Flying
Whenever you cast an instant, sorcery or Wizard spell, you may draw a card. If you do, discard a card.
2/2
I really like this card. I think many archetypes could want it: flyers, spellslinger, wizard tribal if you run Adeliz in your UR guild. Or Dimir reanimator, or Madness could make good use of him.
i'm already wanting to support adeliz, but even without that, i think windrider wizard looks great. wind drake with very big upside is a super good addition to pretty much any cube imo.
nothing else i'm super sold on yet, but we have a very early winner i think.
Bloodchief's Thirst is quite good. It trades up or even on mana on everything except 3CMC creatures.
At 1 mana, it has my attention. Sorcery speed hurts it, but I wouldn't immediately dismiss it. It will likely make it into my tiny leaders cube, but I'm not sure if it'll make the cut in my Peasant cube.
Thats roughly 21% of the creatures having one of the party creature types. I'm curious what cards we get but I don't have high hopes for the party mechanic. Hoping for some good modal double faced cards though.
I think it would definitely be among the better aggressive creatures for red so it is very welcome in my books.
Also spotted Merfolk Windrobber. The question of 'when is a Flying Men with upside good enough' is one with which I really grapple but I like this one a decent bit, at least.
I found the red lynx now. It was not on the main spoiler page, nor at Mtggoldfish. Probably fine for red aggro?
For Windrobber, the idea of a flying men that can get in for a few points of damage and then trade in for a new card, or that cycles in the late game, sounds like a good card. I think the threshold 8 is a bit too high for Windrobber to live up to that idea however. And milling your opponent is a drawback as often as not.
Oooh, Kor Blademaster is a strictly better Fencing Ace (creature types nonwithstanding) and minor Warrior support for those who include the archetype. I think I removed the ace just simply for being so uninteresting but even a minor bonus like that might still be enough for me since I was so on the edge about it. Doublestrikers are just fun.
I'd say that Bala Ged Recovery is definitely worth considering; it's a pretty strong effect with universal appeal and only slightly overcosted. By modern design, even that is debatable. Khalni Ambush could be similarly decent since it is removal and the land mode helps with the conditional nature of green creature removal by ensuring it is not a dead card. Sejiri Shelter could definitely be decent for a similar reason. I am currently less impressed with the rest. It feels like they played the creature versions in particular a bit too safe in terms of CMC and effectiveness.
Bloodchief's Thirst is pretty fair as far as removal goes. I'm not really sure how much the kicker would come up, but even unkicked it's not bad.
Windrider Wizard seems like too much of a luxury card outside of wizards; creature slots are highly contested in spells matter decks and card filtering can be done with spells.
The dfcs are probably not worth the cube slot unless they are okay without the land part or have some unique interactions. If this set came out prior to Jumpstart I'd probably be much higher on them since I was playing Karoos.
I'll point out Skyclave Cleric (the w creature dfc) specifically since it has some more neat interactions: Imperial Recruiter can fetch it as a land and Flickerwisp can turn it from a land to a creature late game. Even outside of that it's a pretty respectable modal defensive card for slower white decks.
Acquisitions Expert is pretty decent party support even if it's unexciting. Black is probably the best colour for it too since it gets all 4 types.
I wonder if the mid-game is too long for the regrowth-land. I mean early you can probably fit it into your curve as a tapped land. And late game it is nice. But when you are on 4-5 mana, it is a tapland which is bad, and probably too expensive at 3 mana to be a good regrowth. I could be wrongk.
We've had cards that grant creatures with +1/+1 counters abilities like trample, flying, and first strike, bit is Hagra Constrictor the first to grant menace?
akoum hellhound is definitely better in red due to lack of good competition, but i feel like the card is just not good without fetchlands.
grotag bug-catcher i think attacks as a 3/2 fairly easily but we have more consistent options.
prowling felidar looks like it's gunna be nuts in its native environment, but is probably too slow in cube. but then again, in a gw ramp deck, this could still just be gas, especially since it's so good in combat when it does gain some size thanks to vigilance.
the dfc lands... man. cards like these are brutal to evaluate. sejiri shelter seems good, but i feel like it compares poorly with shelter. bala ged recovery isn't terribly overcosted, and is an interesting comparison with fungal rebirth. i don't think you need four regrowths though, and eternal witness and regrowth are obviously the top 2 options. i honestly really like akoum warrior? 6 mana 4/5 trample is definitely below rate, but we've never had a ramp creature that can just be a land for free before. sure we have landcyclers, but there are pros and cons both ways. this doesn't cost mana to be a land, but also loses graveyard synergy, but ALSO has insane flicker synergy if you can flicker the land.
i have to say, i really want a dfc spell land which is naturalize. that would be super welcome.
anticognition is probably just not there, but the lategame relevance is looking pretty juicy.
grotag night-runner doesn't do much for me. funny how black gets audacious thief and red gets this.
Jesus christ, this set looks like it's going to require a lot of testing.
And yeah, varisami, flying men with upside may be the most interesting borderline case in all of magic.
//
The more expensive land spells DFCs are a lot like cards with cycling. We cycle striped riverwinder mostly because we need lands, and a card like akoum warrior "cycles" itself into a land every time.
If they made a card like a elite vanguard with cycling, however, that would be better than an elite vanguard with a land half since the value of a land and an elite vanguard aren't dissimilar enough at different stages of the game.
//
I think mill finally crosses the threshold where I could consider running it now. There's a lot to like about self mill, and being able to maybe turn them around to the opponent, with one or two strong win cons like psychic spiral, is really interesting to me.
I was going to come around on Acquisition's expert. Burglar rats isn't an embarrassing card, and occasionally being able to take a good card out of their hand because you have 2 options probably makes it worth looking at.
Feed the Swarm gives black enchantment(/creature) removal. I have cut most of the powerful artifacts, but there is quite a decent amount of enchantments that have to be delt with in my cube.
Red will be the only colour unable to deal with enchantments, but it is also the colour that is most likely to kill the opponent before those enchantments take over the game.
We have cut the double faced cards from our cube, as I didn't find a good way to handle them during draft. I doubt I will add any of those from this set. Not a big fan of the party mechanic either, as I feel it adds unneccessary complexity.
How does gnarlid colony compare to other green trample/ +1/+1 counter lords? I want to further promote counters in green.
Broken Wings looks like they might have pushed Naturalize enough for it to see play? Midrange decks probably want it over Acidic Slime - killing flyers comes in clutch.
Gnarlid Colony offers another +1/+1 counter Lord, but we've had quite a few now.
Landfall gets a return, and there may be something usable for us eventually. Ruin Crab offers another Hedron Crab but it can't be used for self-mill.
We may get some minor tribal support, but I doubt the party batching mechanic will affect many of us. It requires too much build around.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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Pelakka Predation/Pelakka Cavern is also probably quite good. But most of us can't make place for cycling lands, so I doubt this will be that popular.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Creature - Human Wizard
Flying
Whenever you cast an instant, sorcery or Wizard spell, you may draw a card. If you do, discard a card.
2/2
I really like this card. I think many archetypes could want it: flyers, spellslinger, wizard tribal if you run Adeliz in your UR guild. Or Dimir reanimator, or Madness could make good use of him.
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
nothing else i'm super sold on yet, but we have a very early winner i think.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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The party mechanic is both awkward and interesting, turns out I have 1 Cleric but plenty of wizards and warrirors and a small number of rouges.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
My C/Ube on Cube Cobra
Thats roughly 21% of the creatures having one of the party creature types. I'm curious what cards we get but I don't have high hopes for the party mechanic. Hoping for some good modal double faced cards though.
Also Windrider Wizard is in, so that's potentially +1 wizard
Legacy Cube
Where do you see this?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Link to its spoiler page.
I think it would definitely be among the better aggressive creatures for red so it is very welcome in my books.
Also spotted Merfolk Windrobber. The question of 'when is a Flying Men with upside good enough' is one with which I really grapple but I like this one a decent bit, at least.
For Windrobber, the idea of a flying men that can get in for a few points of damage and then trade in for a new card, or that cycles in the late game, sounds like a good card. I think the threshold 8 is a bit too high for Windrobber to live up to that idea however. And milling your opponent is a drawback as often as not.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Even Demon's disciple is a good upgrade over Fleshbag Marauder / Merciless Executioner
My Omniscience Draft Cube[/b]
My Commander Cube
My Pai Gow Cube
My Two-Headed Giant Cube
I'd say that Bala Ged Recovery is definitely worth considering; it's a pretty strong effect with universal appeal and only slightly overcosted. By modern design, even that is debatable. Khalni Ambush could be similarly decent since it is removal and the land mode helps with the conditional nature of green creature removal by ensuring it is not a dead card. Sejiri Shelter could definitely be decent for a similar reason. I am currently less impressed with the rest. It feels like they played the creature versions in particular a bit too safe in terms of CMC and effectiveness.
Windrider Wizard seems like too much of a luxury card outside of wizards; creature slots are highly contested in spells matter decks and card filtering can be done with spells.
The dfcs are probably not worth the cube slot unless they are okay without the land part or have some unique interactions. If this set came out prior to Jumpstart I'd probably be much higher on them since I was playing Karoos.
I'll point out Skyclave Cleric (the w creature dfc) specifically since it has some more neat interactions: Imperial Recruiter can fetch it as a land and Flickerwisp can turn it from a land to a creature late game. Even outside of that it's a pretty respectable modal defensive card for slower white decks.
Acquisitions Expert is pretty decent party support even if it's unexciting. Black is probably the best colour for it too since it gets all 4 types.
Thwart the Grave is actually pretty efficient even for 3BB. It is a bit clunky, but the party specific reanimation gets back some pretty valuable stuff in U and W (Custodi Squire, Cloudgoat Ranger, Mother of Runes, Whirler Rogue, Shipwreck Dowser, Looter il-Kor) as well as some decent stuff in the other colours.
It's also pretty good support for both persist and Peregrine Drake combos. For persist you can get back 2 of Vizier of Remedies (the other combo pieces work, but you need to get back Seer too), Viscera Seer, and a persist creature (Marsh Flitter can replace Seer for Murderous Redcap, and Vampire Aristocrat can replace it for any persist creature). For Peregrine Drake you need a sac outlet and a party the size of the sac outlet's cost + 1, then it goes infinite reanimating Archaeomancer/Shipwreck Dowser + Peregrine Drake.
FYI: On CubeCobra you can filter for party creature types all at once with t:warrior OR t:wizard OR t:rogue OR t:cleric
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
grotag bug-catcher i think attacks as a 3/2 fairly easily but we have more consistent options.
prowling felidar looks like it's gunna be nuts in its native environment, but is probably too slow in cube. but then again, in a gw ramp deck, this could still just be gas, especially since it's so good in combat when it does gain some size thanks to vigilance.
the dfc lands... man. cards like these are brutal to evaluate. sejiri shelter seems good, but i feel like it compares poorly with shelter. bala ged recovery isn't terribly overcosted, and is an interesting comparison with fungal rebirth. i don't think you need four regrowths though, and eternal witness and regrowth are obviously the top 2 options. i honestly really like akoum warrior? 6 mana 4/5 trample is definitely below rate, but we've never had a ramp creature that can just be a land for free before. sure we have landcyclers, but there are pros and cons both ways. this doesn't cost mana to be a land, but also loses graveyard synergy, but ALSO has insane flicker synergy if you can flicker the land.
i have to say, i really want a dfc spell land which is naturalize. that would be super welcome.
anticognition is probably just not there, but the lategame relevance is looking pretty juicy.
grotag night-runner doesn't do much for me. funny how black gets audacious thief and red gets this.
And yeah, varisami, flying men with upside may be the most interesting borderline case in all of magic.
//
The more expensive land spells DFCs are a lot like cards with cycling. We cycle striped riverwinder mostly because we need lands, and a card like akoum warrior "cycles" itself into a land every time.
If they made a card like a elite vanguard with cycling, however, that would be better than an elite vanguard with a land half since the value of a land and an elite vanguard aren't dissimilar enough at different stages of the game.
//
I think mill finally crosses the threshold where I could consider running it now. There's a lot to like about self mill, and being able to maybe turn them around to the opponent, with one or two strong win cons like psychic spiral, is really interesting to me.
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
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
Red will be the only colour unable to deal with enchantments, but it is also the colour that is most likely to kill the opponent before those enchantments take over the game.
We have cut the double faced cards from our cube, as I didn't find a good way to handle them during draft. I doubt I will add any of those from this set. Not a big fan of the party mechanic either, as I feel it adds unneccessary complexity.
How does gnarlid colony compare to other green trample/ +1/+1 counter lords? I want to further promote counters in green.
My C/Ube on Cube Cobra