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  • posted a message on Kaldhiem Previews
    Quote from Leelue »
    Quote from ahhabee »

    I think the point you are trying to make with the looter is a little lost, I agree its not the best protection for the smaller cards like a looter however neither swiftfoot boots or Giant's amulet will help looter played on turn 2. Both would need to be equipped on turn 3 with the looter played on turn 2.


    No? Swiftfoot boots can be played on turn 2, with the looter played and equipped on turn 3. The amulet can't do that.

    And yes, the boots offer full-time protection. I don't understand why the average case scenario of "no looter, just regular dudes in play" isn't being given more weight here. When the targets in play are just random fliers or finishers, real hexproof makes the difference.


    I think you misread what was stated, you were originally talking about a looter played on turn 2, which in that scenario neither equipment helps.

    The average case of full protection for a single finisher or half protection with that same finisher + a 4/4 or flexibility of playing the equipment early game is what is being truly being evaluated. I think depending on the game either option is fine, but I like the flexibility and think it could lead to more wins.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    It is super easy to miss things on Dwarven Hammer, as I also totally missed things on Bound in Gold. I will still keep playing Faith's Fetters over it, as I think there are a lot of situations in which the extra 1 mana and 4 life is well worth it. That said, I could totally see making the swap of Bound in Gold for Faith's Fetters if I wanted to tone down the anti-aggro a little bit more.

    When I looked at Bind the Monster, I mostly thought it was outclassed by all the 2-mana tapping removal, not necessarily Bubble Snare. I do get Winter's Rest being a Snow Cube, but I also think Narcolepsy and Singing Bell Strike are cards I would rather play. In addition, blue also got Fall from Favor recently, which is another piece of similar removal.

    I do think Giant's Amulet is decent as a more defensive card, but I think using it as part of anything quick- whether that be protecting looters to turbo out reanimation or later protecting those turboed reanimated targets- is not ideal since you do not have that full protection. As a 5-mana 4/5 that also leaves behind something small, I think you have a card on the fringes of Cube.

    As for Tormentor's Helm, it is only ever adding 1 damage either way, which keeps it out of contention with Bonesplitter for me. There are some grindier red-based decks where going wide and combining this with cards like Weaponize the Monsters or Goblin Bombardment seems nice. Dealing good damage either way helps with inevitability in those cases.
    Otherwise, I feel like if you get the damage because they are chump blocking, you might not need the damage since you are ahead. If you get the damage because they are eating your creature, was it worth sacrificing your creature?


    In the end, I probably won't even test Tormentor's Helm, however I am not sure how your guys games go with red aggro, but they are typically really close in my environment (definitely draws where red just plows through, dont get me wrong). The last few points of dmg (say 2-3) decide if the red deck is going to win or get overrun by bigger creatures, potential life gain, etc. So, at some point, games end up with the feeling of just getting further and further from possibly winning with swinging in from the red side and this card is something that might help get a few extra points of dmg when you are that close and will be having to sacrifice a creature anyway. Dwarven Hammer, just seems so slow to me. If not playing it as a creature for 5 mana, 3 mana for the equipment and then 3 mana to equip is 2 turns which id rather get a bigger board or play a burn spell etc. And again, in my environment, 5 mana for red is a bigger ask than other decks and archetypes. I will wait to hear from those testing it to see if it plays out well or not.

    Quote from Leelue »


    Giant's amulet doesn't actually protect your creatures in a meaningful way, at least not in a time-efficient way. If you play Merfolk looter on turn 2, it's still vulnerable through the opponent's turn of sorcery speed answers. Maybe you can play the looter on turn four and equip, but that's as antitempo as a play can be.

    I suppose it will protect your looter from 4 mana creatures like skinrender. But the majority of games, even with two looters in the deck, you don't draw your looter... then when is this card worth the mana?

    I assume that swiftfoot boots is just better at its main job by so much that being able to get a 4/4 as a plan b doesn't make up for its inefficiencies.


    I think the point you are trying to make with the looter is a little lost, I agree its not the best protection for the smaller cards like a looter however neither swiftfoot boots or Giant's amulet will help looter played on turn 2. Both would need to be equipped on turn 3 with the looter played on turn 2. The difference here is that amulet drawn later can also be played with a 4/4 while only giving temporary protection and boots is only an equipment, however gives full time protection. They are both "fine" cards, but in my experience, even mediocre cards which have two mana costs with mediocre effects are pretty good value. Everyone always talks about the exact case of "If I get this on the exact turn I can play it, how will it work compared to the best card in slot on the same turn/with the same cost" and I think that's why a lot of people get surprised in limited or testing when these flexible cards play well, because 9 times out of 10, you don't play it "optimally".

    I don't think Giant's amulet is the cream of the crop, but it might be worth testing.

    In the end I think my final test list will be:
    White:
    Usher of the Fallen
    Axgard Braggart - Maybe
    Bound in Gold


    Blue:
    Bind the Monster - Not testing, but ordering in case people find it much better than bubble
    Giant's Amulet - Maybe

    Black:
    Nothing

    Red:
    Nothing

    Green:
    Snakeskin Veil

    Multicolor:
    Fall of the Impostor - Maybe?
    Kardur's Vicious Return

    Colorless:
    Shimmerdrift Vale
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Quote from Leelue »
    Miscellaneous comments:

    Bind the Monster may be better than the lukewarm ratings it's been getting. Single mana sorcery "destroy target creature, lose life equal to its power" is a card I'd play in any aggro deck. But it wouldn't make the cut in the colors with access to better removal. Between its blue-ness and the fact that my cube has depowered removal, I am probably going to run it* alongside bubble snare as the more aggressively-minded option.
    *And by run it, I mean not find any space for it because I can't find a single blue card I want to cut and the blue guy that animates lands needs a spot first.

    I still like healer's hawk more than the first strike raptor. Without help, the new card doesn't amount to enough, and the Average Case Scenario is probably "no help".

    Aside from Dwarven Hammer, the equipment all seem very poor to me.
    Let's talk about Giant's Amulet, for example. Giving a blocker hexproof (in a way that doesn't even counter an opponent's kill spell) is not worth a card, and certainly not worth mana. The alternate mode of having a 4/5 creature that once again doesn't have hexproof when it's time to get down to business is merely an average retail limited card. Normally, stapling two cards with very different value at different stages of the game is good. But the equipment half just doesn't have value in the early game. It doesn't block, it doesn't help you block in a cost effective way, and it sure as hell doesn't count for much on the attacking plan. I feel similarly about the black one, Draugr's Helm.

    I'm legitimately surprised to see Tormentor's helm see any attention. Was the thing holding short sword back a couple of points of non-guaranteed face damage?

    I also thought Bound in Gold cost 4 mana this whole time.

    //

    About Rancored Malone's 5:

    Clarion Spirit: One thing I think deserves emphasis is that while a bear that makes a flying token would be great value at 2 mana, I assume that the ACS is realistically getting you a token on turn 4, or 4.5. The number of games where it is just a grizzly bear are likely going to be too high, and a 1/1 at some indeterminate future just isn't worth enough.

    Dwarven Hammer
    Something that hasn't been mentioned is that this card is Loxodon Warhammer when your opponent is on the backfoot. Knowing how much pressure that can be, it's not entirely impossible that the tradeoff of lifelink for an extra body/free equip is enough to make the card at least competitive.

    Rune of Might
    I don't know where the line is between a playable aura and an unplayable one, but I don't think that the line is mediocre stats + draw a card for 2 mana. Cartouche of knowledge is a better magic card but I don't think it's in a lot of lists.
    Note: I wish they would change these cantrips on auras to trigger when cast.

    Rampage of the Valkyries
    Serra angel with an edict on death is a perfectly fine magic card, but orzhov is really stacked. A card that doesn't interact with any archetypes needs to be exceptionally strong to push out strong archetype-driven gold cards. This is merely good.

    Funeral Longboat
    Well, a 3/3 vigilance and a 2/3 flier are probably about the same cost (more than 2 mana, less than 2 and a half), but in order to get the value out of the vigilance keyword you need a second creature you're willing to tap. So Skiff is going to be the better card, and that's on the cusp of not being cubable.


    I don't think that Bind the Monster is getting bad reviews, however versus bubble snare it just depends on preference and I think they are both close, but at this time I am going to keep bubble snare over it.

    Dwarven Hammer versus Loxodon Warhammer seems like a poor comparison to me. In my experience, lifelink was the only reason warhammer was so overpowered. Without it, I wouldn't cube it and with it its just too much.

    Giant's Amulet - I like this card the more I look at it, because in my reanimator decks etc... I can put it on some of my looters or related cards that are easily targeted I can tap end of opponents turn. So bare minimum I still likely get 1 activation before a kill spell. Later draws it can make a 4/4 for 4 and I can either keep the equipment on it or move it else where. I like the flexibility for different decks and thing it will do well. I dont think its top 5 by any means, but definitely could be 22/23 in a deck.

    I am more surprised that Tormentor's helm hasn't gotten more discussion. Its definitely a close card for me. It compares well enough to Bonesplitter in my opinion. Yes, bonesplitter gives +1 more power so makes it harder for blocks and allows for trading up more often, but this also gives +1 toughness making your creatures stronger in a different way and allows can still get your damage when being chumped. Some cases, it allows you also to have more all out attacks in red even when its not advantageous and get those last points of dmg because combat can be more tricky with dmg definitely getting in one way or another.

    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Quote from Frozen_In_Ice »
    I'm not a fan of snow, so I'm not going to include anything that relies on snow. Without snow cards, this set was very weak. Fortell also loses some value if you only have a few cards with it. It's a good ability though so I hope it sees more use in future sets.

    Definite Includes
    Usher of the Fallen - As everyone else has said, standout card of the set
    Snakeskin Veil - Supports my +1/+1 counter theme in green and a similar power-level to blossoming defense.

    Maybe
    Axgard Braggart - +1/+1 counters, can get big over time and pseudo-vigilance, are all nice, but probably too slow
    Battershield Warrior - Supports white weenie/go-wide, but the floor is probably too low to be good
    Battlefield Raptor - Probably the best 1-mana flyer in white? Good target for counters/auras/equipment
    Bound in Gold - Possibly better than Faith's Fetters?
    Wings of the Cosmos - One of the better combat tricks
    Behold the Multiverse - seems good but is competing with Rain of revelation and Deep Analysis (both cards that I play), and Chemister's insight (which I don't)
    Bind the Monster - Good removal but I think I prefer Bubble snare
    Giant's Amulet - Good rate for both the creature and equipment
    Ravenform - decent removal
    Axgard Cavalry - might be better than the 1 mana 1/1 versions of this, but red 2 drops are pretty stacked now
    Rootless Yew - seems good in a dedicated G/x ramp deck, but 6+ power or toughness is still a high bar to clear, only 11 creatures in my cube meet that.
    Sarulf's Packmate - Good card but too similar to Llanowar Visionary
    Kardur, Doomscourge - interesting effect, but not sure on power-level


    Bound in Gold - Possibly better than Faith's Fetters

    I’ll be honest I totally skipped over this card assuming it was enchant creature, and I think you are right. I am going to test replacing fetters with this. Getting in on t3 or 3cmc is likely better than the 4 life gain

    I am happy to see everyone's thoughts on cards in this new set. 5 cards I wanted to either start extra discussion on are expand discussion on:

    Clarion Spirit- Does anyone have a sense of where they would place this among commonly played two drops? Of the cards in my Cube, I think it might be close to Sunhome Stalwart, but that card has a better body and a similar type of upside, adding 1 power and toughness to the board. The better question might be what would you swap out for it?

    Dwarven Hammer- I still think this is being overlooked. I get that 5/1 trample for 4R is not great (although the list of 5-power tramples for 5-mana is pretty short in red), but the fact that it also leaves behind equipment means a lot to me. Trample pushes through big creatures without trample and makes small creatures relevant late. I honestly think it is a top 5 red 5-drop.

    Rune of Might- I started valuing trample a little more for my Gruul pump decks to push through damage, and this is something. I know we have the same effect minus one toughness, but the extra toughness and the random cycling potential make it okay-ish.

    Rampage of the Valkyries- Another weird Set Booster card, but it is kind of a weird reverse The Eldest Reborn where you get the creature first and then maybe the sacrifice effect later.

    Funeral Longboat- It is a decently sized 1 crew equipment. 2 people were playing Sky Skiff as of the 2020 Average Cube and I wonder if people generally think this is better or worse than that card.


    With respect to the spirit, I don’t think it will play out that well. I’m sure 1 trigger can happen frequently, but more than one, I’m not so sure. Additionally, I think people will over value the 1/1 to play non-optimally when the better value is a different 2cmc card and playing your cards out on curve. Just my gut reaction.

    For the hammer, I think Tormentor's Helm is better. The hammer cost without the creature is 3cmc and equip is 3cmc which is a lot for a red deck trying to push through damage with a 5/1 trampled. The helm though is 1cmc and 1 equip, pumps your creature and gets to ping your opponent in case of a block.

    Rampage seems okay, but it’s BW and doesn’t really fit my theme. Comparison the eldest reborn which is on theme, for me, and mono black.

    The vehicle, seems fine, but I play a few vehicles already and I think those are stronger. I don’t want to flood my cube with too many and the comparison to the flier is also a little weak as the other has evasion.

    Looking forward to discussion, especially on bound in gold
    Posted in: Pauper & Peasant Discussion
  • posted a message on Kaldhiem Previews
    Updated after looking over cards again, here are cards I am interested in.
    Notes:
    I am not adding the snow land/snow requirement cards.
    I am onboard with what others are saying about foretell, just seems that the element of surprise is taken out when only playing limited cards, so those are unlikely to make it in my cube.
    The "do this if second spell" I feel like is a trap and I am not sure you will get more than one activation of said triggers without purposefully playing your hand in a non-optimal way 9 times out of 10. So, I will wait until others test and give their results.

    White:
    Usher of the Fallen - Enough has been said about this. Super solid.
    Axgard Braggart - Definitely slow, but I like the idea of it. Wish it was a 3/4 to begin with or just slightly better stats, probably wont even test it, but you never know.
    Battershield Warrior - I don't play rarity downshifts from MTGO, so this is the only available pump at 3CMC for me. Its definitely not the worst, pumps itself too so 3/3 and pump the team. Again, probably won't test it, but its something to consider.

    Blue:
    Bind the Monster - As others have said, competes with Bubble Snare and I feel like I like snare better.
    Giant's Amulet - I do actually like this looking at it again. A lot of early vulnerable cards in my blue section that could utilize this, and late game its not bad either. I like the flexibility for the color.

    Black:
    Nothing

    Red:
    Dual Strike - I hope one day storm is more of a thing, but too parasitic at this point
    Tormentor's Helm - Seems strong to me, red gets chumped a lot or trades mid game, this is another way to get those few extra points of damage through, might test.

    Green:
    Snakeskin Veil - Fits the counters theme I have in green and the protection is nice. Reminds me of Feat of Resistance, which I do play.
    Rootless Yew - Kind of nice cards, gets a "stronger" card if this gets killed. Probably not good enough.

    Multicolor:
    Fall of the Impostor - Last phase is solid, however very slow and the counters are probably not good enough compared to other options in the same colors.
    Kardur, Doomscourge - Wish this wasn't "attacking creature" or else it'd be in. With that wording, it's not good enough for me.
    Kardur's Vicious Return - I think I will test this, fit's what my RB wants to do and is the best of the uncommon cycle in my opinion.

    Colorless:
    Shimmerdrift Vale - I like the evolving wilds comparison
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from VariSami »
    I feel like Chained Brute could have its uses without the mana cost on the effect. With that tagged on in addition to the sacrifice, the cost is way too high for something that never scales up beyond that baseline; unlike the other devil that gets counters from sacrifices and has trample. It catches up to the brute in two activations, doesn't require them to operate, and scales up with every subsequent activation.



    I don’t think either are particularly strong unless you are pushing sacrifice in red, but the brute does come down untapped on turn 2 as a 4/3 which is really strong.. the long game sure it’s possible for hobble whatever to be better and it doesn’t have the “does not Un-tap” phrase, but idk, seems like the brute still might just be better as It can push huge early dmg
    Posted in: Pauper & Peasant Discussion
  • posted a message on Jumpstart Spoilers (new cards, downshifts) for CU/be
    Quote from Leelue »
    Wow spiteful prankster is 10 dollars wtf.
    And the thriving lands are 8?



    each 1$ on scg


    chained brute is a bad bloodrage brawler. And that card was always questionably playable at best.



    bloodrage brawler has been really really good for me, it’s possible the brute could be tested If you support sacrifice themes... I’m going to pick one up, not sure it will make it in though
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    I guess that’s fair, Rager also always seemed meh to me. Essentially a place holder in black until I had something to replace it. I guess for me I would rather jam 1 and 2 cmc ramp cards and pump out cmc 4/5/6 on turn 3 than play this on turn 3... but I do agree cmc 3 green always seems a weak, so it could find a place.


    In ways it’s also similar to cultivate. The ramp isn’t as permanent as cultivate and instead of it drawing a land of your choosing/color fixing you draw a random card. I’ll buy it see what happens
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Alright people, sell me on llanowar visionary... just seems meh.


    3 cmc for llanowar elves + elvish visionary

    Which to me is taking a strong ramp creature and mashing it with a mediocre draw card creature and making them both more costly.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Is everyone sleeping on Daybreak Charger?

    Blade of the Sixth Pride is already a solid rate, and this guy's ETB does a good impression of Viashino Pyromancer. Can even do more damage if the pump turns a chump-attack into a real attack.


    Accorder Paladin exists and this is what I would compare Daybreak Charger with. So for me, it's a no.
    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Here are my thoughts.

    Of course no white cards I am really interested in. No colorless. A few from this set that make me happy, a few that are just passable, but just might not have a spot in my cube at this point.

    My cube for those who want to comment on my interests/cube choices: https://www.cubetutor.com/viewcube/20349

    Blue Cards

    Shipwreck Dowser - Does blue things. I like it, will probably try and make it fit.

    Black Cards

    Carrion Grub - Big butt, mills 4, has high potential - reminds me of a reverse gurmag angler in ways. Except angler is more of a pay off for gy synergy whereas this has a pay off and supports more milling... this just always costs 4 whereas gurmag could be played for B. Ill think about it some more.

    Liliana's Devotee - I like this, black is definitely a sacrifice/morbid feel in my cube, could be good enough.

    Village Rites - Not as high on this card as others, I don't like cards that have conditional costs like this. Maybe.

    Red Cards

    Bolt Hound - Me like. Me put in.

    Heartfire Immolator - This is a yes from me.

    Hobblefiend - I do like this, but I run Blood Aspirant which gets counters from any sacrificed perm and it has some other utility.

    Kinetic Augur - A yes for me. It fits well in red in general and any r/x deck as I always have a few spells in my GY by the time this would come down. Trample and the looting make this though.

    Green Cards

    Pridemalkin - Maybe, I like the lord effect and that it instantly puts a counter on something, outlast does annoy me with Tuskguard Captain, but the captain has a bigger butt and can grow. Might make the switch as the captain is so freaking slow.

    Quirion Dryad - Will find a place, fits well with GW and GR obviously, but is solid in any deck - minus monogreen.

    Multicolor Cards

    Dire Fleet Warmonger - Fits my BR section, will check if I can make room

    Experimental Overload - I think this card is solid, 3 or 4 spells in the GY and its worth it, very achievable in my opinion and I will look for a spot.






    Posted in: Pauper & Peasant Discussion
  • posted a message on M21 Previews and discussions
    Leaping Augur looks sweet
    Posted in: Pauper & Peasant Discussion
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