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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Quote from TheGroglord »
    I guess the downside is it need to connect once to get online but it seems like once you do it snowballs from there.

    No need to connect, it triggers off of any combat damage.


    I find the promo art funny. Dude has another sword, but he doesn't even bother drawing it and keeps his second hand free. Who needs a second weapon when you hold Jitte?
    We pronounce gee-teh
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Nissa Worldwaker is in my opinion the best five mana walker. She is a fast and reliable win condition and a super ramp enabler. Voice is much narrower.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[SCD]] Beast Within
    Quote from Usman »
    Quote from Salmo »
    I don't think your point was lost, I think Usman is saying that a better card existing doesn't diminish the need for a second version even if a second version is worse in a certain match up, and he's saying that he finds Beast Within performing well enough in the other match ups to deserve a spot in his cube. Clearly YMMV as Beast Within isn't a staple or close to it, but if you're looking for redundancy like Usman might be then Beast Within would be that second version albeit with a match up where it doesn't work as well.


    yeeeeeeepppppppppppppp, exact-a-mundo

    Also it seems a bit reductionist to say that the cards perform the same in other matchups (I'd much rather have BW in slower matchups due to being able to hold up counter magic and not ramping the opponent) and that BW being bad in fast matchups makes it worse overall.

    I was trying to condense my argument as I thought I was misinterpreted. You said you prefer BW (or not? there was a question mark) but haven't brought arguments for that claim until now. I think
    Those decks also can have a board state where a single permanent like a planeswalker, Moat, etc can change the dynamic of the game, and suddenly that's one of the few cards that really matters.

    Applies to Song as well. I was referring specifically to the comparison in my comment, and not about whether or not BW merits inclusion as a second version of the effect. I am not saying something general as cards that are bad against aggressive decks are bad inclusions, I'm highlighting what I think is an advantage Song has over BW.
    ----------------------------------------------------------------------------------------------------------------------
    As for not being instant, at least here the overlap between decks that pack permission to decks that can comfortably contain a 3/3 before the late game is small. Even in said decks there are common situations where I'd rather tap out than have to deal with a 3/3, or I'm just casting Song when I already have mana for it + counter backup. Ramping them is definitely a drawback. They usually do not play green (if you play Song/BW you are probably heavy green yourself) so it is effectively a colorless mana. Turning a threat into a mana source is generally preferable to turning it into another threat, a stretch analog would be Pongify vs. Path to Exile. You do not play Song on a mana elf, but that is probably true to all 3 mana answers.
    I think Song being maindeckable against a third of the field makes it overall significantly better.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[SCD]] Beast Within
    Quote from Usman »
    Quote from Salmo »
    I don't think your point was lost, I think Usman is saying that a better card existing doesn't diminish the need for a second version even if a second version is worse in a certain match up, and he's saying that he finds Beast Within performing well enough in the other match ups to deserve a spot in his cube. Clearly YMMV as Beast Within isn't a staple or close to it, but if you're looking for redundancy like Usman might be then Beast Within would be that second version albeit with a match up where it doesn't work as well.


    yeeeeeeepppppppppppppp, exact-a-mundo

    Also it seems a bit reductionist to say that the cards perform the same in other matchups (I'd much rather have BW in slower matchups due to being able to hold up counter magic and not ramping the opponent) and that BW being bad in fast matchups makes it worse overall.

    I was trying to condense my argument as I thought I was misinterpreted. You said you prefer BW (or not? there was a question mark) but haven't brought arguments for that claim until now. I think
    Those decks also can have a board state where a single permanent like a planeswalker, Moat, etc can change the dynamic of the game, and suddenly that's one of the few cards that really matters.

    Applies to Song as well. I was referring specifically to the comparison in my comment, and not about whether or not BW merits inclusion as a second version of the effect. I am not saying something general as cards that are bad against aggressive decks are bad inclusions, I'm highlighting what I think is an advantage Song has over BW.
    ----------------------------------------------------------------------------------------------------------------------
    As for not being instant, at least here the overlap between decks that pack permission to decks that can comfortably contain a 3/3 before the late game is small. Even in said decks there are common situations where I'd rather tap out than have to deal with a 3/3, or I'm just casting Song when I already have mana for it + counter backup. Ramping them is definitely a drawback. They usually do not play green (if you play Song/BW you are probably heavy green yourself) so it is effectively a colorless mana. Turning a threat into a mana source is generally preferable to turning it into another threat, a stretch analog would be Pongify vs. Path to Exile. You do not play Song on a mana elf, but that is probably true to all 3 mana answers.
    I think Song being maindeckable against a third of the field makes it overall significantly better.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[SCD]] Beast Within
    Quote from Usman »
    Even if that's the case (that it's bad against fast decks) - doesn't that apply to other high-cost cards like Ugin, Sundering Titan and Emrakul, the Promised End which get sideboarded out in games 2 (and 3) where they're bad in that matchup? There's an argument that those cards are more powerful than Beast Within, but isn't that kinda a given of cards in certain matchups?

    My point was lost. I think Song does not suffer from these limitations, and is a better card as a result.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Haven't been impressed with her so far. Too little impact and can often be ignored by the opponent. Her difficult cost doesn't help either.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I'm maxing out on mana producing one drops (10) in green and would play more when/if they are printed.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I recently added Elvish Visionary. Still no results, but the rationale is there is a high demand for cheap green creatures that provide value outside of their body. Decks with Natural Order want to maximize the amount of low drop green creatures, Gaea's Cradle loves them, you want something to pitch to Survival of the Fittest and just another body for Craterhoof Behemoth and Garruk ultimates is handy. You can always dump Visionary into the board with no care about mass removals. Just playing it turn two to block and be able to get it back the turn after with Eternal Witness is nice.
    Even better in B/G. It is a painless sac fodder for braids and skullclamp, cheap value target for Meren and Heretical Healer and is even a good target for Recurring Nightmare. Just having an early blocker against aggro or a body to hold equipment is often highly useful, as seen with Thraben Inspector.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Artifact Aggro
    I predict Thraben Inspector will be better for you than Toolcraft Exemplar. Inventor's Apprentice is very interesting as red's one drops are shallow.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Angel > Cloudgoat > Secure

    How do people feel about Sorin, Lord of Innistrad vs Sorin, Solemn Visitor?

    Most interested in the following discussions points:
    1) Which one is in a vacuum stronger.
    2) Which one is the more interesting card to you.
    3) In which decks would you rather have one over the other.

    I think LoI is better but not by a whole lot (just > instead of >>). LoI is better when you have little to no board presence, better when you are not racing and better against mass removals. LoI is an endless supply of sac fodder for stacks decks. His ultimate is quite easy to achieve and very powerful, and if you do not care about the lifegain, his pump is better. I'd generally want him in most decks that play his colors. I find the tension between the plus and minus abilities to be real - both ways to victory are viable and require planning ahead.
    SV is not splashworthy or even playworthy for decks with low creature counts. However it is undeniably a bomb in many common situations. In cubes where board stalls and big creatures are more common, SV gains a lot of value.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I remember a combo deck drafted not long ago, with Arcane Savant naming Time Spiral and Eldrazi Displacer.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I like Heir quite a bit. Black two drops are lacking (at least in large cubes), discard outlets are in short supply. Heir does both things well. It is a two drop I am quite happy to draw late. Heir's presence on the board prevents/delays some planeswalker from being cast. I'd easily play a functional reprint.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from Salmo »
    Shardless Agent>>Kiora, the Crashing Wave>Kiora, Master of the Depths

    Agree completely. FWIW, I am no longer playing the kioras at 720.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[SCD]] Beast Within
    I haven't cubed Beast Within for years, but I really like Song of the Dryads. Sees heavy play in mono green and Simic decks. They were not close in power level in my experience. One of the qualities I seek in removal spells is to be able to pull even with them when I am behind, and BW lacks that. Feels like a dead card against fast decks and bad in them.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Maze of Ith is an exceptional card and especially good in control decks. There is a happy marriage between that archetype and Maze as both cover the weaknesses of the other well. Maze of Ith is one of the best answers to many things control is usually soft against:

    1) Manlands. Celestial Collonade? I don't mind if you pay 5 mana per turn for nothing! The attacking Gideons can also be included in this category. Planeswalkers and lands are hard to answer and survive your mass removals. Maze of Ith protects you from their nastiness, indefinitely
    2) Repeatable pump effects. I am mainly talking about equipment, usually making each creature your opponent draws a must answer threat thus exhausting the control mage. With maze on board there will be no sword triggers or Jitte counters. Maze also largely negates Elspeth, Knight Errant's most potent ability and Kessig Wolf Run.
    3) Haste dudes. With Maze they will never catch you with your pants down.
    4) Vehicles. Similar to manlands and equipment, but for the time being the majority of cubes have 3 or so lying around.
    5) Aetherling. How many cards can even answer that?
    6) Death triggers. This depends on your suit of removals. Cards like Hallowed Spiritkeeper and self recurring threats can pose problems to control.

    In turn, control complements the weaknesses of Maze well:
    1) Costing a land drop. This hurts least in control decks. You are not trying to ramp nor to win fast. You do not care if you cast that six drop a few turns later if you are in control of the game.
    2) It is bad against decks going wide. You are not in a good place if you untap a token with it. This is traditionally taken care of by mass removals. In turn, Maze of Ith forces your opponent to overextend a bit to overcome it, making each mass removal you play more potent.

    This is all in addition to effects the card offers to decks of all theaters. Sometimes it is not all about you - Maze protects planeswalkers like few other cards can. Although increasingly less relevant, it is answer to cards with protection against your colors. Maze is hard to respond to by your opponent. It is uncounterable and there are few maindeckable answers to lands. Another incidental perk is that it is quite good against cheat strategies. Titans and eldrazis ignore it, but the occasional Sphinx of the Steel Wind, Wurmcoil Engine or Dragonlord Atarka cry. While most cheated fatties will not be completely answered by maze, it will steal a lot of their punch and delay their clock, giving you enough time to find a proper answer. It is of the few cards able to do so before turn 3.

    Maze is a card often misplayed (including by me). It is generally advisable to play the land only after your first mass removal against aggressive decks, delaying the reset button by a turn is not worth it. The decisions Maze creates in races are complex. Which creature will be able to get through, which will be able to block you. Which planeswalker do you protect. This all adds up to a card that is powerful, yet interesting.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    We still regard Silverheart highly here. Having immediate board impact is a huge plus. We like it more than Kalonian Hydra, but Verdurous Gearhulk is the better version.
    I like green decks, but we have certain players that absolutely love the color and force it quite heavily, making it difficult to draft.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Sword of War and Peace is the weakest Sword, and will be the first of the cycle to get cut. It is the sword you play when you did not get enough of the better equipment.

    The longest novels I've ever read in English are the Song of Fire and Ice series. Took me many months to finish each book.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from ahadabans »
    You have two 187 guys already at the 4 slot (Nekrataal and Skinrender), so redcap is the most expendable IMO.

    Abyssal Persecutor is my favorite of the three simply because of how much fun it is to play and how many interesting game situations it tends to create. Really great design. The "drawback" is mostly flavor text in actual play. I've never seen anyone lose to it. Your opponent has to respect that you probably have an answer, so letting that thing get them below zero health is extremely precarious. It's pretty rare when the persecutor player has to off him. Your opponent will almost always do it for you because 6/6 flying tramplers are a problem you generally can't ignore. Persecutor hits stupidly hard for a 4 drop, blocks like a champ too. Can't be chumped by anything other than a baneslayer. Card is game warpingly build-around good. I'd only second guess that card if your cube list is painfully short on sacrifice outlets. Most normal cubes can play persecutor with no issues at all. If you can run Bob, you can run persecutor.

    I agree that the card creates interesting game play situations but I have trouble fitting it into decks. Aggro decks do not want to delay their clock by the amount of turns it will take you to find a sac outlet. I remember instances in aggro where they just kept the card in hand as the chance to draw burn to finish the deal where higher than the chance of getting a sacrifice outlet.
    When behind, AP just blocks one guy. It has flying, but look how better the other black four drops are in this role. In attrition based matchups, Persecutor has the problem of not providing any value if being answered by removals and bounce. Especially bad are answers that keep him on board, such as Maze of Ith, Tamiyo etc.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Elesh Norn is the best white super fatty in my opinion as well. She is best against something like mono red which has no way to beat her.
    I think life exists somewhere else in the vast universe.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Quote from happyjosiah »
    What perfect timing for this card! In complete contrast to the narrowness of Manic Vandal, Acidic Slime is just great. It answers just about any non-planeswalker threat (even creatures oftentimes due to Deathtouch). This is what I want my artifact removal to be.

    Costing five mana makes it a bad answer to many of the cheaper targets.


    In 720 with 10 fetches (+2 basic fetches), DRS was poor. It is one of the more maindeckable graveyard hate card if your cube needs that, but given our conditions we have found that:
    1) He produces less than one mana per game on average
    2) He is not good on the first turn, due to lack of targets and unwillingness to pay the mana for abilities that do not impact the board
    3) He is very slow late
    4) From our experience, we have found out you really want to have access to both colors

    That said it is a card I want to be good in cube. If the need for more graveyard hate will rise, or a new cycle of fetches of some form will be printed, I'll give DRS another spin.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    Rank the following blue cards please:

    Gush, Serum Visions, Portent, Opt

    Serum Visions > Opt > Sleight of Hand >> Gush > Portent
    I am playing and happy with the first three. Gush is by far the narrowest here, but at least I can see the applications for it and reasons to include it, which I cannot say about Portent.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on The Official Cube Discussion Thread
    Since this is just a single card in your deck, you cannot rely on having that effect. Even if you do draw it on time, reaping the benefits of fixing should start at the fourth turn. In most cubes not being able to play anything meaningful before that turn is unacceptable.
    Meaning, your mana base should support your deck with or without lantern. After realizing that, it is not more than a Manalith for deckbuilding purposes.
    Posted in: The Cube Forum
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    I thought Frantic Search would've been acceptable considering it supports the reanimate archetype very well and free digging is pretty good. There are other very narrow cards like Entomb that are well received so what separates Entomb from Search?

    Adding to what was said above me, that effect is more needed in black. It will see play in R/B or mono black reanimator. Blue already has quite a few discard outlets that are more maindeckable at its disposal.
    Another upside of Entomb is enabling reanimation as soon as turn 2.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »

    I have a few for an unpowered version of my current cube:
    1. Noose Constrictor vs Sylvan Advocate: I'm currently not running Mongrel
    2. Smash to Smithereens vs Manic Vandal: I'm already running Release the Gremlins
    3. Bonfire of the damned vs Sarkhan, Dragonspeaker: Bonfire for the stories?
    4. Frantic Search vs Thing in the Ice: I'm surprised almost no one here runs frantic search. Just too narrow?

    Unless you really need the discard outlet, Advocate is probably the stronger card and definitely the more broadly playable. Every green deck with creatures will want it.
    I like smash better in my cube because it is cheaper, instant, tempo efficient and hits planeswalkers. That might change in an unpowered cube, if it is considerably less important to answer artifacts on turn 2.
    The most common story I had with Bonfire is it being a dead card in my hand. I prefer Sarkhan and agree both are weak.
    Thing in the Ice flips remarkably often here. Blue likes its defensive two drops. Even if only 1-2 counters are removed, the opponent now has to take the possibility of transforming and change his/her gameplan. Plus Search is narrow.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Agree with wtwlf, there are many 3cc burn spells, and without synergies like Iterative Analysis Staggershock doesn't compete well with them.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Deep Analysis is the only one of those I no longer play. A good card, but blue has plenty better four drops so it had trouble making main decks.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I wish we had more cards like Battlesphere. The demand for colorless fatties that play well with all cheat effects is high.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Abbot > Marauders > Ire Shaman > Aether Chaser > Mogg War Marshal
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    The basic land fetches see play virtually every draft. I cannot say the same of the guild dual lands.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Emrakul is more broadly playable and has a more unique effect.

    Quote from SirPicaro »
    Thinking about CA creatures for UG (unpowered 540):

    Rogue Refiner vs. Shardless Agent vs. Coiling Oracle?

    Agent is a great card. It is worth a splash for some decks, which you cannot say for the other two. Scales very well with blue power. In many decks it will consistently hit a ramp effect, plus it has some artifact synergies in blue (while you do not care if it gets destroyed by a Disenchant). It is of the better options in its uninspiring guild.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    He blocked a Sarkhan here once and prevented a Mutavault from attacking.

    Never went hunting. There is nothing that's legal to hunt where I live.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Aethergeode Miner
    I am also interested in this card, would love to hear testing results.
    Posted in: Cube New Card Discussion
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    posted a message on This or That discussion.


    Flesh Carver >> Vampire Nighthawk > Herald of Torment > Yahenni, Undying Partisan

    I do not think Yehanni is worth playing at all if there is no combo/aristocrats support. If that archetype is pushed, it might become necessary and can jump to the second place among those four.

    Quote from TheCaper85 »
    And, sorry, also rank these:

    Ainok Survivalist - Wolfir Avenger - Boon Satyr - Briarhorn - Yeva, Nature's Herald - Rishkar, Peema Renegade

    Really thanx to everyone.

    PS: G/X flash is quite an archetype in my cube, that's why there are all these flashy creatures.

    Rishkar >> Boon Satyr > Avenger >> Briarhorn > Yeva

    Quote from ahadabans »
    Survivalist costs a billion mana and leaves you with a completely useless attacker. It interacts horribly with blink. Doesn't even have elf synergy.

    I played that card in a heavy midrange list with a really pushed +1/+1 counter theme - a meta where it was IDEAL - and it was awful. My 2 cents is you need to be painfully desperate for a disenchant effect to run that card. If you tested it and liked it, cool. But if you haven't played with it and are considering, I strongly advise you to run basically every other disenchant on a stick before this one.

    Ainok Survivalist also seriously underperformed here, in a powered cube. The only reason to run it is to stretch the morph theme some more. Otherwise, plenty stronger options exist for Naturalize effects in green.

    Quote from MikePemulis »
    Looking for a cut for Stoneforge Mystic.

    Cut one: Imposing Sovereign, Kor Skyfisher, Lone Missionary, or Journey to Nowhere.

    Lone Missionary is the only one of those I no longer run
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[SCD]] Sewer Nemesis
    I have had it be a vanilla 3/3 by turn 4 a bit too often to truly like the card. But it grows fast, is splashable and is a serviceable card. I like the big four, Brutal Hordechief (if you count it as black) and probably Gonti, Lord of Luxury more. But I like Nemesis better than Desecration Demon, Juzam Djinn and Plague Sliver.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Yes, too expensive and limited in what it can do. Late game it is mostly just burn to the face, hence irrelevant for all but aggressive decks. Aggressive decks cannot play return because it is too slow.
    I actually think Blightning is more playable today than a few years ago (not as far back as the time it was released because there was little competition then) because of planeswalkers.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    I'd also pick Accorder Paladin above any WW creature.

    I like Fleetwheel Cruiser the most. The threat diversification it provides is great against control.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Good counters at 2 mana are hard to find. This is a soft tempo counter, but in some situations can outdo the original.

    I have pretty good memory.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [CUBE][SOI] Thraben Inspector
    In retrospect this card seems much better than anyone gave it credit for. Did anyone actually test this in Cube?

    We had great success with it here. Many non-aggro decks have few to no turn one plays, and there are enough ways to use the body - from trading with a Savannah Lions or carrying a sword to sacrificing for Braids. Last draft it was pumped by Natural Unity to impressive sizes. This is filler, but a versatile and well rounded one. It was so good that I am now testing Elvish Visionary as well.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Primus works very well with all cheat effects, and is not easy to answer. Not great against aggressive decks, but a huge problem for the rest of the field.

    I run Hornet Queen, Terastodon, Craterhoof Behemoth, Pelakka Wurm and testing Decimator of the Provinces in addition to Primus.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    @Metamind: Actually, after mulling on it, I think it was the right call to removal Temporal Isolation for Stasis Snare. Isolation doesn't turn off annoying threats like Young Pyro, Mentor, Hanweir, Bladehold, Ulamog, etc., while Snare does, but I'd still go Snare over Stance. Stance has a harder time dealing with those creatures I list above.

    That was why I switched them.
    However I think I currently have too many removals in enchantment form, which makes the color weak to Naturalize effects and permanents bounce. Sort of putting all your eggs in one basket. A negative synergy with Cataclysmic Gearhulk. Diversifying answers will do good to white. An instant, like Stance, will have more synergies in the cube, like delve, Snapcaster Mage, Regrowth, Iterative Analysis etc.

    Quote from ahadabans »
    It depends on what removal you need. They are all for different decks IMO.

    If I'm playing something aggressive, top choice is Valorous Stance. It gets rid of things I can't plow through or burn and it's removal insurance. Pretty flexible card. Temporal Isolation is OK for pushing through damage, but I think stance is a lot better.

    If I'm rolling with something more controlling or midrange, I still don't love Stasis Snare because of that WW in the cost and the blowout potential if they have a disenchant effect. But it's probably better than the first two.

    Single target removal options in white get janky pretty quick after the few top tier choices. I'd ask yourself if you really need to drag some of the chaffier stuff into your list as they will be lower picks and only put in decks where people are in desperate need of removal.

    Snare sees regular play, as did Isolation before it. I have no doubt Valorous Stance will also find many homes. It usually sees play alongside several other removals, for various reasons. Control decks like the instant speed, aggro decks like answers to fatties and care less about the drawback as the game is usually over too quickly for them to find enchantment destruction. Other decks just prefer to have that third piece of spot removal over an expensive card, or that one too many card draw/ramp effect. It is obviously not a great card, but I'd not call it desperation to play it.
    Another point in favor of Stance is that white has plenty of answers that cost 3 mana and fewer that cost 2. That said, being playable only in aggro requires it to be stellar there to be worthy of inclusion.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Moxes always make the cut. While their power is obvious they do enable artifact synergies, and in reverse are also a major incentive to pack maindeck artifact-only answers (like Smash to Smithereens).
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    I do prefer Stasis Snare to Valorous Stance. I'm not a big fan of combat tricks and conditional removal like Stance. I also like that Snare is instant. Have you considered Temporal Isolation as a pseudo-removal?

    Actually Snare replaced Isolation, maybe it's best to reverse that decision.


    Looter for me. It is a great carrier of equipment.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    TL;DR - I agree with wtwlf
    Warahammer requires too much mana to be worth it. Having your equip target be killed by instant speed removal or bounce has decided games. So is instant speed destruction of the hammer. Plus, the creature is still vulnerable and will trade with everything, either on offense or defense, requiring you to waste another whole turn to re-equip, if you even have another creature available.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    I need to cut something in red.

    Cut one:
    Sarkhan Dragonspeaker: I already run Koth, Daretti, and Chandra, Torch of Defiance.
    Fireblast: Narrow, but I suppose it might be needed.
    War-name Aspirant: Red is already lacking in 2 drops, I don't know if I should be cutting this.
    Manic Vandal: I already run Release the Gremlins and Smash to Smithereens at 450, but there are so many targets in a powered cube.
    Fire Imp: Red Card advantage can be hard to get so perhaps this isn't the one to cut.

    I like Sarkhan the least, it has less homes than the other cards and is interchangeable with other five drops in red and other colors. If Wildfire is big in your cube and lacks things that survive it, then perhaps Fire Imp.



    What do you prefer? Valorous Stance or Stasis Snare? (I've asked before but the question got lost in the discussion)
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.
    Quote from SaucyFaucet »
    Thundymaw!

    Considering cutting Soltari Champion (although I always feel there's a lack of token payoff).

    Recruiter of the Guard vs. Monastery Mentor specifically at 360 size? Which is more essential here?

    It might help to know I don't run Stoneforge Mystic.

    I think Mentor is the more powerful of the two, and is of the best reasons to go for the spells matters archetype. Unless Recruiter fetches specific combo pieces, I'd go with the monk.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Sidisi was too slow for us. Few are the decks that would rather use a five mana tutor over another five mana card.

    I currently play two snakes in my cube, Sakura-Tribe Elder and Lotus Cobra.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Hissing Quagmire is near the bottom of the cycle for power level, but that is still plenty good enough.

    Baleful Strix is also my favorite deathtouch creature.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on This or That discussion.

    Arc Lightning by far

    Quote from steve_man »
    Keep one:
    - Parallax Wave
    - Fumigate

    Fumigate. 4 cmc spells in white are stacked. Plus from a certain size the two 4 mana wraths in white are not enough and Fumigate is the best of the rest.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Selvala is strong in the super ramp deck. She creates high amounts of mana and fixing, with low effort. The card draw aspect is the least important part of her.

    On top of my head, I like Reflector Mage. U/W tempo got a lot more viable recently.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Aether Revolt was a nice set for cube. Not as many cards as last few small sets but we got spoiled. It has a large number of high risk test cards, but that is part of the fun! Many parts of the cube got small upgrades – a new mass removal in black, better two drops for blue, red and black and a colorless mana sink. The most innovative part of this set is the expertise cycle, which I have high hopes for. I also find the flavor of this set terrific. As last time, my detailed opinions about the new cards will appear later in my blog. Here I’ll be focusing more about what is cut and updates that are unrelated to the new set.


    White


    Ajani Goldmane -> Sram's Expertise
    White has so many 4 drops. Ajani is a narrow planeswalker as he only slots in aggro and/or token decks. He needs at least 2-3 creatures out to be worth his mana cost. It looks like Ajani and the card replacing him will work well together but in practice there is a limit on how many 4 drops a deck wants, and the other white 4 drops are just stronger and/or less conditional. Many games have been won with Spectral Procession into Ajani Goldmane and nothing but. He had an admirable career in cube, now it is his time to retire.
    Expertise is a card of low powerlevel itself but well positioned to take advantage of the free spell given its color and cost. It is an experiment that I can easily see failing.


    Blue


    Aether Theorist -> Baral, Chief of Compliance
    Theorist is a bad card. It was only playable or even a remote consideration because blue needs that body at that casting cost. Baral does that on top of a much more powerful effect. Make no mistake – 90% of Baral’s power still comes from that body, but as the competition is so weak (Omenspeaker) it will likely stay in the cube for the foreseeable future.

    Scatter to the Winds -> Disallow
    Sactter’s trigger never did much. Keeping six mana open is hard and the 3/3 body is not impressive at that stage of the game. It was not uncommon to even see people intentionally not animating a land as to not expose it to spot/mass removals. Disallow is, again, mostly just Cancel. I think the card is overrated and Dissolve is better. That said the effect is unique in cube and therefore will likely at least create a few stories before (and if) it will be abandoned in the future.

    Aether Adept -> Baral's Expertise
    Aether Adept had a relatively long career for a card of such low power. It was never optimal as the double blue cost is a hindrance to all tempo decks but those with devotion. Now those are no longer played. Even worse, the 3 drop slot has exploded in all colors recently, and Adept has a direct competition with them when it comes to deck building. Third, there are more playable bounce effects now than before. Fourth, the 2/2 body is not as impressive nowadays when 2/3 bodies invade the cube in numbers.
    Baral’s Expertise is a polar card – extremely high ceiling but a terrible floor. Time will tell if it is worth the risk. I have the feeling it will be good on average but we will have to see.

    Academy Ruins -> Gitaxian Probe
    Even heavy artifact decks did not want to play it. Less useful as the colorless mass removals have all been shifted out. Too narrow. Probe is the opposite of that – very playable, yet never necessary and has weaker synergies. Still good to have perfect knowledge of our opponent’s hand. Aggro decks should happily pay the 2 life for increased consistency barring the mirror match. Activating prowess/Young Pyromancer, fueling delve and baby Jace, pumping Tarmogoyf and more are all small bonuses to this extremely playable card. The recent banning should do well for his reputation and perhaps will make him be picked higher than it was before.


    Black


    Black got a big update this set.

    Black Sun’s Zenith -> Yahenni's Expertise
    No doubt Expertise is better. It is more cost effective. Zenith is mostly cast for 3-5 mana so Expertise could even see play over it without the free spell rider. With it though, it is no contest. I’d happily take a turn 4 mass removal into a mana rock/Liliana/3 drop over small perks of permanent weakening, reshuffle and being a hard mass removal if you dump a lot of mana.
    The more interesting question is why not to cut a non mass-removal card. I feel that with Demon of Dark Schemes and Wretched Confluence black has enough mass removals. Black control got great many tools in recent sets and we feels it rising in power. Zenith was always more of a placeholder than anything.

    Vampire Hexmage -> Gifted Aetherborn
    Black got two spot planeswalker removal spells so Hexmage is less necessary. There is a limit to how many double black costing cards a cube can have. Aetherborn is a much broader card. It doesn’t kill planeswalkers, but it will punch through most blockers and trade even with the larger ones. Good against midrange, lifegain is huge against aggro and the 2/3 body can comfortably contain one drops and some utility bodies for profit.

    Embraal Bruiser -> Glint-Sleeve Siphoner
    Massive upgrade. Siphoner has built-in evasion and card advantage, with less power but no drawback either. As close to a strict update as cube swaps can be.

    Malicious Affliction -> Fatal Push
    Trying out the new card here mostly. Affilction costs the dreaded double black and using the trigger well is hard and rare. Push covers an area in black that probably does not need fulfilling, but it is at the very least a better sideboard card. Probably not a great card for this format.

    Master of the Feast -> Herald of Torment
    Master is too risky. If you face a Maze of Ith, Opposition or Faith's Fetters it loses you the game. Obviously instant speed removal hurts as well, but even bouncing him after your upkeep is no fun. Being an aggro-only 1BB critter is narrow so those weaknesses are less easily tolerated. If you have one job, better do it well!
    Herald has less drawbacks and gives black some needed evasion. Even more than that, it gives black some reach it currently lacks. Nowadays, with black cards, you are basically alive unless you are dead on board. Herald should help change that.

    Assemble the Rank and Vile -> Cryptbreaker
    Assemble is too narrow to be worth the bookkeeping. Requiring the black mana to be available when the named creature dies just misses so often. Sometimes you just have better things to do with that mana than a 2/2 tapped token, even if it is free card advantage. Cryptbreaker impressed me in other formats and is being praised by other cube owners. In decks without mass removal the 2/2 body making machine that starts on turn 2 must be answered quickly. It is also a fine way to cycle late game useless cards. The zombie synergies in black are cumulative and CB works with Sarcomancy, Gravecrawler and Liliana, the Last Hope’s ultimate among other things. It is a cheap and quick discard outlet. It is a card that could potentially be keepable in a hand with all lands, or just lands and uncastable high drops. On the other hand, in board states where a 2/2 body is weak, it does little. He is also not aggressive and demands plenty resources. Worth testing at the very least.

    Sinuous Vermin -> Scrapheap Scrounger
    Scrapheap is moving from colorless. Now that red has all its two drops be better than it, it can be probably safely said that nonblack decks will only play it if they have to. Not a terrible place to be when it happens, but not what you aim for. Vermin is too wimp on turn 2 for aggressive decks. If it had a keyword it would probably survive in the cube for a little while longer.


    Red


    I’ve found that red’s curve is a bit too high, not at the creature side of things but at the spell side. Lower curves makes for stronger aggro decks and more interactive games. Also some of red’s cards that are specifically good against 2 toughness creatures are being replaced to reflect the increase in toughness.

    Speedway Fanatic -> Kari Zev, Skyship Raider
    Fanatic is in theory better than Borderland Marauder. Until the third time Marauder connect on an empty board, Fanatic leads with tempo. On top of that it should be a better topdeck. However Fanatic suffers on three fronts. First – it will trade down with tokens. Second, 2/3 bodies stop her. Third, when she is on board she is a smaller threat to planeswalkers than the big beaters. Overall it turns out a random 3 power 2 drop is better and even those are starting to look out of place after this update.
    Kari Zev is the best red two drop in cube. Beats for 3, holds equipment well and is very hard to completely block. She has synergies with Purphoros, anthems and Hero of Oxid Ridge.

    Makindi Sliderunner -> Aether Chaser
    Runner punches through tokens for damage and holds swords relatively well, but it too inconsistent to be worth those small upsides. Aggro is a deck that thrives on consistency. Chaser suffers some of Speedway’s illnesses, especially when it comes to 2/3 bodies, but the first strike is still quite great. Most 1 and 2 drops cannot trade with him. The token is good with Purphoros, Hellrider, Skulcllamp, Pia Nalaar and more. Just having an extra body to carry a sword is nice. Not a huge card, but probably better than the bottom of the barrel of red’s 2 drops.

    Magus of the Wheel -> Brazen Scourge
    Magus was a huge letdown. The dream scenarios of beating a few times with it then cashing him for value later were rare. It is too slow and fragile for drawing cards and remarkably bad at beating. Scourge is pretty much what you always want to be doing on turn three in an aggressive deck. It is of the best three drops to cast on curve. 3 toughness is a meaningful boost over Geier Reach Bandit as it will not trade with 1 drops and most 2 drops. It really should have been included earlier, it is not a card whose power level is transparent. To my defense, Lathnu Hellion and Volatile Chimera are still in testing stages in red and Pia Nalaar was there until recently. The double red cost is no concern because as of now it is the only 1RR costing creature in the cube.

    Fire Imp -> Galvanic Blast
    Red’s three drops are stacked. Fire Imp is only good against specific decks. Against them, the ability to answer threats earlier is key (think Dark confidant or a mana elf). Even on turn 3 and up, the 2/1 body of imp is unimpressive enough that playing Blast + a two drop is likely a better tempo play still. Imp has a serious drawback of being unplayable on an empty board, and his enters the battlefield field is too situational to be worth reusing somehow with bounce/reanimation. Imp is a fine card, and perhaps will be reincluded if Lathnu Hellion and/or Volatile Chimera will fail us.
    I was shying away from Shock variants as they felt underpowered and read bad. Recent research has showed that the curve of burn spells is comparatively high in this cube, which hampers aggro decks. It doesn’t help as much if the creature curve is low if the spell curve is not. After all, for every time you aim a Searing Spear at something with two toughness/loyalty, a Shock is theoretically better. Cheap burn spells will also help the spells matter cards – Snapcaster Mage, Young Pyromancer, Monastery Swiftspear, Abbot of Keral Keep, Monastery Mentor, Jace, Vryn's Prodigy and more. I will be looking closely at how Blast performs and might include more cards of its ilk in the future. Galvanic specifically also has the potential to be explosive in the artifact decks, although metal craft is a tall order.

    Village Messenger -> Goblin Glory Chaser
    This rarely got to and/or remained on its dark side. This will only get worse as the cube cards become cheaper and more streamlined and playable with time. Chaser is a worse topdeck. However, you have more influence compared to your opponent on Chaser’s performance, and I prefer the proactiveness.

    Staggershock -> Kari Zev's Expertise
    Staggershock is only interesting when it kills a pair of 2 toughness creatures. It is great with Iterative Analysis. Both are not very good reasons to keep the card, and again a Shock variant might still be better in both cases. Since this theory craft was not yet backed up with results I have not included another Shock and decided to test a new card instead. Expertise is the most playable Threaten effect we have ever gotten. It might still not be good enough as it is not a good turn 3 play and it is hard to use the free spell well since it can only be so cheap.

    Zealous Conscripts -> Release the Gremlins
    Aggressive 5 mana cards always have problems and this is conditional on top. Not worth splashing for as you never know what you will get, and pretty bad if it doesn’t deal the killing blow or has an infinite combo (which this cube does not support).
    The need for artifact hate is ever growing. The artifact deck specifically is on the rise. This is a great thing to do if it nets you two bodies and kills two mana rocks. It will be a key card in some matchups. However it is too expensive to replace the cheaper answers and can be too much of a hoser card. Average case of a Manic Vandal is highly playable, even if just as a sideboard answer.


    Green


    Obstinate Baloth -> Peema, Rishkar Renegade
    Green midrange decks do not need the help against aggro. They now have Thragtusk, Courser of Kruphix, Sylvan Advocate and other better tools anyway. Peema has two roles. It is double pump, and it is mana ramp, with quite a high floor. An incentive to support green aggro.

    Devoted Druid -> Greenwheel Liberator
    High risk testing. Druid is the weakest ramp card as it costs more than mana elves, is less durable than Rampant Growth and can only do a double ramp once. The jump of 2->5 is not as strong as the ramp of a mana elf. Liberator has abysmal floor but very high ceiling. Crazy with a turn 2 fetch land. It will probably not be worth it though.

    Explore -> Decimator of the Provinces
    Explore is inconsistent at ramping, which costs games. Better topdeck than Rampant Growth, but that is secondary to the card’s main function. Craterhoof Behemoth is liked here. I want to try and create an overrun archetype. Elder Deep-Fiend was, to my surprise, played more times for his full cost than emerge so far. It was sided in against control and played in decks without blue mana and too much ramp. Decimator could provide the redundancy necessary for an Overrun deck.

    Kalonian Hydra -> Creeperhulk
    Hydra in vacuum is a faster clock. However Creeperhulk with only one creature out beats for more damage the turn after it is played, and if it kills, who cares about any later turns? I think the much more common scenario will be to attack with 2-3 buffed bodies the turn after you play it. In other words, if you untap with it, you should win in most board states. It is also a much better topdeck, as it can overrun immediately, especially if Gaea’s Cradle and the like are involved. It is also a better card on the defense, as having 5 toughness is better than 4 and it can make your mana elves very bulky on that side of combat as well. Another key point is that you can sandbag Creeperhulk until you have the mana to immediaely pump something, making it better against removals. Hulk has no synergies with Reveillark or Recruiters, but honestly they are too rare for us to care. Creeperhulk suffers from being released in a commander product – it is less known since it was never played in limited, type 2 or modern. However, paraphrasing Nicholas West, it is “the Craterhoof Behemoth nonramp decks can play”.


    Multicolored

    Three gold planeswalkers are cut in this update. This is not an agenda against them, but rather on the contrary - many planeswalkers are tested extendedly on the merit of their card type alone. Also, too many of them cost 4 mana.

    Kiora, master of the Depths -> Rogue Refiner
    Since Wizards stopped printing printing mana elves, we get better green three drops. Refiner is highly playable. Never was a creature printed that drew a card with having power equal to its mana cost. The two energy will mostly be flavor text, but that’s fine. A free body is good for all decks that can play the colors. Kiora is a fine card, but weaker than the monocolored planeswalkers and is not worth splashing for either. She is weak in the planeswalker deck too, requiring too many creatures to be playable there.

    Saheeli Rai -> Electrolyze
    Saheeli was a flop. Izzet decks are usually control around here, so she was too narrow to be worth it.

    Shadowmage Infiltrator -> Dragonlord Silumgar
    I do not love Silumgar but it is undeniably strong. I dislike how it punishes midrange and cheat decks hard, while being weak to unplayable against control decks. That said, it is more exciting and needed than Infiltrator. Decks today have a hard time giving up the tempo to slowly gain cards, he doesn’t work with you own mass removals and on top of that is a dead card against decks with a high black/artifact creature count. Still a fine card, but far from necessary.

    Kaya, Ghost Assassin -> Renegade Rallier
    Kaya is just too weak in the face aggro, or in aggro for the matter. The life loss stacks, she is not easy to defend and in general was hard including into decks. Flickering is not a good answer to may threats. Rallier is also a high risk test, but the upside is huge. Fetchlands are worth mentioning again, but also following up a trade of two drops with this is fun times.


    Colorless


    Scrapheap Scrounger-> Heart of Kiran
    Scrapheap moved to black, see above. Heart is supremely narrow yet the planeswalker deck is drafted consistently here so I think it has a chance to be busted.

    Scuttling Doom Engine -> Walking Ballista
    Scuttles is too bad on the defense for a six drop. It is also not a reliable finisher. Ballista’s power is in her flexibility. Need to kill that early BoP? Done. Need to Shock that planeswalker on turn 4? Easy. It is also a mana sink for your Tolarian Academy, Channel and Mana Drain and can be fetched with Trinket Mage.

    Nevinyrral's Disk -> Cultivator's Caravan
    Disk is too slow and too hard to find synergy with. It wrecks your own mana rocks after all, and red decks can quite easily destroy it before it matters. Caravan it a test – vehicles have been performing well so far and he was requested as an addition.

    Engineered Explosives –> Leovold's Operative
    Explosives seldom saw play here. A sideboard card at heart, it has too many conditions strapped on to shine. Operative is weaker than Cogwork Librarian by far, but smoothing drafts and having more relevant picks to consider are still things I want more of. It overall makes for a better draft experience, I believe.

    Posted in: Cube Lists
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    I like Fleetwheel Cruiser although the card is underrated here. I think vehicles are a good addition to cube. It gives more reasons to add maindeck artifact hate cards, and the threat diversification helps against mass removals and creates more interesting games. Plus, I do not think they will ever print cube worthy equipment anymore unless it is a mistake. Vehicles are a way to still get some playable cards in that general design area.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [Cube] Aether Revolt: Testing and Includes
    I hate Triskelion and cut it years ago from my cube without ever missing it, yet I think Ballista can be a good cube card. Again, I think comparing them head to head is forced. If Triskelion was castable for 2 and 4 mana, and also a game-winning mana sink later, we would be talking.
    Posted in: Cube New Card Discussion
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    posted a message on [Cube] Aether Revolt: Testing and Includes
    Trike and Walking Ballista fill different purposes in decks and cubes. They should not be compared as though they are. Ballista is closer to Mortarpod, or Masticore, but better than both.
    Posted in: Cube New Card Discussion
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    posted a message on This or That discussion.
    Quote from THUNDERWANG »
    Thanks for the replies. Before I made my post earlier, I searched the forums board and read the SCD for Karakas. The last post was written in July 2015 so I probably shouldn't be surprised now if sentiments have developed or changed for Karakas. It's been a year and a half since and if testing has led to positive results since, I'll slip it in my cube and give it a shot. Smile

    @Lucid Vision: Thanks for the list of critical cards. Fortunately, I run almost all of those cards except Zuran Orb, Life from the Loam, and the supplemental cards. I'm just not sure if I can stomach slotting in Orb because a 3 card combo is significantly harder to assemble in a limited environment than a 2 card combo (correct me if I'm wrong). Is Life from the Loam too narrow for cubes? I haven't been able to find too much information on Life from the Loam on the boards here.

    -

    Pick one to keep: Sram's Expertise vs Secure the Wastes: I'm thinking aboout going to go with Sram's because of the novelty and tempo. Expertise doesn't scale as well with Secure the Wastes late game, but it does a much better job earlier in the game.


    I do want to bring up another card that's been on my mind: Rancor. I imagine that this card shines brighter if you support green aggro, but for those who do not, does this card still deserve a slot in your cubes? It's a pretty fair card and for cubes that are heavily powered, I think this card might get passed on quite a bit.

    It is hard to say about the two white cards without testing SE. I do not play green aggro, and ran Rancor for a short while after that decision. It had no home and got cut quite quickly.

    Quote from oakcitylarry »
    So with the talk of Karakas I have got to ask:
    Karakas vs. Kjeldoran Outpost?

    Karakas. Easier to include in decks (as easy as they come in fact), usually has more impact and does something unique in white.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Bribery is a strong and unique card. I dislike how it disproportionately hates on reanimator and super ramp decks, but I like it too much to cut it and I think one strong hate card is fine.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [EMN] Collective Brutality
    Quote from LucidVision »
    So, It's nothing special in decks that don't want the discard, but I think you've had poor luck. It's very rare to have a deck that is both without creatures that are <= 2 toughness AND without many instants and sorceries.

    Not saying you are incorrect in theory but so far even against decks that have relatively many instants and sorceries it missed often. It is generally a shot in the dark whether or not discarding a card of your own for this mode is going to be worth it, especially at game one. It was never dead in the sense of incapability of potentially doing anything, but in the sense it contributed nothing meaningful to its caster (say, missed discard + 2 life leech, or killing just a single 1/1 token).
    I need those extra discard outlets so I want the card to be good and I'll keep testing it for a while.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [AER][CUBE] Release the Gremlins
    Quote from wtwlf123 »
    Another thing that nobody has really mentioned is the ability to blow up your own manafacts in the late game to generate extra bodies when you don't need the extra mana anymore. Playing this for 6R, blowing up your opponent's only artifact alongside 2 of yours may not seem ideal, but sometimes you'll just be better off with the 6-power and 3 bodies... another mark of flexibility this has on some boards over Vandal and friends.

    That is a good point I haven't considered
    Posted in: Cube New Card Discussion
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    posted a message on This or That discussion.
    Quote from TalosMaximus »
    I want to run 3 eldrazi titans in my cube.

    I do not run any sneak attack or show and tell cards, but I do support super ramp and reanimator. It's a 450 unpowered cube.

    Please rank the following eldrazi.



    Emrakul, the Promised End - should see play in more decks than the rest as she is a solid finisher for some control shells
    Ulamog, the Ceaseless Hunger - the most powerful eldrazi for reanimator and ramp
    Kozilek, Butcher of Truth - Cheapest eldrazi besides Emrakul and as lethal as any of them
    Kozilek, the Great Distortion - narrow due to colorless, but is reanimatable which is significant if that is half of the archetypes that want the titans.
    Ulamog, the Infinite Gyre and Emrakul, the Aeon's Torn - I'd say they are too narrow to run without Sneak Attack, Show and Tell, Channel and the like
    Quote from Magic-Jiffen »
    But the problem from the point of a cube designer is:
    Is it worth to reserve a slot in the cube for a card that is in most cases just a plains? Every slot in cube is very tight and should have a purpose.
    There should be a high enough demand for Karakas by white drafters at a table, that Karakas is an average to low pick, which is totally fine. But I don't know if you have the slot in your cube.

    Karakas is likely better for your cube than your weakest white card. Not only will it see vastly more play and raise the power level of decks, it will be a meaningful option more often during the draft process. After all, only 22-24 spells will see play in each deck, and even if we add nonbasic fixing and some sideboard options, we have some room for cards like this.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Selesnya is too stacked. It has everything you could want, from universally playbale powerhouses to combo pieces and archetype supporting (even defining) cards.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [Cube] Aether Revolt: Testing and Includes
    We have tried Greaves twice in the past and it never worked here. It is neither a threat, answer or card advantage and is mostly a sideboard card for green midrange against decks heavy with spot removals. Definitely a cuttable card in my opinion.
    Posted in: Cube New Card Discussion
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    posted a message on This or That discussion.

    Baral > Infiltrator
    Expertise > Vapors
    Aspirant > Marauder
    Posted in: Cube Card and Archetype Discussion
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Quote from steve_man »
    Izzet is a terrible guild

    What.

    Electrolyze comfortably ranks there at the top 4.

    I think Izzet's topshelf is insane with Dack / Ral at #1 and #2 and Izzet Charm being my #3. I think Fire / Ice edges out Izzet Charm for #4, and Izzet Charm / Saheeli are interchangeable for me at #5 and #6.

    Dack and Fire/Ice are the only two truly good cards in the guild IMO, with only Dack being a high pick, splashworthy card. Electrolyze comes next or Ral, which is also playable but unnecessary. Saheeli has too few homes here, we are disappointed with her. Izzet Charm is worse than the top 4.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [Set (P)review] My top 20 Aether Revolt cards for the cube!
    The token protects Nissa very well. It is also renewable in case it dies to removals/combat. Even if Nissa will be killed immediately to a burn spell or an attack, paying three mana for a 4/4 body, a land and a 1-for-1 or some life is not a bad deal. She usually draws a 1-for-1 removal spell from opposing control decks when you get near 7 lands.
    Posted in: Articles, Podcasts, and Guides
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    Electrolyze is not something you cannot get elsewhere and is not powerful by cube standard. However it is very playable in most Izzet decks. Plus, Izzet is a terrible guild so I think Electrolyze comfortably ranks there at the top 4.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [Set (P)review] My top 20 Aether Revolt cards for the cube!
    Great write up as always. Surprisingly we mostly agree. I think Rishkar should be significantly higher, Disallow a bit lower. I also think Rogue Refiner, Gifted Aetherborn and Renegade Rallier are better than at least the bottom 5 or so of this list. Manic Vandal not having a target is a pretty common scenario here despite playing a powered cube, which makes me suspect Release the Gremlins would not be great. I am glad to see Ballista is testing so well.

    Quote from rantipole »
    I think the only card I could cut for Sram's Expertise is Ajani Goldmane. Thoughts?

    Cheers,
    rant

    I am planning to do the same.
    Posted in: Articles, Podcasts, and Guides
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    posted a message on Random Cube Card of the Day Thread - Umezawa's Jitte
    4cmc wraths are essential. This is easy to cast in Azorius decks and I cannot see myself cutting it, with wizards not printing any new wraths that cost four in white.
    An uncounterable Mind Twist would be strong.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [AER][CUBE] Aether Chaser
    While this has some small synergies I do think in general having 3 power will just be better. 2/3 bodies are getting common in the cube, and threatening planeswalkers is key against some decks.
    Posted in: Cube New Card Discussion
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    posted a message on [AER][CUBE] Kari Zev, Skyship Raider
    The best card in the set so far. Hits hard, has many synergies and is in a weak section.
    Posted in: Cube New Card Discussion
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    posted a message on This or That discussion.
    Quote from Visserdrix »
    What would your cut be? Infiltrator or Harbinger?

    Harbinger. Too blue heavy, too restrictive with the tapped clause and can never reuse your own critters.

    I agree with wtwlf's ranking of the mana rocks.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [AER][CUBE] Solemn Recruit
    I think Mirran Crusader is clearly better, unless you have uncanny hatred of protection
    Posted in: Cube New Card Discussion
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    posted a message on [AER][CUBE] Walking Ballista
    I think the overlap of decks that would want both Triskelion and Ballista is not big. Triskelion is there for blink/reanimate shenanigans, Ballista is a mana sink for super ramp and artifact decks. They do not fill the same roles and the competition between them is not direct.
    Posted in: Cube New Card Discussion
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    posted a message on [AER][CUBE] Gifted Aetherborn
    Black has many BB cards. Only consider this if you have a weak BB card to replace it with. I'm going to replace Vampire Hexmage with this, as back now has more removals for planeswalkers and Gifted Aetherborn is the more broadly playable card. Plus black wants more lifegain.
    Posted in: Cube New Card Discussion
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    posted a message on [AER][CUBE] Baral's Expertise
    Quote from steve_man »
    Quote from SirPicaro »
    Maybe I just don't know how to play, but I've probably never picked Bribery in cubes where I've come across it. I like this more, casting cards for free is cool and this can actually do some work against aggro decks (unlike Bribery most of the time).


    Against most non-aggro decks, Bribery is almost always going to take something more than 5-cmc. Even against an aggro deck, taking their Hero of Bladehold or something is still fine, especially since their other creatures will be relatively smaller than their curvetopper.

    Against aggro decks, getting a Hero of Bladehold is pretty close to the best case scenario. Bribery is routinely sided out against aggro decks here.

    I love the potential of this card. Open ended, has plenty of synergies and will have targets to bounce against most decks.
    Posted in: Cube New Card Discussion
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    posted a message on [AER][CUBE] Glint-Sleeve Siphoner
    My only beef with this card is the energy aesthetics. I'm not running anything else with energy, and while this (and almost all) energy cards are self contained payoffs, I'm just not sure I can get past it. It just feels weird generating an entire resource pool that I can't use if this dies. It's the same reason I don't run any experience counter commanders and why it took me ages to finally pull the trigger on Gisela with that unusable meld text.

    You can use the energy gain if you regrow/reanimate this dude. This line of play was relevant multiple times with Meren.
    Posted in: Cube New Card Discussion
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