When you have 17 lads in your 40 cards deck, this would be about about 5 lands until turn 5, so you can get quite a few attacks out of the Lynx.
Also how important is a 2/2 after turn 5, when there are a lot scarier creatures around.
I think as a one drop it's fine and can probably be effective turns two - four, maybe five. My issue is that it almost reminds me of phasing on a creature: make your land drop or it just sits there, effectively invisible. It can't trade up with an X/2 on the defense and, as you point out, it's quickly outclassed on the ground (by things like, say, Blade of the Sixth Pride). It might play a speed bump but, so far, other landfall critters have some ability that makes them worth a little (Windrider Eel) or have stats that can be meaningful (Plated Geopede). I just can't get behind a really conditional one-drop.
More New Commons Revealed
Spell Pierce U
Instant
Counter target noncreature spell unless its controller pays 2.
It's a lovechild between Force Spike and Negate. If this was "creature" instead of "noncreature" I'd be thrilled. As it is if I want a counter for noncreature spells I'll just find room for Negate.
Ior Ruin Expedition 1U
Enchantment
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from Ior ~ and sacrifice it: Draw two cards.
Courier's Capsule, while requiring more mana, gives you cards as soon as you want. I like card drawing to be fast - this quest is painfully slow and, unlike the ramp effect I love in Khalni Heart Expedition, outclassed by even Divination. Will this be good in ZEN Limited? Perhaps, but I just can't get behind it here.
Journey to Nowhere 1W
Enchantment
When ~ enters the battlefield, exile target creature.
When ~ leaves the battlefield, return the exiled creature to the battlefield under its owner's control.
I feel that 99% of the time this will read:
Journey to Nowhere [mana]1W[/mana]
Sorcery
Exile target creature.
Make no mistake: this card is the awesomesauce! Cheap, efficient, unconditional white removal? I think this replaces Judge Unworthy - is this the right call?
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Curse the Masters Edition series and it's changed rarities. The day I can build a cube in Magic Online is the day I fully invest significant money into it.
That said, Illusionary Servant has gotten the job done it's just that, from time to time, it "gives up the ghost" so to say.
DO you think it is better than Wormfang Drake, or should it be in addition to?
I feel the same about the 3 cards. Journey to Nowhere will definitely have a place in my list, since it looks like the best sorcery speed spot removal available.
Judge Unworthy : we had often one of these situations with this card
-you sometimes want to scry and there is no attacker
-you play it and have to keep a card on top you don't want to
-you can't kill their creature at all
this came up in my cube, too. Journey to Nowhere will definitely replace Judge Unworthy in mine.
Curse the Masters Edition series and it's changed rarities. The day I can build a cube in Magic Online is the day I fully invest significant money into it.
That said, Illusionary Servant has gotten the job done it's just that, from time to time, it "gives up the ghost" so to say.
DO you think it is better than Wormfang Drake, or should it be in addition to?
I'll be completely honest here: I'm too scared to run Wormfang Drake since it's too easy to get 2-for-1'd off of it.
Me: Wormfang
Opp: Resolves. Trigger target?
Me: Looter
Opp: Response to trigger?
Me: Huh? Uh, no...
Opp: I respond with Doom Blade on Wormfang.
Me: *Sigh*
I just can't buy into it. While Illusionary Servant is certainly fragile at least it won't be that bad. The double blue ensures that if a heavy blue player needs it that it will likely table for them. I like that.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
I'm going to switch from talking about every common as they are flooding in at a rapid pace with dozens more to follow. Instead, when you see new commons posted here they are commons that I'm looking hard at to determine where they might fit.
White:
Kor Skyfisher 1W
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2/3
This guy is no joke. A 2/3 flying on T2 with a nominal drawback for a good aggro deck or a 2/3 flyer on T3 with virtually no drawback at all sounds awesome. Throw in the ability to abuse morph/ETB effects and you've got a real winner. While I like exalted (it makes a weeniw worht something late in the game) this might replace Aven Squire, Defiant Falcon, or Order of Leitbur.
Blue:
Into the Roil 1U
Instant
Kicker 1U
Return target nonland permanent to its owner's hand. If ~ was kicked, draw a card.
Bounce or Cantrip Bounce - nice. While I love the mana denial tempo capability of Boomerang this is a little more attractive to anyone splashing blue. Alternatively, I set Repeal to cost, on average, 3U making Into the Roil a natural replacement, though squeezing an extra cantrip effect into blue would be nice.
Black:
Disfigure B
Instant
Target creature gets -2/-2 until end of turn.
Just awesome. It's not a "black Shock" - it's far better. Being able to block or attack into a bigger dude and trade only Disfigure, instead of Disfigure and your creature, is just awesome. I'm really exciting to find a place for this... but it's not clear where just yet. Executioner's Capsule seems like the best spot - especially in light of the additional black one-drop 2/2 that will be added too.
Red:
Burst Lightning R
Instant
Kicker 4
Burst Lightning deals 2 damage to target creature or player. If Burst Lightning was kicked, it deals 4 damage to that creature or player instead.
This is a tough cookie to crack. It's obviously better than Shock, something that I don't run[/card], but what is it better than that I do run? Flame Jet seems the weakest but I really like the 3 damage for 2 mana ratio. The question is "Is the flexibility worth the obvious disadvantage?" - Lightning Blast is more efficient than this kicked - and I don't run that either.
Zektar Shrine Expedition 1R
Enchantment
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from ~ and sacrifice it: Put a 7/1 red Elemental creature token with haste and trample onto the battlefield. Sacrifice it at the beginning of the end step.
This is interesting since it gives red a nice burst later in the game. While the hand is winding down and you need a punishing attacker to create an opening, this guy can pop in. Where does he go? I have no clue.
Green:
Mold Shambler 3G
Creature - Fungus Beast
Kicker 1G
When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent.
3/3
I would really like to put Indrik Stomphowler into my cube. This guy, however, is a mini-Woodfall Primus! While 3/3 for four isn't too hot, getting extra destruction on a stick is just awesome. I think this will replace Elephant Ambush - if you really need a 3/3 for four this guy can do it, and the flashback on Ambush is relatively irrelevant.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Flame Jet -> Burst Lightning
Empty the Warrens -> Expedition (this is arguable, I like the Seal of Ball Lightning better, but feel free to argue)
There are also enough redundancies in Red you can cut a weaker variant of Lightning Bolt
While I agree Mold SHambler should go in, I think Ambush is the wrong call. Just because they are similar in the 4cc 3/3 doesn't mean they have the same role. A flash 3/3 which (with all the Landfall stuff) has a late game option. I know it isn't "aggro" enough for r/g but in either 5c or g/w getting to late game and overloading the board is a real probability w/ this card
I also think Order-> Skyfisher is a positive move since ww early is hard
Ambush is one of the better green cards in common cube. A flash 3/3 is just so useful and he eats attackers all the time. Flashback is just icing on the cake.
Mold Shambler is a neat card to add, but I guarantee you have much worse cards to take out.
Flame Jet -> Burst Lightning
Empty the Warrens -> Expedition (this is arguable, I like the Seal of Ball Lightning better, but feel free to argue)
There are also enough redundancies in Red you can cut a weaker variant of Lightning Bolt
While I agree Mold SHambler should go in, I think Ambush is the wrong call. Just because they are similar in the 4cc 3/3 doesn't mean they have the same role. A flash 3/3 which (with all the Landfall stuff) has a late game option. I know it isn't "aggro" enough for r/g but in either 5c or g/w getting to late game and overloading the board is a real probability w/ this card
I also think Order-> Skyfisher is a positive move since ww early is hard
Ambush is one of the better green cards in common cube. A flash 3/3 is just so useful and he eats attackers all the time. Flashback is just icing on the cake.
Mold Shambler is a neat card to add, but I guarantee you have much worse cards to take out.
Hmmm. I can see why I should hold onto Elephant Ambush and I'm not sure where else to turn. Giant Warthog and Wirewood Guardian are the two big expensive creatures I run. Warthog is a powerful finisher since it either cuts through any speed bumps or takes out a large chunk of blockers and proves problematic for opponents. The Guardian is part of a mana cycle and it, perhaps, the weakest cycle I have in the cube. I think that the basic landcycling cycle from Conflux and the landcycling cycle from Scourge should come out. If so, I can easily make a ton of "additions" from Zendikar without losing some of the awesomeness I have already. That said, Gleam of Resistance has seriously screwed up some attack phases - I would miss this most.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
just mentioning this out of personal opinion.. you don't need to add or remove cycles... not all cards in the cycle are created fair.. see the u/w land cycler from Reborn
Green finds lands. Gleam does both things well. You can have one color have as much or as little as you deem... this is your set. Wizards wasn't fair and even in Time Spiral, so why should you be?
The only reason I talk about full cycles here is that these cycles are manafixing cycles. While green certainly has access to mana fixing via it's ramp spells, ramping is a green theme and something that isn't shared with other colors - the manafixing portion is incidental. I want to avoid restricting mana tools (i.e. landcycling cycles) that are hard to come by in other colors. Additionally, because this is a pauper cube there aren't dual lands other than the RAV bounce lands. Having strong manafixing available to every color seems to make sense. However, I have seen the landcycle use maybe 25% of the times the card is played because, often enough it seems, the creature/spell is drawn late in the game and is instead played as that creature/spell, not mana fixing.
Otherwise I don't look at cycles as much as mirror pairs - if one half of the mirror is efficient then, often, the other half is as well.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Expedition Map 1
Artifact 2, :symtap:, Sacrifice ~: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
While it might be tempting to replace either Wayfarer's Bauble or Armillary Sphere, this Map is really a unqiue effect. Bauble ramps and Sphere fixes while deck thinning - the Map grabs a specific land you need. Both Desert and Arena have performed extremely well and I'm almost tempted to simply up my artifact count by one to tack on the Map. I think the Map is at worst a 3 1/2 Sphere which seems okay for colorless; at best it fetches the weenie decks nightmare (Desert) or a great source of repeatable removal for green ramp decks (Arena).
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Kicker :2mana::symg:
Reach
When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying.
1/3
I used to have Gloomwidow's Feast, wasn't thrilled, thought about the Flash Spider.. but this is the answer.. kicker and flashback are so good on commons in limited
While it costs Rib Cage Spider but has Canopy's stats, it's the Wing Snare stapled onto it that seems pretty awesome. There are quite a few evasive flyers, some of which are problematic to try and block. This guy can shore up both a flying defense early (it laughs are Stormfront Pegasus) and late (it cackles when it comes in nuking Errant Ephemeron). This will probably replace another expensive fatty.
EDIT: I must have been making this post while you posted knuckles29. This is certainly a nice little boost - it's be better if it was a split card (Seriously, why can't green have a common "Destroy target creature with flying." spell? The whole destroy "noncreature permanant" is supremely awesome but flying kill is the cat's meow in most limited.).
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
you auto-card'd.. that takes longer... either way we both have the same thought... "It's going in.. make it fit!"
Card tags are invaluable to ensuring that we know what cards are being talked out - it really doesn't take that much longer. Also, I post slow because I usually either think about it and rewrite some things or I have a lot to say.
And while there is a lot to be said about just grabbing it and pounding it in there I find it's much more important to take a look and elegantly slip it in where it works best. I would have a 500+ card cube if I just kept beating things into it.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
While a lot of people seem to be complaining about this guy not being exciting enough for them in the rumor mill (these same people have probably never heard of draft or sealed), all I could think was this would be an excellent 5 drop in blue in commons cube.
However, it is almost better as there is no need for black (meaning anyone playing blue can play it)
There is also something to be said for the Whip-Spine Drake and other generic 5cc blue fliers. In that specific slot I have illusionary wall
But I would see how it plays in ZEN pre-release and I'll throw my $0.02 once I have a more informed opinion. I just feel at 5cc, it might not be enough. As some have said, flying Siege Mastodon is "meh"
Blue could use some flying strength. While this guy (a 2/5 flying for 4U) won't win any "ZOMG! It's above teh power curvez!" awards, it is pretty stiff resistance to virtually everything in my cube with evasion to boot. If this were a 3/4 there would be no question... but at 2/5 it might not be enough to make it.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
i've spent some time thinking about this and i wanted to get your opinion.
Mold Shambler's main advantage over Nantuko Vigilante and Wickerbough Elder is the ability to hit lands, since there are no planeswalkers here
Nantuko and Wickerbough can be played at 5 mana, Shambler is a 6
Nantuko has 3 modes (morph, 3/2, and all in), the Elder is a 4cc 3/3, and a 5 mana 4/4..
Is either A) Mold Shambler worth a slot as a 3rd disenchant on a stick; or B) replaceable of Vigilante?
I believe Mold Shambler is worth a slot as a third Naturalize on a stick. I like creatures with spell-like effects and getting rid of that annoying equipment or enchantment can make a big difference in the game. Being able to hit a land is a great bonus and can be relevant against bounce lands and Desert. Seems like a win-win for inclusion.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Zendikar has hit players like no other set yet. I saw a Time Walk (see www.twitter.com/the_stybs for the pic), multiple foil fetch lands, and completely obscene sealed pools all cracked at my Prerelease. The only thing that can get better at this point is my case that I can't wait to crack my cube and the changes ZEN is bringing. Here's what my first round of changes is looking like; any feedback would be greatly appreciated!
WHITE:
[IN]Journey to Nowhere ==> [OUT]Judge Unworthy
This seems like the right change. Trading sorcery speed guarantee for conditional instant is fine.
Kor Hookmaster ==> Noble Templar
I like the tempo and aggro potential of this guy. I did some pretty sick things with him yesterday and I think he'll feel right at home messing up blocking math here. Unrelated, I'm going to be taking out part of the landcycling cycle in every color - the fixing will be fine without it.
Kor Skyfisher ==> Order of Leitbur
Order is overshadowed by better aggro dudes already and is very white-intense; this Skyfisher is splashable, opens up potential abuse, and can gum up the board as early as turn two.
Sky Ruin Drake ==> Traumatic Visions
I'm not overly excited about the Drake, but the 2/5 flying dude can both hold the ground and swing if needed. If he doesn't work out there's always other options.
Disfigure ==> Executioner's Capsule
I like my removal to be a surprise. While Disfigure isn't removal of the "Destroy target" type, it's going to kill whatever it hits 99% of the time. It seems great as a replacement to a sorcery speed Doom Blade for 1BB.
Heartstabber Mosquito ==> Absorb Vis
A common ETB 187 effect. Sure, it costs a boatload but I think this will see more play (kicked) than Vis ever was even as fixing.
Vampire Lacerator ==> Prickly Boggart Carnophage gets a bleeding buddy. I'm not sure if Boggart is the optimal choice, though I suspect a 2/2 beats a 1/1 with fear at the B cost.
RED:
Burst Lightning ==> Flame Jet
I like Flame Jet but this new Shock variant is the first variation that is actually useful. Scaling up to four damage basically gives me a second "Destroy target creature." for 4R.
Zetkar Shrine Expedition ==> Lash Out
This is an uncomfortable change for me. While landfall is fine in Limited it lacks when top decked late in the game. This quest will almost always be awful late in the game. However, dropping it by turn 5 will virtually guarantee that it goes off and it will serve the same purpose as Lash Out did: hit a dude and (hopefully) player as well. The 7/1 trampler that pops off of this will eat any other dude in the cube, including the beastly Wirewood Guardianand still hit the player. I can't see pulling any of the unconditional burn but help me out if you see something that would let me keep Lash Out.
GREEN:
Khalni Heart Expedition ==> Land Aid '04
It's not that I don't want Land Aid in here (on the contrary, it's just awesome), this quest is splashable and ramps for two thins two lands out. It was awesome when this went off even without any landfall effects - a delayed Explosive Vegetation is still great.
Oran-Rief Recluse ==> Giant Warthog
I'm not keen on removing green's beef (with trample flavor too!) but a Wing Snare on a Canopy Spider is great. There are always fliers popping up in here and green should have more answers to deal with it.
Vines of Vastwood ==> Sudden Strength
Vines has been discussed thoroughly but I'll recap here: GG for shroud and +4/+4 is just nuts. Even an improved Avoid Fate is fine but stapling a better Giant Growth onto it is gravy.
ARTIFACT:
Expedition Map ==> ~ADD~
I loved the map all weekend. Fixing and fetching up the land needed was a lifesaver. Anyone who drafts this and Desert will cackle with glee.
So there you have it; please let me know if you think a different change could be made!
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
I like most of your includes but hate most of the cuts. I'd take a second pass to look for weaker cards, ie; cutting Lash Out, those white cards is a mistake.
W: U: Sky Ruin Drake is nothing I would associate with cubeing B: R: the Zetkar Shrine Expedition-Token still dies to a 1/1 first striker without dealing any damage, after you have waited 7 turns to trigger it (if you have topdecked it without lands in your hand). Khalni Heart Expedition: this card isn't worth playing without landfall, because for thinning only you need to draw 23 cards to get back the card you have invested, even if you can trigger the expedition on turn 5.
situation:5 lands and 7 nonlands on t5
without expedition: 12 lands and 16 nonlands left in the deck.
after 23 additional turns: 23*(16/(16+12))=13,1 nonland cards drawn -> 20,1 nonland cards drawn
with expedition. 7 lands and 6 other nonland permanents on t5
after 23 additional turns: 23*(16/(16+10))=14,1 nonland cards drawn -> 20,1 other nonland permanents drawn
and this is alreadythe best case scenario... t: Expedition Map should work out great with the utility lands
I like most of your includes but hate most of the cuts. I'd take a second pass to look for weaker cards, ie; cutting Lash Out, those white cards is a mistake.
Thanks for the input. Here are my revised changes for the cube:
White:
[IN]Journey to Nowhere => [OUT]Brilliant Halo
I'd like to keep as much removal as possible packed in; Judge Unowrthy hasn't been the most exciting yet but I've never seen anyone fistpump when drawing the Halo.
Kor Hookmaster => ~SKIP~
He's a cute trick but nothing else really stands to be dropped.
Kor Sanctifiers => Lumithread Field
Field is my weakest creature and, while useful to resist pingers, deserves to be here the least.
Heartstabber Mosquito => Foul Imp
Both 2/2 flying, one efficient (Imp), one useful late in the game (Mostquito). There is plenty of these things for black to do on turn two than drop Imp.
Torch Slinger => Yavimaya Barbarian
(Tin Street Hooligan moved to R/ color)
By pushing a creature that will almost always be played for RG into the multicolored section I made room for the new Slinger.
Khalni Heart Expedition => ~SKIP~
I'll probably be fine without this guy but I have a feeling I'll be coming back to this at some point.
Mold Shambler => ?????? Oran-Rief Recluse => ??????
I just don't know what to replace with these guys. I love all of the green dudes I have now and there's nothing in the spell section to replace. Help!
Expedition Map => ~ADD~
Colorless Sylvan Scrying is still awesome. (Protip: Add this to your EDH decks of all flavors!) I can't wait to see the sick grabs this will help with.
Any help/suggestions for the Recluse and Shambler would be greatly appreciated!
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
(puts face in hands and weeps)
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I think as a one drop it's fine and can probably be effective turns two - four, maybe five. My issue is that it almost reminds me of phasing on a creature: make your land drop or it just sits there, effectively invisible. It can't trade up with an X/2 on the defense and, as you point out, it's quickly outclassed on the ground (by things like, say, Blade of the Sixth Pride). It might play a speed bump but, so far, other landfall critters have some ability that makes them worth a little (Windrider Eel) or have stats that can be meaningful (Plated Geopede). I just can't get behind a really conditional one-drop.
More New Commons Revealed
Spell Pierce U
Instant
Counter target noncreature spell unless its controller pays 2.
It's a lovechild between Force Spike and Negate. If this was "creature" instead of "noncreature" I'd be thrilled. As it is if I want a counter for noncreature spells I'll just find room for Negate.
Ior Ruin Expedition 1U
Enchantment
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from Ior ~ and sacrifice it: Draw two cards.
Courier's Capsule, while requiring more mana, gives you cards as soon as you want. I like card drawing to be fast - this quest is painfully slow and, unlike the ramp effect I love in Khalni Heart Expedition, outclassed by even Divination. Will this be good in ZEN Limited? Perhaps, but I just can't get behind it here.
Journey to Nowhere 1W
Enchantment
When ~ enters the battlefield, exile target creature.
When ~ leaves the battlefield, return the exiled creature to the battlefield under its owner's control.
I feel that 99% of the time this will read:
Make no mistake: this card is the awesomesauce! Cheap, efficient, unconditional white removal? I think this replaces Judge Unworthy - is this the right call?
DO you think it is better than Wormfang Drake, or should it be in addition to?
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
this came up in my cube, too. Journey to Nowhere will definitely replace Judge Unworthy in mine.
My Type 4 stack (Cube Tutor link)
I'll be completely honest here: I'm too scared to run Wormfang Drake since it's too easy to get 2-for-1'd off of it.
Me: Wormfang
Opp: Resolves. Trigger target?
Me: Looter
Opp: Response to trigger?
Me: Huh? Uh, no...
Opp: I respond with Doom Blade on Wormfang.
Me: *Sigh*
I just can't buy into it. While Illusionary Servant is certainly fragile at least it won't be that bad. The double blue ensures that if a heavy blue player needs it that it will likely table for them. I like that.
White:
Kor Skyfisher 1W
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2/3
This guy is no joke. A 2/3 flying on T2 with a nominal drawback for a good aggro deck or a 2/3 flyer on T3 with virtually no drawback at all sounds awesome. Throw in the ability to abuse morph/ETB effects and you've got a real winner. While I like exalted (it makes a weeniw worht something late in the game) this might replace Aven Squire, Defiant Falcon, or Order of Leitbur.
Blue:
Into the Roil 1U
Instant
Kicker 1U
Return target nonland permanent to its owner's hand. If ~ was kicked, draw a card.
Bounce or Cantrip Bounce - nice. While I love the mana denial tempo capability of Boomerang this is a little more attractive to anyone splashing blue. Alternatively, I set Repeal to cost, on average, 3U making Into the Roil a natural replacement, though squeezing an extra cantrip effect into blue would be nice.
Black:
Disfigure B
Instant
Target creature gets -2/-2 until end of turn.
Just awesome. It's not a "black Shock" - it's far better. Being able to block or attack into a bigger dude and trade only Disfigure, instead of Disfigure and your creature, is just awesome. I'm really exciting to find a place for this... but it's not clear where just yet. Executioner's Capsule seems like the best spot - especially in light of the additional black one-drop 2/2 that will be added too.
Red:
Burst Lightning R
Instant
Kicker 4
Burst Lightning deals 2 damage to target creature or player. If Burst Lightning was kicked, it deals 4 damage to that creature or player instead.
This is a tough cookie to crack. It's obviously better than Shock, something that I don't run[/card], but what is it better than that I do run? Flame Jet seems the weakest but I really like the 3 damage for 2 mana ratio. The question is "Is the flexibility worth the obvious disadvantage?" - Lightning Blast is more efficient than this kicked - and I don't run that either.
Zektar Shrine Expedition 1R
Enchantment
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from ~ and sacrifice it: Put a 7/1 red Elemental creature token with haste and trample onto the battlefield. Sacrifice it at the beginning of the end step.
This is interesting since it gives red a nice burst later in the game. While the hand is winding down and you need a punishing attacker to create an opening, this guy can pop in. Where does he go? I have no clue.
Green:
Mold Shambler 3G
Creature - Fungus Beast
Kicker 1G
When Mold Shambler enters the battlefield, if it was kicked, destroy target noncreature permanent.
3/3
I would really like to put Indrik Stomphowler into my cube. This guy, however, is a mini-Woodfall Primus! While 3/3 for four isn't too hot, getting extra destruction on a stick is just awesome. I think this will replace Elephant Ambush - if you really need a 3/3 for four this guy can do it, and the flashback on Ambush is relatively irrelevant.
Zendikar is just full of greatness. ZEN == WIN
Empty the Warrens -> Expedition (this is arguable, I like the Seal of Ball Lightning better, but feel free to argue)
There are also enough redundancies in Red you can cut a weaker variant of Lightning Bolt
While I agree Mold SHambler should go in, I think Ambush is the wrong call. Just because they are similar in the 4cc 3/3 doesn't mean they have the same role. A flash 3/3 which (with all the Landfall stuff) has a late game option. I know it isn't "aggro" enough for r/g but in either 5c or g/w getting to late game and overloading the board is a real probability w/ this card
I also think Order-> Skyfisher is a positive move since ww early is hard
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Mold Shambler is a neat card to add, but I guarantee you have much worse cards to take out.
http://forums.mtgsalvation.com/showthread.php?t=174913
Hmmm. I can see why I should hold onto Elephant Ambush and I'm not sure where else to turn. Giant Warthog and Wirewood Guardian are the two big expensive creatures I run. Warthog is a powerful finisher since it either cuts through any speed bumps or takes out a large chunk of blockers and proves problematic for opponents. The Guardian is part of a mana cycle and it, perhaps, the weakest cycle I have in the cube. I think that the basic landcycling cycle from Conflux and the landcycling cycle from Scourge should come out. If so, I can easily make a ton of "additions" from Zendikar without losing some of the awesomeness I have already. That said, Gleam of Resistance has seriously screwed up some attack phases - I would miss this most.
Green finds lands. Gleam does both things well. You can have one color have as much or as little as you deem... this is your set. Wizards wasn't fair and even in Time Spiral, so why should you be?
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Otherwise I don't look at cycles as much as mirror pairs - if one half of the mirror is efficient then, often, the other half is as well.
Artifact
2, :symtap:, Sacrifice ~: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
While it might be tempting to replace either Wayfarer's Bauble or Armillary Sphere, this Map is really a unqiue effect. Bauble ramps and Sphere fixes while deck thinning - the Map grabs a specific land you need. Both Desert and Arena have performed extremely well and I'm almost tempted to simply up my artifact count by one to tack on the Map. I think the Map is at worst a 3 1/2 Sphere which seems okay for colorless; at best it fetches the weenie decks nightmare (Desert) or a great source of repeatable removal for green ramp decks (Arena).
Creature - Spider (C)
Kicker :2mana::symg:
Reach
When Oran-Rief Recluse enters the battlefield, if it was kicked, destroy target creature with flying.
1/3
I used to have Gloomwidow's Feast, wasn't thrilled, thought about the Flash Spider.. but this is the answer.. kicker and flashback are so good on commons in limited
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Creature - Spider
Kicker 2G
Reach
When ~ enters the battlefield, if it was kicked, destroy target creature with flying.
It's a Canopy Spider! No, it's a Wing Snare! NO! It's [redacted explicative]!
While it costs Rib Cage Spider but has Canopy's stats, it's the Wing Snare stapled onto it that seems pretty awesome. There are quite a few evasive flyers, some of which are problematic to try and block. This guy can shore up both a flying defense early (it laughs are Stormfront Pegasus) and late (it cackles when it comes in nuking Errant Ephemeron). This will probably replace another expensive fatty.
EDIT: I must have been making this post while you posted knuckles29. This is certainly a nice little boost - it's be better if it was a split card (Seriously, why can't green have a common "Destroy target creature with flying." spell? The whole destroy "noncreature permanant" is supremely awesome but flying kill is the cat's meow in most limited.).
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That's what she said?
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Card tags are invaluable to ensuring that we know what cards are being talked out - it really doesn't take that much longer. Also, I post slow because I usually either think about it and rewrite some things or I have a lot to say.
And while there is a lot to be said about just grabbing it and pounding it in there I find it's much more important to take a look and elegantly slip it in where it works best. I would have a 500+ card cube if I just kept beating things into it.
4U
Creature - Drake (C)
Flying
2/5
While a lot of people seem to be complaining about this guy not being exciting enough for them in the rumor mill (these same people have probably never heard of draft or sealed), all I could think was this would be an excellent 5 drop in blue in commons cube.
http://forums.mtgsalvation.com/showthread.php?t=174913
However, it is almost better as there is no need for black (meaning anyone playing blue can play it)
There is also something to be said for the Whip-Spine Drake and other generic 5cc blue fliers. In that specific slot I have illusionary wall
But I would see how it plays in ZEN pre-release and I'll throw my $0.02 once I have a more informed opinion. I just feel at 5cc, it might not be enough. As some have said, flying Siege Mastodon is "meh"
EDIT: also, tormented angel
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that's what she said?
My Type 4 stack (Cube Tutor link)
Mold Shambler's main advantage over Nantuko Vigilante and Wickerbough Elder is the ability to hit lands, since there are no planeswalkers here
Nantuko and Wickerbough can be played at 5 mana, Shambler is a 6
Nantuko has 3 modes (morph, 3/2, and all in), the Elder is a 4cc 3/3, and a 5 mana 4/4..
Is either A) Mold Shambler worth a slot as a 3rd disenchant on a stick; or B) replaceable of Vigilante?
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I believe Mold Shambler is worth a slot as a third Naturalize on a stick. I like creatures with spell-like effects and getting rid of that annoying equipment or enchantment can make a big difference in the game. Being able to hit a land is a great bonus and can be relevant against bounce lands and Desert. Seems like a win-win for inclusion.
my case that I can't wait to crackmy cube and the changes ZEN is bringing. Here's what my first round of changes is looking like; any feedback would be greatly appreciated!WHITE:
[IN]Journey to Nowhere ==> [OUT]Judge Unworthy
This seems like the right change. Trading sorcery speed guarantee for conditional instant is fine.
Kor Hookmaster ==> Noble Templar
I like the tempo and aggro potential of this guy. I did some pretty sick things with him yesterday and I think he'll feel right at home messing up blocking math here. Unrelated, I'm going to be taking out part of the landcycling cycle in every color - the fixing will be fine without it.
Kor Sanctifiers ==> Kami of Ancient Law
Upgrading the weakest "almost-a-spell-on-a-stick" dude (Note: With Rend Flesh I wanted to keep the non-spirit over the spirit).
Kor Skyfisher ==> Order of Leitbur
Order is overshadowed by better aggro dudes already and is very white-intense; this Skyfisher is splashable, opens up potential abuse, and can gum up the board as early as turn two.
BLUE:
Into the Roil ==> Cloud Elemental
Cantrip bounce is awesome.
Sky Ruin Drake ==> Traumatic Visions
I'm not overly excited about the Drake, but the 2/5 flying dude can both hold the ground and swing if needed. If he doesn't work out there's always other options.
Welkin Tern ==> Gossamer Phantasm
Upgrade in weakness.
BLACK:
Disfigure ==> Executioner's Capsule
I like my removal to be a surprise. While Disfigure isn't removal of the "Destroy target" type, it's going to kill whatever it hits 99% of the time. It seems great as a replacement to a sorcery speed Doom Blade for 1BB.
Heartstabber Mosquito ==> Absorb Vis
A common ETB 187 effect. Sure, it costs a boatload but I think this will see more play (kicked) than Vis ever was even as fixing.
Vampire Lacerator ==> Prickly Boggart
Carnophage gets a bleeding buddy. I'm not sure if Boggart is the optimal choice, though I suspect a 2/2 beats a 1/1 with fear at the B cost.
RED:
Burst Lightning ==> Flame Jet
I like Flame Jet but this new Shock variant is the first variation that is actually useful. Scaling up to four damage basically gives me a second "Destroy target creature." for 4R.
Torch Slinger ==> Fiery Fall
Slinger is so similar to Skirk Marauder it's scary. Damage/Removal tacked onto a body is always awesome.
Zetkar Shrine Expedition ==> Lash Out
This is an uncomfortable change for me. While landfall is fine in Limited it lacks when top decked late in the game. This quest will almost always be awful late in the game. However, dropping it by turn 5 will virtually guarantee that it goes off and it will serve the same purpose as Lash Out did: hit a dude and (hopefully) player as well. The 7/1 trampler that pops off of this will eat any other dude in the cube, including the beastly Wirewood Guardian and still hit the player. I can't see pulling any of the unconditional burn but help me out if you see something that would let me keep Lash Out.
GREEN:
Khalni Heart Expedition ==> Land Aid '04
It's not that I don't want Land Aid in here (on the contrary, it's just awesome), this quest is splashable and
ramps for twothins two lands out. It was awesome when this went off even without any landfall effects - a delayed Explosive Vegetation is still great.Mold Shambler ==> Sylvan Bounty
Mini-Woodfall Primus is just awesome and every time he was played this weekend it was good.
Oran-Rief Recluse ==> Giant Warthog
I'm not keen on removing green's beef (with trample flavor too!) but a Wing Snare on a Canopy Spider is great. There are always fliers popping up in here and green should have more answers to deal with it.
Vines of Vastwood ==> Sudden Strength
Vines has been discussed thoroughly but I'll recap here: GG for shroud and +4/+4 is just nuts. Even an improved Avoid Fate is fine but stapling a better Giant Growth onto it is gravy.
ARTIFACT:
Expedition Map ==> ~ADD~
I loved the map all weekend. Fixing and fetching up the land needed was a lifesaver. Anyone who drafts this and Desert will cackle with glee.
So there you have it; please let me know if you think a different change could be made!
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Alters Blog.
Thanks for the input. Here are my revised changes for the cube:
White:
[IN]Journey to Nowhere => [OUT]Brilliant Halo
I'd like to keep as much removal as possible packed in; Judge Unowrthy hasn't been the most exciting yet but I've never seen anyone fistpump when drawing the Halo.
Kor Hookmaster => ~SKIP~
He's a cute trick but nothing else really stands to be dropped.
Kor Sanctifiers => Lumithread Field
Field is my weakest creature and, while useful to resist pingers, deserves to be here the least.
Kor Skyfisher => Aven Squire
Squire is fine but I think the Skyfisher can do so much more.
Blue:
Into the Roil => Repeal
These basically have the same effect (bounce + draw) but Roil can nail the more expensive targets easier.
Sky Ruin Drake => ~SKIP~
I want more fliers to help out in blue but this probably isn't the card to go to.
Welkin Tern => Cloud Elemental
A fine upgrade.
Black:
Disfigure => Executioner's Capsule
Spending B to just kill a creature outright makes more sense.
Heartstabber Mosquito => Foul Imp
Both 2/2 flying, one efficient (Imp), one useful late in the game (Mostquito). There is plenty of these things for black to do on turn two than drop Imp.
Vampire Lacerator => Severed Legion
Legion seems a little clunky compared to Dread Warlock and the Lacerator just makes me happy.
Red:
Burst Lightning => Flame Jet
Flexible, scaling burn that can hit anything seems great.
Torch Slinger => Yavimaya Barbarian
(Tin Street Hooligan moved to R/ color)
By pushing a creature that will almost always be played for RG into the multicolored section I made room for the new Slinger.
Zektar Shrine Expedition => Suq'Ata Lancer
Lancer feels pretty weak and the Shrine is pretty exciting. What more could I want?
Green:
Khalni Heart Expedition => ~SKIP~
I'll probably be fine without this guy but I have a feeling I'll be coming back to this at some point.
Mold Shambler => ??????
Oran-Rief Recluse => ??????
I just don't know what to replace with these guys. I love all of the green dudes I have now and there's nothing in the spell section to replace. Help!
Vines of Vastwood => Sudden Strength
Counter your removal and hit for +4? Silly black mage, removal is for jerks.
Artifact:
Expedition Map => ~ADD~
Colorless Sylvan Scrying is still awesome. (Protip: Add this to your EDH decks of all flavors!) I can't wait to see the sick grabs this will help with.
Any help/suggestions for the Recluse and Shambler would be greatly appreciated!