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The Dos and Don'ts of Silver-Border Commander
  • posted a message on P1P1 Discussion: Post your packs!
    Armageddon has the most raw power while Mox Diamond keeps me really open. Can’t ignore Koth / TNN either, but I’d probably take the Mox Diamond to keep me open.

    ___________________________________

    Pack of the day, what’s your P1P1?

    Posted in: Cube Card and Archetype Discussion
  • posted a message on Random Cube Card of the Day Thread
    I ran Kira while I still ran the blue devotion package. She can be super annoying and difficult to deal with. Unfortunately, competition got really stiff with True-Name and Vendillion Clique. Kira’s effect can be annoying with your own equipment / blink effects : / I’m always tempted to bring her back but right now I have Pestermite / Deceiver taking up slots since I’m curerently re-testing Kiki-Twin.

    I have a cool glass teapot that I use to show off to guests.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on CMC Matters Burn
    Sin Prodder and Vial Smasher don’t need to go out of their way to be good (Fiery Confluence / Fireblast, hello!) I think adding in a bunch of high-cmc effects would dilute burn more than it would help.

    Adding more Delve cards is a decent option though since those tend to be inherently good / decent on their own.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Random Cube Card of the Day Thread
    Blood Artist is a fine card if you support Aristocrat strategies. I'd run it in a lower powered cube, but Aristocrats just can't hang in the broken environments of higher powered cubes.

    I can't draw stick figures to save my life, let alone paint... I really do envy people who can paint and draw though. I wouldn't be able to stand all the mess though. Thank god music is much cleaner than drawing / painting / sculpting / etc.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    Quote from Salmo »
    ...and when the green deck gets swept, it will have more gas it can play for cheaper, and it can get over the top and fight through the now-not-active planeswalkers that would've lived through that wrath, and all the while its creatures are bigger and able to apply pressure faster so the player that just wrathed has less time. Doesn't seem like a negative, seems way better.

    We're going to have to agree to disagree here, the artifact-type synergies are the only thing this really does exclusively better in grixis than green ramp, everything else seems even or in green's favor i.e. they synergize with green's general gameplan i.e. definitely not 'no synergies', maybe we have different definitions of that word but I'm surprised this card isn't a green enchantment or something with how well it synergizes with green ramp decks outside of the PWer clause which is def not great but not that awful in green ramp.

    A card draw, anthem, spell reduction engine--the sum of those parts, not the individual pieces--is much more desirable in green than grixis. I think you're valuing the synergistic aspects of artifacts way too high in this comparison and ignoring how literal all aspects of this card are either wanted by green (spell reduction for its large stuff, anthems for its creatures, extra cards since it has no extra cards) or can be more easily ignored. (i.e. superfriends is way more different with creatures in those spots and a lot more vulnerable, green ramp decks are different but still functional generally the same.)


    6-cmc spells these days need to impact the board in green ramp decks, period. They can't afford a 6-mana do nothing for a turn like a more controlling Grixis shell can. Green spells in general can't shape the board like Grixis can. If the green deck untaps with The Immortal Sun, the worst it can do on curve is Terrastodon or Upheaval (anything other sweeper a green ramp deck could play tends to have a good amount of collateral damage to the deck). Grixis untaps with The Immortal Sun and it can immediately turn the world upside down, or it can just play the draw-go game better than the Green ramp deck.

    Quote from Salmo »
    I don't think I'd consider Mirari's Wake as much without the anthem It's already hard enough as is to justify it in the selesnya guild, w/o anthem there's no chance.

    Quote from wtwlf123 »
    I think the Anthem is a pretty important part of Wake, FWIW.


    The anthem effect is important, but I'm slotting Wake into decks because I need a Mana Reflection effect, not an anthem. I'd still rock Mirari's Wake without the anthem effect. I really, really want a 5-cmc mono green Mana Reflection : /

    Anyways, today's online cube tournament was dominated by 5-Color Superfriends. I got rocked round 2 playing UW Balance Control because Balance / Wrath of God / Control Magic / Bribery were pretty worthless in that matchup. I think this is God's way of punishing me for talking smack about The Immortal Sun, really could've used it that match!
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    Quote from Salmo »
    This gives care to creatures with the anthem, seems still applicable, along with helping you jam more creatures as you draw more cards. There aren't the explicit strategies with the artifact card type, but the abilities make it so that when you do play + land this it's prob at its best in the green deck vs the grixis deck, even with the synergies since a number of the synergies either do generally nothing (the anthem) or directly contrast with a main strength of the deck (the PWers). If the deck cares about Planeswalkers, then 'Players can't activate Loyalty abilities of Planeswalkers' seems unplayable in those decks.

    I'm not saying this is going to be a staple or generally playable or anything, I just don't agree that just because the grixis artifacts deck cares about artifacts that this would be better there vs green creature ramp decks.


    Many synergies vs no synergies. Not saying this is my first choice for Tinker (although I can see that possibly working in a storm deck with a bunch of artifacts?). Grixis plays sweepers where green decks do not. I can Wildfire and leave both our planeswalkers useless, but I will recover faster with one-sided Howling Mine / Helm of Awakening effects.

    Green can utilize the anthem more, but like Mirari’s Wake, that’s not the reason you’re playing the card.
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    Green doesn’t care about artifacts at all, but it does care about land and (green) creatures. Green’s best cards like Natural Order / Survival of the Fittest / Gaea’s Cradle / Rolfellos all heavily care about these things. Grixis cares about artifacts but it also really cares about planeswalkers.

    Here’s my litmus test for this card’s playability outside planeswalkerless cubes. There are cards / decks that reward you for not playing a lot of creatures like Oath of Druids and Wildfire. Those payoffs are well worth it. Is forsaking planeswalkers worth The Immortal Sun? Absolutely not.

    This card would’ve been at least worth testing if the planeswalker clause only affected opponents. As is it’s a safe pass.
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    I think geeen ramp wants this less than the artifact deck, and green has a good amount of planeswalkers too. My green ramp decks usually don’t play artifact ramp anyways besides Lotus / Moxen. I usually won’t play 2-cmc rocks not named Mind Stone / Grim Monolith in my heavy green decks unless I really have to. Green has better options at 5-6cmc like Nissa, Worldwaker, Primeval Titan, Mirari’s Wake, and Regal Behemoth (arguably).
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    Quote from LucidVision »
    I agree that most decks in the market for a 6 mana artifact will often run a fair number of planeswalkers. HOWEVER, if you find yourself in a slower deck that is planeswalker light, then the planeswalker counter clause is a very powerful effect to have.

    It makes the card a fair bit more narrow than is obvious, however, the upside becomes very high if all the modes of the card are beneficial to you.

    In a green ramp deck with 0-1 planeswalkers, this one of the strongest 6 drops I could think of running. Turns all your dorks into threats, shuts off opposing ugin/elpseths/chandra's that might want to wipe your board , the card draw will take over the game by itself. An immediate must answer card. Solid turn 2 channel target Smile

    Would also be happy to run it in an artifact themed deck with mishra's workshop and a few creatures it works well with like myr battlesphere, hangarback walker.
    Could also see it being playable as a curve topper in a creature/spell based midrange deck that happens to be light in planeswalkers.

    Gonna test.. Doubt it could crack smaller lists. I also wouldn't be surprised if the planeswalker clause ends up making the upside too difficult to realize.


    I think this fits more into UR(B) artifact ramp shells than it does green based ramp. The UR(B) shells tend to be very planeswalker heavy with Chandra, ToD / Chandra, Flamecaller / Jace, the Mind Sculptor / Ral Zarek / U Tezz / UB Tezz / R Daretti / RB Daretti / God-Pharaoh / etc.

    I don’t like this as a planeswalker hate card. While some strategies benefit from running very few creatures, there isn’t really any reason to not include planeswalkers in any strategy that they fit. This card reminds me a lot of Hour of Devestation where breaking the symmetry of the card is too tall of an order for most decks that would want that card.
    Posted in: Cube New Card Discussion
  • posted a message on P1P1 Discussion: Post your packs!
    Bitterblossom / Mystic Confluence stand out the most to me in that pack. Would probably go with Confluence myself, that card is savage.

    _______________________________

    Pack of the day, what’s your P1P1?


    Posted in: Cube Card and Archetype Discussion
  • posted a message on [RIX][CUBE] Tetzimoc, Death Primordial
    Yeah, just noticed that this is an elder dinosaur, not an avatar. Would be interesting to see a blue dinosaur.
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    Quote from calibretto »
    Is this better than Staff of Nin if the cube doesn't run planeswalkers and can ignore that ability all together? I'm thinking it's better in an environment like that.


    I’d say so, the anthem effect and cost reduction outweigh ping for 1 to me.
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] The Immortal Sun
    The planeswalker clause is too double-sided, and my decks that would play this tend to be pretty planeswalker heavy. I’d consider this if it had another line over the planeswalker clause, or a Mirrari’s Wake effect over the cost reduction.

    Kind of a bummer since The Immortal Sun has been so hyped up in the story, really wanted it to be a slam dunk for cube.
    Posted in: Cube New Card Discussion
  • posted a message on [RIX][CUBE] Tetzimoc, Death Primordial
    Interesting card for sure, but the contingency on the ETB is a bummer. Would probably rather run Massacre Wurm / Noxious Gearhulk over this.
    Posted in: Cube New Card Discussion
  • posted a message on [UST][CUBE] Ol' Buzzbark
    Just sayin....

    Posted in: Cube New Card Discussion
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