Cube Update: I've teeterd back and forth with a cube list (moving from 400 to 360 to 270). I've come to realize that I only really play with a core of like 3 other guys so I think I'll be seeing how I like a 180 sized cube. If you could, I'd like any suggestions that you'd might have.
Test of Faith - Damage prevention is awesome, and I can see this helping those random 2/2's and 2/3's get that much more scary.
Otherworldly Journey - I run a bounce & blink subtheme in white and blue so this fits SO perfectly.
Perilous Research - Instant speed draw two? Yes please. Time will tell if this is a card that needs more behind it to make work though.
Syphon Life - Control might like this? I dunno but another card (this time in black) that uses extra lands is a biggie in my book. Thinking of adding in Raven's Crime also with this one too...
Warren Weirding - I only have 9 Goblin's in my Cube (Why oh why is Rakdos Shred-Freak not a Goblin?!) but this is a card I'd bring in if Hexproof really turned into a thing.
Moldervine Cloak - We've all read or said something about this, and I've been convinced of it's potential power. I personally equate the dredge2 of this card to Merfolk Looter's ability. I think it was Tom Martel or maybe Marshall Sutcliffe that said you loot if you don't have what you want in hand, or there's nothing better on board.
Walker of the Grove - Like I said I run a blink and bounce theme in blue and white (with the typical graveyard theme in black) so this is a card is a surefire STAPLE in my cube. Undying Evil and Cloudshift are add-ins with this.
Petals of Insight
Sorcery — Arcane, 4U (5)
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.
Looks confusing, and very lackluster (Maybe a Ux Control Deck and only if you're playing Gush...maybe?)
...BUT it's nice to know that we're probably getting a few things to hopefully play with.
Watched someone do an LLM draft, and they had a couple Weed-Pruner Poplar. They seemed excellent. Definitely gonna try that guy out.
I saw those in mslano's list. It certainly looked interesting. Specially since it looks like his cube is geared towards +1 and -1 counters, and such. Pretty cool synergies he's got going.
Only problem I can foresee is that it's got a back end of 3. Nearly all Red removal, and an ok amount of black removal can get rid of it then it's just a SUPER expensive Virulent Wound/Grim Affliction (both of which I don't recall seeing in any cube lists atm). Still it has flavor, and if supported could be a cool card for a grindy UB/GB control deck (or Mono Black Discard.dec)
This for some odd reason makes me think of Poekemon. I can have a "special" creature and you can have a "special" creature, but god forbid that I have TWO of them!!!
flavourwise the second one just shouldn't be allowed to etb, and should go straight to the graveyard
Really like this idea. If I've got a Legendary/PW on board, then it should stop you from summoning another one to the battlefield until you deal with mine first.
I'll throw up A.B.U. Games. Prices are on average lower than SCG and CFB, stock is usually always available (except for "rare" finds), and shipping even at the cheapest level has been quick for me (averaging 3 days if ordering on a Friday).
Plus they're sponsors of the Pauper to the People podcast so that's a bit of a bonus for those great guys.
I tried looking at your list but since you have all your card not tagged it was difficult at best.
Also I would spoiler tag Color -> Dude/Spell only. Tagging also the CMC just makes extra unnecessary clicking.
As far as the list goes from what I saw, there are a few "quirky" picks, but nothing too out of the ordinary I would say, but I only got up to the White Dudes 1CMC section...
Welcome Back! Schools done so now I can devote some time to updating and drafting my cube again. Here's the Crack-A-Packs for the week of May 19, 2013.
To be "fair" open the first pack make a pick, moving on to the second and third packs. Treat this just like if you were sitting at the table. Enjoy!
Pack 1: This pack looks pretty weak to me. Personally I'd grab the Boros Signet and hope Kor Skyfisher or Mogg Bombers wheels
Pack 2: Glad I picked the Signet. Kaervek's Torch is a snap pick (and wondering why it's still there....). Looking for either Rift Bolt or Dead/Gone to wheel (highly unlikely though).
Pack 3: Hmm, Fireslinger is the only on color choice, A lot of green in this pack makes me think of leaning towards RG aggro. I'm hoping Werebear or the Boa wheel.
To me that seems fairly clear-cut, rather than something like Pit fight, which is almost useless in red, but amazing in green.
How so? I'm guessing that you're looking at Pit Fight as a Mono Red card in which case you're going the aggro route and as such it's useless.
For instance in a UR control type deck with maybe one or two big (flying) creatures I could see it as a spell to clear a blocker to get in that last bit of damage.
I personally have been comtemplating moving red away from creature aggro and into more of a midrange creature strategy. We don't have access to things like Jackal Pup or Goblin Guide and I feel that I've muddied the waters a bit trying to get a critical mass of 1 and 2 drop creatures to support that deck. For me, and my thoughts, I feel that Pit Fight might just be another 2cc removal spell that could help out the decks that want it.
I ask because I'm building a 450 and wanted more fixing as I'm unsure if I want to run all the signets or just the green ones. I'd count them as land and not as multicolor.
I've heard is as either all the blue ones or just all or none. I personally run all 10 (after not running any) but a case can totally be made for any number and which color frequency.
So 25 total lands (27 if you count the 2 outliers).
As to the why: I like 2 color decks to be able to flourish, with the occasional 3 and 4 color to have a chance of being drafted. As far as my choice of including Arena, it just feels as though it's supposed to be a really strong common. It functions as both an bad Trip Noose and a reusable Pit Fight.
The strength of Bouncelands are that they allow (trick maybe?) you to keep low land hands by still reaching 3 mana on turn 3 with only a 2 land hand. They also allow land fall for the few important cards that want it, and since I don't run any "land hate" like Sinkhole or Boomerang (I do run Capsize but how often is that used on a land...and on turn 6 or later?), they are less suseptable than in a powered cube with the likes of Wasteland / Strip Mine.
Isn't the Grotesque just a bad discard spell then if you're holding it for the late game though? I do agree that it's a MUCH better top deck than the Pet, but if I can get 1 attack and even just 2 activations off of the Pet, then I'm up 2 life and you're down 4 which is OK if you look at just the total mana invested, but great if you think about the value, inevitability and efficiency of it all.
I'll also agree with you that it's a toss up between these two for the 3rd slot in an Orzhov section behind Pillory of the Sleepless and Blind Hunter.
I misread that card. I personally don't play it (wether constructed or cube) so my fault on that one, but in fact that makes it in my eyes just a bit worse. Yes its a 2 for 1, but past that?
So I ask, generally what does it grab? Their biggest creature, or a land? Maybe you're even unlucky and something like Cenn's Enlistment or Forbidden Alchemy / Deep Analysis gets junked and then it's a wash or worse.
Like I pointed out in my last post though the bodies are nearly identical with the Pet having one extra toughness so for the sake of our arguments, it comes down to this: Would you rather your body have the opponent discard a card, or make all your spells after this (essentially) ping them for 2?
Cheers,
Kris.
Linkity Link!
Test of Faith - Damage prevention is awesome, and I can see this helping those random 2/2's and 2/3's get that much more scary.
Otherworldly Journey - I run a bounce & blink subtheme in white and blue so this fits SO perfectly.
Perilous Research - Instant speed draw two? Yes please. Time will tell if this is a card that needs more behind it to make work though.
Syphon Life - Control might like this? I dunno but another card (this time in black) that uses extra lands is a biggie in my book. Thinking of adding in Raven's Crime also with this one too...
Warren Weirding - I only have 9 Goblin's in my Cube (Why oh why is Rakdos Shred-Freak not a Goblin?!) but this is a card I'd bring in if Hexproof really turned into a thing.
Moldervine Cloak - We've all read or said something about this, and I've been convinced of it's potential power. I personally equate the dredge2 of this card to Merfolk Looter's ability. I think it was Tom Martel or maybe Marshall Sutcliffe that said you loot if you don't have what you want in hand, or there's nothing better on board.
Walker of the Grove - Like I said I run a blink and bounce theme in blue and white (with the typical graveyard theme in black) so this is a card is a surefire STAPLE in my cube. Undying Evil and Cloudshift are add-ins with this.
Petals of Insight
Petals of Insight
Sorcery — Arcane, 4U (5)
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.
Looks confusing, and very lackluster (Maybe a Ux Control Deck and only if you're playing Gush...maybe?)
...BUT it's nice to know that we're probably getting a few things to hopefully play with.
I saw those in mslano's list. It certainly looked interesting. Specially since it looks like his cube is geared towards +1 and -1 counters, and such. Pretty cool synergies he's got going.
Only problem I can foresee is that it's got a back end of 3. Nearly all Red removal, and an ok amount of black removal can get rid of it then it's just a SUPER expensive Virulent Wound/Grim Affliction (both of which I don't recall seeing in any cube lists atm). Still it has flavor, and if supported could be a cool card for a grindy UB/GB control deck (or Mono Black Discard.dec)
Really like this idea. If I've got a Legendary/PW on board, then it should stop you from summoning another one to the battlefield until you deal with mine first.
Plus they're sponsors of the Pauper to the People podcast so that's a bit of a bonus for those great guys.
1x Battering Krasis
1x Boros Guildgate
1x Deputy of Acquittals
1x Dimir Guildgate
1x Golgari Guildgate
1x Gruul Guildgate
1x Izzet Guildgate
1x Nivix Cyclops
1x Orzhov Guildgate
1x Rakdos Guildgate
1x Riot Piker
1x Selesnya Guildgate
1x Simic Guildgate
1x Thrashing Mossdog
1x Tithe Drinker
1x Viashino Firstblade
1x Cloudfin Raptor
1x Daring Skyjek
1x Hands of Binding
1x Kingpin's Pet
1x Madcap Skills
1x Prophetic Prism
1x Shambleshark
1x Skinbrand Goblin
1x Skyknight Legionnaire
1x Slaughterhorn
1x Syndic of Tithes
1x Wojek Halberdiers
1x Dead Reveler
1x Ethereal Armor
1x Gatecreeper Vine
1x Gore-House Chainwalker
1x Rakdos Shred-Freak
1x Rubbleback Rhino
1x Sluiceway Scorpion
1x Splatter Thug
1x Stab Wound
1x Stealer of Secrets
1x Sundering Growth
1x Swift Justice
1x Transguild Promenade
1x Archaeomancer
1x Attended Knight
1x Bladetusk Boar
1x Bloodhunter Bat
1x Duress
1x Evolving Wilds
1x Kitesail
1x Mark of the Vampire
1x Oblivion Ring
1x Pacifism
1x Prey Upon
1x Primal Huntbeast
1x Rancor
1x Searing Spear
1x Sentinel Spider
1x Sign in Blood
1x Torch Fiend
1x Welkin Tern
1x Cathedral Sanctifier
1x Ghostly Flicker
1x Gryff Vanguard
1x Mist Raven
1x Seraph of Dawn
1x Soulcage Fiend
1x Trusted Forcemage
1x Wingcrafter
1x Dawntreader Elk
1x Faithless Looting
1x Haunted Fengraf
1x Stormbound Geist
1x Tragic Slip
1x Avacyn's Pilgrim
1x Bonds of Faith
1x Brimstone Volley
1x Darkthicket Wolf
1x Dead Weight
1x Delver of Secrets Flip
1x Doomed Traveler
1x Festerhide Boar
1x Nightbird's Clutches
1x Silent Departure
1x Stitched Drake
1x Travel Preparations
1x Traveler's Amulet
1x Vampire Interloper
1x Victim of Night
Also I would spoiler tag Color -> Dude/Spell only. Tagging also the CMC just makes extra unnecessary clicking.
As far as the list goes from what I saw, there are a few "quirky" picks, but nothing too out of the ordinary I would say, but I only got up to the White Dudes 1CMC section...
To be "fair" open the first pack make a pick, moving on to the second and third packs. Treat this just like if you were sitting at the table. Enjoy!
1 Azorius Signet
1 Fire Whip
1 Ondu Giant
1 Snuff Out
1 Dead Weight
1 Pith Driller
1 Wickerbough Elder
1 Burrenton Bombardier
1 Boros Signet
1 Mogg Bomber
1 Kor Skyfisher
1 Bonds of Faith
1 Ambush Viper
1 Empyrial Armor
1 Dimir Aqueduct
1 Kaervek's Torch
1 Quicksand
1 Gryff Vangaurd
1 Rift Bolt
1 Dead / Gone
1 Prophetic Prism
1 Temple Acolyte
1 Deep Analysis
1 Scarscale Ritual
1 Sundering Growth
1 Fireslinger
1 Arena
1 Werebear
1 River Boa
1 Moriok Replica
1 Preordain
1 Golgari Signet
1 Gruul Turf
Pack 1: This pack looks pretty weak to me. Personally I'd grab the Boros Signet and hope Kor Skyfisher or Mogg Bombers wheels
Pack 2: Glad I picked the Signet. Kaervek's Torch is a snap pick (and wondering why it's still there....). Looking for either Rift Bolt or Dead/Gone to wheel (highly unlikely though).
Pack 3: Hmm, Fireslinger is the only on color choice, A lot of green in this pack makes me think of leaning towards RG aggro. I'm hoping Werebear or the Boa wheel.
How so? I'm guessing that you're looking at Pit Fight as a Mono Red card in which case you're going the aggro route and as such it's useless.
For instance in a UR control type deck with maybe one or two big (flying) creatures I could see it as a spell to clear a blocker to get in that last bit of damage.
I personally have been comtemplating moving red away from creature aggro and into more of a midrange creature strategy. We don't have access to things like Jackal Pup or Goblin Guide and I feel that I've muddied the waters a bit trying to get a critical mass of 1 and 2 drop creatures to support that deck. For me, and my thoughts, I feel that Pit Fight might just be another 2cc removal spell that could help out the decks that want it.
I've heard is as either all the blue ones or just all or none. I personally run all 10 (after not running any) but a case can totally be made for any number and which color frequency.
10 Guildgates : Azorius Guildgate Et al
Terramorphic Expanse
Evolving Wilds
Halimar Depths & Teetering Peaks (though they reside in their respective color sections)
Rupture Spire
Transguild Promenade
Arena (though I'm probably the only one that runs this questionably common card.)
So 25 total lands (27 if you count the 2 outliers).
As to the why: I like 2 color decks to be able to flourish, with the occasional 3 and 4 color to have a chance of being drafted. As far as my choice of including Arena, it just feels as though it's supposed to be a really strong common. It functions as both an bad Trip Noose and a reusable Pit Fight.
The strength of Bouncelands are that they allow (trick maybe?) you to keep low land hands by still reaching 3 mana on turn 3 with only a 2 land hand. They also allow land fall for the few important cards that want it, and since I don't run any "land hate" like Sinkhole or Boomerang (I do run Capsize but how often is that used on a land...and on turn 6 or later?), they are less suseptable than in a powered cube with the likes of Wasteland / Strip Mine.
I'll also agree with you that it's a toss up between these two for the 3rd slot in an Orzhov section behind Pillory of the Sleepless and Blind Hunter.
So I ask, generally what does it grab? Their biggest creature, or a land? Maybe you're even unlucky and something like Cenn's Enlistment or Forbidden Alchemy / Deep Analysis gets junked and then it's a wash or worse.
Like I pointed out in my last post though the bodies are nearly identical with the Pet having one extra toughness so for the sake of our arguments, it comes down to this: Would you rather your body have the opponent discard a card, or make all your spells after this (essentially) ping them for 2?