I understand the desire to go GR as it does kind of fit there, but most of the best combo pieces seem to be Bant colors (with some solid black support as well). Red lacks some depth, but does have two of the most impressive enablers in Rage Forger (!) and Falkenrath Exterminator (!!!)
The actual token generators are surprisingly easy to find. Between phantom creatures, undying, dethrone, evolve, scavenge, devour, graft, unleash, and I'm sure one or two other mechanics I forgot, there's no shortage of +1/+1 counter stuff. And if you want to include a counter to this strategy, there's always Kulrath Knight...
Between Rage Forger, Falkenrath Exterminator and a bunch of unleash and other green guys, this seems like a pretty decent RG archetype. Certainly more interesting than anything I'm supporting in that guild (ramp, value) Incremental Growth is another card worth considering.
As I think more about power conduit, I'm starting to think it might be quite cubeable. It plays very well with persist and undying. It is a hilarious little combo with the vivid lands, turning them into mega-llanowar reborns (and mirrodin's core). Also, in no particular order, levelers, sphere of the suns, serrated arrows, fading, shrines, quest for the gravelord, and probably other things I forgot. All that in addition to creatures that could have +1/+1 or -1/-1 counters naturally, which become more plentiful if you support the theme...
"Remove a counter from a permanent you control:" Can be any type. So power conduit can turn those level counters, quest counters, gem counters, and so on into boosts for your creatures.
The biggest synergy would probably be with undying and persist creatures. It's an interesting card but I feel like I'm a few counter producing cards short of being comfortable with it. Maybe in a few years.
Does vanishing look for "when the last is removed, sacrifice it" whenever a counter is removed, or only when it is removed as part of the "At the beginning of your upkeep" vanishing-trigger?
when the last is removed, at all
Lets say you only get a vivid land and one guy with a counter out during your game. I don't know if 2 mana for create 2 plus one counters and move up to one around a turn is worth it
Yeah. I seem to remember reading some oracle rulings where things like that happen only at triggers. Probably not for an entire mechanic though. I know Maze's End kinda works like that in that you don't win the game until you activate the search ability.
Occam's razor helps out here, since Clockspinning would have been first pickable in TSP draft if it could turn your guys into 7/6 waning wurms permanently for 4 or so forth
I dunno, ever since I heard about the "new" regeneration rules and that there ever was a time when damage was on the stack, I have been very careful not to use logic when interpreting Magic rules.
I suppose so. The rules have tended towards intuitiveness over the years, for what it's worth. Except that whole... order the blocking... deathtouch + trample debacle that was however long ago.
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
Abzan Battle Priest
Meadowboon
Sporeback Troll
Mer-Ek Nightblade
Oona's Blackguard
Sage of Fables
Sapphire Drake
Zameck Guildmage
Korozda Gorgon
Power Conduit
I understand the desire to go GR as it does kind of fit there, but most of the best combo pieces seem to be Bant colors (with some solid black support as well). Red lacks some depth, but does have two of the most impressive enablers in Rage Forger (!) and Falkenrath Exterminator (!!!)
The actual token generators are surprisingly easy to find. Between phantom creatures, undying, dethrone, evolve, scavenge, devour, graft, unleash, and I'm sure one or two other mechanics I forgot, there's no shortage of +1/+1 counter stuff. And if you want to include a counter to this strategy, there's always Kulrath Knight...
Power Conduit looks great in that kind of archetype.
Between Rage Forger, Falkenrath Exterminator and a bunch of unleash and other green guys, this seems like a pretty decent RG archetype. Certainly more interesting than anything I'm supporting in that guild (ramp, value)
Incremental Growth is another card worth considering.
Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
interacts withadds charge and +1/+1 counters.Draft it on Cubetutor here, and CubeCobra here.
Treasure Cruise did nothing wrong.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Lets say you only get a vivid land and one guy with a counter out during your game. I don't know if 2 mana for create 2 plus one counters and move up to one around a turn is worth it
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
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
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
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
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
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
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