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  • posted a message on [AER][CUBE] Greenbelt Rampager
    It still comes down on turn T2 (and sticks) if you start it off turn one and don't have other gas. As a top deck late, it is probably okay, if a tad costly. In the process of turning it on, you get potential triggers / vehicle interactions, as marginal as that is.

    I think the card is worth looking at if simply for the fact that it might give green another niche archtype. Not playable in all 540 cubes but it does things differently than most cards, which is always leaves room for more upside.

    I would have fun playing this card.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CN2] Weight Advantage
    Instantly cube-able. It is interesting, fairly straight forward to draft around, opens doors to other cards getting good, non-color restrictive.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] [BNG] Pain Seer
    I don't think this card is very good. It's much slower than Bob. With that said, it is probably good enough to sneak in at a 2-drop spot in black.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Hammer of Purphoros
    You don't have to activate the sac clause, because the mere threat of a 3/3 haste versus control will make them play differently. Really munches up on combat math.

    I was not a fan, then I cat it. It is much better in R/W aggro, as most of red's good top end has haste anyways.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Burn at the Stake
    Actually I've been thinking of doing alternative strategy sort of cube, so, Burn at the Stake would work really well in red with sweepers + defenders...

    Yeah the cube is weak but all the colors would be cutoff at the knees, so it balances out.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Truth or Tale
    You only get one card. All the words texts boils down to: Reveal the top cards of your library, an opponent picks the one you don't get, you get the second best one.

    Think Twice and Impulse are both better two mana draw spells.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Thassa, God of the Sea
    Remember that hybrid mana symbols count as blue mana symbols. Think back to Shadowmoor block. True there aren't strong candidates in the blue section, but slim chance a few get added in this set.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Charmed Lands
    When I read charmed lands I thought:

    ETBT
    T: B
    BBB, T, Sacrifice ~: Choose one — Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.

    To which I immediately thought "ew"
    Posted in: Custom Card Creation
  • posted a message on [[SCD]] Tel-Jilad Justice
    Since you are running a powered cube, I assume the cost is big part of the appeal.

    Personally, I don't like running dedicated artifact destruction out side of red unless it is attached to a creature (non-powered). I'd rather have Viridian Shaman, personally.

    If the moxen / early mana artifacts need reigning in I'd run some color generic removal: Powder Keg, Engineered Explosives, and Ratchet bomb. If it is the top end artifacts off tinker, those probably have a number of reasonable removal options already available.

    But yeah, the card is generally fine and would be sideboarded in with regular frequency.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[Archetype]] Lands.dec
    A board lockout like Nether Void and the Abyss are pretty strong too
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CtG] Hou-Ou, Akki Rockjumper
    Akki Rockjumper: http://magiccards.info/ts/en/212.html the creature doesn't need haste to get the bonus but it can only use the bonus if it has haste.
    Alternatively, it lets you take advantage of Flash as well. My opinion is it is better to make cards that play well with keywords as support cards than explicitly mention them. Of course, sometimes you do need to mention them as well.
    Posted in: Custom Card Creation
  • posted a message on DGM Mana Base
    Remember, you get a guild gate, key runes, and cluestones to smooth out your mana base.

    If I'm split along three colors I'll go for something like:
    2 Guildgates
    6-5/5/5-4
    1-2 Keyrunes
    1-2 Cluestones

    Playing additional guildgates if I get them and additional mana artifacts if my curve has a lot of 6+ drops.
    Posted in: Limited Archives
  • posted a message on Cluestones at Prerelease
    10 of the commons in the small set will be dedicated to these artifacts, we are going to see a lot of them this weekend.
    I'll be playing 2HG and I'll likely include them so I can ramp to 6 and 7. I don't think I'd use them in a duel.

    I also do not like playing three color so this format will be interesting as I try to force two color as often as I can.
    Posted in: Limited Archives
  • posted a message on YMTC Black Enchantments
    @Induce apathy
    The thoughts were top down. The art I imagine is a dude looking from a street window down at someone being mauled, you can see others in other windows also behaving casually. But I agree, mechanically, not black.

    Thanks for the feedback!
    Posted in: Custom Card Creation
  • posted a message on YMTC Black Enchantments
    Good feedback! I like that clause, added. Also, I added another card that probably doesn't work with the rules and is a bit bad.
    Posted in: Custom Card Creation
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