sharpied off trample from LWH to give them more of a distinction. I haven't seen it in a draft yet, so I haven't been able to test it.
2.) I do have enough disenchants and such that I feel safe playing artifacts or enchantments that are kind of pushing it, but I still don't want to go too far however with things like un-eratta'ed Umezawa's Jitte. Plus, since most of the A/E destruction cards are arcane or spirit spells, it further incentivizes splice and spirits/arcane matters.
3.) You don't appreciate such swingy gameplay? Was that pun intended?
3) While I would accept the charge that I'm both that clever and that cheesy to say such a thing, I didn't nail that one.
2) My issue with relying on disenchants is that it often feels like a binary issue. Do you have it y/n? Busted creatures die or are at least silenced in many ways.
1) If erratad to not have trample, I would playtest it. It may drop to underpowered but dangerous, but my cube is underpowered anyway.
3) While I would accept the charge that I'm both that clever and that cheesy to say such a thing, I didn't nail that one.
2) My issue with relying on disenchants is that it often feels like a binary issue. Do you have it y/n? Busted creatures die or are at least silenced in many ways.
1) If erratad to not have trample, I would playtest it. It may drop to underpowered but dangerous, but my cube is underpowered anyway.
I used to feel this way, but after making colorless artifacts the "6th color" and upping the power level of them and enchantments moderately, main decking A/E hate has become less binary and normally you can bag something with your A/E hate card.
I also have a fetish for arcane cards, so when someone plays a Wear Away or Rending Vines to kill my icy manipulator or whatever, I get excited. So I weirdly like that disenchants become a little more viable. The same attitude that makes me want to include One with Nothing and makes me excited to see how niche lines of play work also lends disenchants some novelty.
Maybe it's just because I'm used to constructed Pauper where disenchants are kind of novelties even as sideboard cards.
I try not to have any 'must answer' cards. I am pushing the envelope with my fetish for the Owling Mine combo and cards like Stasis however, so the temptation is there.
Oh, it's not that the disenchant has no targets and is maybe dead (although that can be a separate issue), it's that having the disenchant in the first place, when the hammer is about to run away with the game, is up in the air.
Why would the subtype "arcane" be of value? Are your games slow enough and is the percentage of cards in the cube that say arcane high enough for it to come up frequently?
Oh, it's not that the disenchant has no targets and is maybe dead (although that can be a separate issue), it's that having the disenchant in the first place, when the hammer is about to run away with the game, is up in the air.
Why would the subtype "arcane" be of value? Are your games slow enough and is the percentage of cards in the cube that say arcane high enough for it to come up frequently?
Oh, it's not that the disenchant has no targets and is maybe dead (although that can be a separate issue), it's that having the disenchant in the first place, when the hammer is about to run away with the game, is up in the air.
Why would the subtype "arcane" be of value? Are your games slow enough and is the percentage of cards in the cube that say arcane high enough for it to come up frequently?
Yeah, I get what you mean.
I have 71 arcane cards in my cube out of 650 total cards. Splicing isn't very difficult. It's hard to go crazy with it, but it's not that hard to splice Reweave or whatever a few times if you build towards it. Plus, something like Terashi's Grasp is just normal disenchant except it costs an extra mana, so most of the arcane spells are playable whether or not you get additional value from splicing.
The last time I drafted the amount of spirits and arcane I had in my deck was enough to put 7 Ki counters on Skullmane Baku. Yes, my environment is that slow and grindy lol.
I like Splice onto Arcane and Arcane matters because it's sort of "spell tribal". It adds an extra layer of depth to drafting what would otherwise be vanilla cards like doom blades, disenchants, shocks, snaps, etc.
One thing I don't like is cards that provide infinite/tons of value. So I try to stay away from buyback, retrace, token generators, etc. Splice Onto Arcane can net you multiple uses of a single spell but requires that you actually earn it, not just shove Pack Rat or Sprout Swarm or Cenn's Enlistment.
I also have a similar, if not greater amount of COK Block spirits in my cube, so there are cards that benefit you when you play other spirits or arcane cards, so it's not *just* splicing that the arcane subtype is good for.
I have 71 arcane cards in my cube out of 650 total cards. Splicing isn't very difficult. It's hard to go crazy with it, but it's not that hard to splice Reweave or whatever a few times if you build towards it. Plus, something like Terashi's Grasp is just normal disenchant except it costs an extra mana, so most of the arcane spells are playable whether or not you get additional value from splicing.
The last time I drafted the amount of spirits and arcane I had in my deck was enough to put 7 Ki counters on Skullmane Baku. Yes, my environment is that slow and grindy lol.
At that point aren't you just better off running a smaller cube? Normally it's not a big deal, but at 71 arcane cards you don't have much choice of which ones to play (there's only 93 arcane cards in existence).
And if your cube is THAT slow and there's not many ways to get CA, I would really hesitate to add a trampleless Warhammer, as it inflates your life to a ridiculous extent, especially as most of your creatures are small. I wouldn't be surprised if a lot of games with an unanswered Warhammer goes to decking.
I have 71 arcane cards in my cube out of 650 total cards. Splicing isn't very difficult. It's hard to go crazy with it, but it's not that hard to splice Reweave or whatever a few times if you build towards it. Plus, something like Terashi's Grasp is just normal disenchant except it costs an extra mana, so most of the arcane spells are playable whether or not you get additional value from splicing.
The last time I drafted the amount of spirits and arcane I had in my deck was enough to put 7 Ki counters on Skullmane Baku. Yes, my environment is that slow and grindy lol.
At that point aren't you just better off running a smaller cube? Normally it's not a big deal, but at 71 arcane cards you don't have much choice of which ones to play (there's only 93 arcane cards in existence).
And if your cube is THAT slow and there's not many ways to get CA, I would really hesitate to add a trampleless Warhammer, as it inflates your life to a ridiculous extent, especially as most of your creatures are small. I wouldn't be surprised if a lot of games with an unanswered Warhammer goes to decking.
1.) I like all of the cards in my cube and wouldn't want to cut most of them.
I also like having more variance. One thing about 360 sized cubes is that you see the same deck every 3-4 drafts. I want each time to be a unique experience.
2.) Maybe. I don't have that much life gain in my cube, and if I'm going to have things like the Owling Mine combo in my cube (did 13 damage to a friend with an Iron Maiden once lol), I feel that having a little lifegain to balance it out is fine.
I also like long drawn out games that end with decking or close to it. It means the game has stayed interactive throughout, and it also means that the 3-4 mill cards I have in my cube are actually somewhat reasonable.
Instead of playing 3 games, why not one or two bitter struggles?
I'm probably alone with this opinion, but the concept of Shahrazad-> Snapcaster ->Shahrazad makes me excited.
1.) I double sleeve all of my cards, and I sharpie the inner sleeve when I do errata. I stated this originally.
2.) It's not a custom card, it's Skullclamp with some errata.
3.) I'm not trolling, I'm legitimately interested in the discussion about a more balanced version of the card.
4.) Last time I drafted my cube, I had to teach a new Magic player about banding and how it worked. And once she understood, she used it to good effect and enjoyed playing her banding deck.
I was also complemented on how good of an idea it was to sharpie off infect from Blighsteel Colossus and replace it with wither. This was by another relatively new player.
Both of these good ideas are things that the denizens of this forum wouldn't like. It's only experienced Magic players who get triggered by having to play with fixed versions of broken cards or Banding creatures or say, play Dark Depths for 30 mana as intended.
So I'm not really sure how I'm supposed to bring this up on here if you guys are going to treat reasonable ideas as a game of, "The floor is lava".
I thought Skullclamp was a Peasant cube staple, or at least one of the "Power 9" or whatever of Peasant. So I figured it would be appropriate to ask about it here.
But of course, Magic players are incapable of nuance. Either you run overpowered nonsense cards, or you don't. Not allowed to do the reasonable thing and just fix the card, right?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Go ahead and play with your custom cards. Just don't kid yourself bout them not being cutom.
2023 Average Peasant Cube|and Discussion
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I do, because it's my cube. I also asked you guys for your thoughts on the four different options I was considering, so you could weigh in on what you think is fixed or reasonable.
Everything concerning cube is custom. Why is it so unreasonable to discuss a fixed version of an otherwise broken staple peasant card here?
I haven't invented a wholly new card.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
This is exactly what the custom card forum is about.
Does the card exist in exactly that form if not you made a wholly new card, a card that can be compared to the original easily but still a wholly new card.
Yes most things concerning cube is custom, but this part of the forum is for tips, opinions and expierience of running cards of the common and uncommon rartity that exist officially. The custom card creation forum is not only the better(right) place to post questions like that, It's also the one where more people have the expierience and knowledge to answer your question.
If you opened up a Skullclamp in a cube (let's say, your own cube) that didn't grant a power increase nor kill x/1's, would you still take it?
Is it just okay at that point? Unplayable? Would it still be a OP?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
lol GTFO with that garbage, this dying forum gets like one post a day. "redesign skullclamp" is an interesting prompt, people can respond to it if they want, you can ignore it if it's not what you like.
that dude's made some horrendous posts before (and is already back at it by saying MTG players are incapable of nuance, though he's honestly got a point here if you're that concerned about every single word typed here matching the subforum description perfectly)... but no reason not to run with decent discussion points if he brings them up.
In terms of peasant I personally wouldn't play it without some pretty major changes: +1/+0 and draw 1, or upping the equip and cmc for instance. That's mostly coming from my minimal experience with it in fair matchups in traditional cube though, where it can brickwall removal and attacks.
If you want to make it less broken but still broken 3) or +0/+1 probably achieves that, but if you want a more balanced card you would need more major changes (equip and cmc to 2 is an easy one). The design before the printed card (there's a wotc article on it) was 3cmc +1/+2 2 equip for reference.
Ghor-Clan Rampager > Rhythm of the Wild - I hate to take out Ghor, as it is one of my favorite cards. Rhythm has been doing great thing when I play it in other formats, though.
Cruel Celebrant > Corpse Knight - Very short lived add with Cruel Cele. I lose life gain, but being able to trigger much easier seems to be worth the upside. Also, I am probably going to add in my Misprint with the additional toughness instead of the typical 2/2 one for more of an upside. I lose out on the foil, though.
Arctic Aven > Soulherder - Only non foil card I added. I ended up waiting too long and it is much more expensive now... I should still pull the trigger. Assuming this card actually stays.
Integrity > Skyknight Vanguard - Another short lived addition. I just revamped my Boros section since I was unhappy with it. I think Skyknight will do a fine job of pushing in damage, though.
Sigil Blessing > Good-Fortune Unicorn - Same idea, but permanent. Great art, also.
Restock > Once and Future - SHOULD be the same spell for 1 cheaper most of the time.
Skysnare Spider > Mother Bear - A bit odd of a swap here. I was also thinking of swapping Iwamori of the Open Fist out instead, but the trample seems gooder.
Dawnfeather Eagle > Palace Jailer - Had been hesitant to add Monarch to the cube, but a few people spoke very highly of this card. I also had a foil of it around. Dawnfeather had been a weak pick for it's entirety in the cube for some reason.
Promise of Bunrei > Ephemerate - Took out Whitemane Lion last update since I knew I was going to be adding this card. Promise has been crazy underwhelming in my games. I want to support blink a bit more, but not over do it.
Stingscourger > Embereth Shieldbreaker - Best art (promo). It is actually pretty underwhelming looking in foil, though... Anyways, versatile card. Not super strong, but could be useful.
Thopter Engineer > Mask of Immolation - So, I am not sure if I like this swap. I really want to get Mask in for some token sac shenanigans. I couldn't find a decent swap anywhere else.
That's what I have so far. I still have a few more Throne cards on the way, so I will add them here in the next year or ten (I am super slow sometimes)
http://www.cubetutor.com/cubeblog/36546
My Peasant Cube Forum
http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/682833-360-peasant-hasteds-cube
My Riviera Live Draft Cube
http://www.cubetutor.com/cubeblog/35647
I'm not really sure a CMC or equip cost increase would effect the card's power that much.
My cube tends to be slower and I don't really see that much of a difference between 1-3 mana things. For example, I only run Lightning Bolt because I like the art on the original one, otherwise I'd play Ghostfire or Barbed Lightning or whatever in its place.
So while I don't see a big deal with overpaying by a mana or two, I also don't see a big deal with underpaying a little bit also. That's what makes Juzam Djinn and Gurmag Angler special.
That article was an interesting read btw, thanks.
I'm going with #3. I decided that I want to separate equipment that buffs creatures and utility equipment like say, Neko-Te.
I'm also thinking about ways to exploit #3 Skullclamp. It incentivizes drafting sac outlets and shunting damage with Banding to the creature holding it. Seems like an interesting build around.
#4 seemed like a nerf at first, but upon further realization if the card can't autokill creatures itself, you'd still be getting a power crept Slagwurm Armor or Accorders Shield.
I guess there is a #5 option, where it's -x/+0. I'll go to that next if #3 is still too silly.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I was thinking about it more as just tacking it onto some chump and forcing through chip damage or blocking with it. Like an equipment version of Drelnoch sort of. I forgot about Carrion Feeder or Thoughtpicker Witch or High Market or Arcbound Ravager.
I suppose with a sac outlet out, a 2 or 3 equip cost makes it substantially clunkier. I think I'll make it 1 to play, 2 to equip along with not providing any stat changes.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
MTGS Average Peasant Cube 2023 Edition
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That's a great suggestion however I hate the vast majority of art on new cards and this card is from Scars of Mirrodin, which is too new and on the whole has what I view to be lesser art than the glorious Darksteel art that Skullclamp has.
There are some mechanics that I like like Bloodrush or Investigate or Monarchy that I don't run/don't run much of simply because they have newer art that I have a visceral hatred of, and some cards like 7th Edition Phyrexian Hulk that I'm only running because they have great art.
That card is a great idea though, sorry that I'm so picky.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
I don't like the guy any more than anybody else, and in fact I coulda sworn that I blocked him, but the responses were pretty gross.
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WiJ
Peasant 540 Cube
Too good? Just reasonable? Costs too much to play/equip?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Some people, such as myself, think that it is unreasonable when unanswered either by timely blowout removal or by fortunate naturalize effects. Some people think that both of those situations come up enough as to make its average case scenario fair-ish.
I dont appreciate such swingy gameplay
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
1.) Do you think it gets reasonable without trample? Or would it still be too good for you? I put in O-Naginata as a sort of more reasonable version of LWH and then bought a foil LWH anyways, so I sharpied off trample from LWH to give them more of a distinction. I haven't seen it in a draft yet, so I haven't been able to test it.
2.) I do have enough disenchants and such that I feel safe playing artifacts or enchantments that are kind of pushing it, but I still don't want to go too far however with things like un-eratta'ed Umezawa's Jitte. Plus, since most of the A/E destruction cards are arcane or spirit spells, it further incentivizes splice and spirits/arcane matters.
3.) You don't appreciate such swingy gameplay? Was that pun intended?
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
2) My issue with relying on disenchants is that it often feels like a binary issue. Do you have it y/n? Busted creatures die or are at least silenced in many ways.
1) If erratad to not have trample, I would playtest it. It may drop to underpowered but dangerous, but my cube is underpowered anyway.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I used to feel this way, but after making colorless artifacts the "6th color" and upping the power level of them and enchantments moderately, main decking A/E hate has become less binary and normally you can bag something with your A/E hate card.
I also have a fetish for arcane cards, so when someone plays a Wear Away or Rending Vines to kill my icy manipulator or whatever, I get excited. So I weirdly like that disenchants become a little more viable. The same attitude that makes me want to include One with Nothing and makes me excited to see how niche lines of play work also lends disenchants some novelty.
Maybe it's just because I'm used to constructed Pauper where disenchants are kind of novelties even as sideboard cards.
I try not to have any 'must answer' cards. I am pushing the envelope with my fetish for the Owling Mine combo and cards like Stasis however, so the temptation is there.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
Why would the subtype "arcane" be of value? Are your games slow enough and is the percentage of cards in the cube that say arcane high enough for it to come up frequently?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Yeah, I get what you mean.
I have 71 arcane cards in my cube out of 650 total cards. Splicing isn't very difficult. It's hard to go crazy with it, but it's not that hard to splice Reweave or whatever a few times if you build towards it. Plus, something like Terashi's Grasp is just normal disenchant except it costs an extra mana, so most of the arcane spells are playable whether or not you get additional value from splicing.
The last time I drafted the amount of spirits and arcane I had in my deck was enough to put 7 Ki counters on Skullmane Baku. Yes, my environment is that slow and grindy lol.
I like Splice onto Arcane and Arcane matters because it's sort of "spell tribal". It adds an extra layer of depth to drafting what would otherwise be vanilla cards like doom blades, disenchants, shocks, snaps, etc.
One thing I don't like is cards that provide infinite/tons of value. So I try to stay away from buyback, retrace, token generators, etc. Splice Onto Arcane can net you multiple uses of a single spell but requires that you actually earn it, not just shove Pack Rat or Sprout Swarm or Cenn's Enlistment.
I also have a similar, if not greater amount of COK Block spirits in my cube, so there are cards that benefit you when you play other spirits or arcane cards, so it's not *just* splicing that the arcane subtype is good for.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.
And if your cube is THAT slow and there's not many ways to get CA, I would really hesitate to add a trampleless Warhammer, as it inflates your life to a ridiculous extent, especially as most of your creatures are small. I wouldn't be surprised if a lot of games with an unanswered Warhammer goes to decking.
1.) I like all of the cards in my cube and wouldn't want to cut most of them.
I also like having more variance. One thing about 360 sized cubes is that you see the same deck every 3-4 drafts. I want each time to be a unique experience.
2.) Maybe. I don't have that much life gain in my cube, and if I'm going to have things like the Owling Mine combo in my cube (did 13 damage to a friend with an Iron Maiden once lol), I feel that having a little lifegain to balance it out is fine.
I also like long drawn out games that end with decking or close to it. It means the game has stayed interactive throughout, and it also means that the 3-4 mill cards I have in my cube are actually somewhat reasonable.
Instead of playing 3 games, why not one or two bitter struggles?
I'm probably alone with this opinion, but the concept of Shahrazad-> Snapcaster ->Shahrazad makes me excited.
Ignoring what Magic players say isn't the answer, it's listening to what they have to say and doing the exact opposite that's correct.