Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Out of those I only ones I'm excited to play the rampager, and the experiment. I'll probably end up playing the boros charm and the shark will get tested alongside Simic keyrune (the only one out of 9 that I care for even though rakdos is a monster that is in the wrong colors to get played.)
Dimir charm's ponder mode might actually make it for people with bigger sections, but I'm running 6 in each counting mana fixing and it's hard to justify going to a 4:2 ratio in dimir. especially when a beast like moroii is waiting to win games on my maybe pile.
I think Zameck guildmage continues the proud tradition of UG cards not being good.
I'm worried that cloudfin raptor requires excellent curving too often. Seeing land land land raptor, 3 drop, 4 drop, noncreature spell as an opener is sad.
Edit - Do you think we should open SCDs? Sounds better to me.
I figured since we won't have as much traffic as the main cube new card discussion thread that we could get by with just a single thread for now and then do SCDs for the few cards that warrant extra discussion. I'm not opposed to just doing SCD threads instead if you prefer.
Here are the cards I'm most interested in so far:
Experiment One
Cloudfin Raptor
Boros Charm
Ghor-Clan Rampager
Thrull Parasite
And don't forget the three remaining enemy colored guildgates: Boros, Orzhov, and Simic (I've been proxying them, so it'll be good to have the real thing!)
-----
re: Pit Fight. I like that it's is an instant. I might stick it in my 1-hybrid mana section just to test it out, but I'm not expecting much.
As far as i can tell sexperiment one might be the best card in a vacuum.
What I really want to see is a case for Dimir charm vs Moroii vs Recoil. That ponder mode keeps bringing me back whenever I dismiss it.
But then I reconsider. if you look at 2 parts, It's a bad kill spell with supercycling. If it was a good kill spell, it'd be fine and wouldn't need the filter mode unless you need a sweeper or counterspell or something specific. But it also has a niche third mode which, while i think sucks, does give it something.
I have difficulty predicting how good Extort will be.
Pit Fight: Seems pretty meh to me. It certainly isn't worth a gold slot, and I don't have a hybrid section. Conditional removal is not something we need more of, methinks. I was never particularly impressed by Prey Upon to begin with (I mean, it's fine, but not incredible).
interested in seeing how they play before judging:
syndic of tithes (as a white card)
thrull parasite
hellraiser goblin
elusive krasis
shambleshark
skarrg guildmage
urban evolution
dimir keyrune
Edit - Do you think we should open SCDs? Sounds better to me.
I would prefer if you didn't. For spoiler purposes mostly - best to keep everything in one thread - but also so that spoiler SCDs don't flood the frontpage of the subforum.
I don't even run Prey Upon. Typically, green decks just splash for removal, so I don't see the need for bad conditional removal. I certainly won't be running a more expensive prey upon, even if it is slightly easier to cast and instant speed.
As far as i can tell sexperiment one might be the best card in a vacuum.
What I really want to see is a case for Dimir charm vs Moroii vs Recoil. That ponder mode keeps bringing me back whenever I dismiss it.
But then I reconsider. if you look at 2 parts, It's a bad kill spell with supercycling. If it was a good kill spell, it'd be fine and wouldn't need the filter mode unless you need a sweeper or counterspell or something specific. But it also has a niche third mode which, while i think sucks, does give it something.
It's not supercycling, it's more like an index 'cause you have to put the card back on top of your deck, not into your hand.
Cards that are almost certainly going in: Shambleshark - Flash is awesome, and this card as big as Gore-House Chainwalker pretty consistently. He can surprise block, or beat hard. Wesley Burt art. Elusive Krasis - I love this card already. It's one of the best horned turtles we've seen in a while, and zero power means it almost always grows. He can block all day, which means he is basically a removal spell for the early game. Unlike some of our other fantastic walls like convertible turtle, he actually gets better in a board stall. In fact, board stall is where he wants to be the most. Besides that, 0/4 blocks most 3 drops and 1/5 blocks many many 4 drops. Green has almost infinite 3/Xs as well, which means 3/6 is going to happen relatively quickly in any game where you don't die fast (all my games). I think it's important to recognize that this card isn't really a beater. He's more like a Creeping Tar Pit in the sense that he provides inevitability to control decks, without exposing them for a turn in order to cast it.
Turn 3 this, turn 5 Bestial Menace. Ding! All in all, very good utility card, flexible, and costed right on curve. Wesley Burt art. Drakewing Krasis - 3/1 flier for 3 is pretty much an auto include without drawbacks. Being multicolored is the only drawback. Ghor-Clan Rampager - 4/4 Trample for 4 is already really good, but the Bloodrush pushes him over the top. Compare to Colossal Might. I like the choices this card forces, makes it harder to play. Dimir Charm - Good early game. Less good late game. Stops 2 drops and Overrun. Only goes in very controlling decks, but it does a wonderful job there of keeping them alive. I like it because when you are playing the all removal deck, it never really matters how good the removal is since you have a ton of it. The problem with a lot of the better removal spells though is that they become near dead once you stabilize. Not only that, but sorceries are one of the scariest things once you have stabilized because they are so much harder to stop than creatures. This card helps you survive early game and keeps you from dying to the scarier sorceries later on. It's also amazing in the control mirror. I like it a lot. In regards to your question Leelue, I would never play this over Moroii or Recoil. I am going to play it alongside them. Sunhome Guildmage - Selesnya Guildmage is pretty good, and Boros needs more bears. This card is almost an auto include right now. Boros Charm - This card is awesome! Don't read this card as 4 damage. Read this card as 4 damage minimum. It can save multiple creatures, or double strike for a lot potentially. It makes alpha striking every turn beautiful and easy. Experiment One - Yeah. This is a 2/2 on turn 2, and a 3/3 on turn three. It has a protection upside on top of that. This is gross and awesome. Human ooze yo.
Playable cards that will not likely go in: Zameck Guildmage - I don't like this card, and U/G is a super deep guild. It is bear + upside, which is usually a good place to be. Pit Fight - I really like Prey Upon and I play that. Being both instant and hybrid are huge points in this card's favor, but being 2 mana really stings. Being only one mana really helped Prey Upon because it meant you could do multiple things in one turn, like pump and Prey Upon. That's a lot harder to do with this card, but being instant does offer a degree of protection that Prey Upon never had. Zhur-Taa Swine - This card has decent stats, and his Bloodrush hits very hard. I think it's completely playable, and I'm really considering adding it. Skarrg Guildmage - I don't think this card is as underwhelming as you guys are reading it. It should easily do the work of two bears when it comes to dishing out damage. That being said, I'm more excited about Zhur-Taa Swine right now. Ground Assault - Comparison to Flame Slash is fair. Being "worse" than Flame Slash isn't bad though. Flame Slash is the best single target burn spell we have after Lightning bolt. Another thing to keep in mind is that this card is on top of the curve as far as killing stuff pretty consistently when on the play. It's more hit and miss on the draw. I think it's more than good enough by the time you need it, and I think the potential to get stuff with 5 or maybe 6 toughness is really relevant. Syndic of Tithes - I'm reading extort like "when ~ dies gain 3, opponent loses 3" in my head sort of. I don't think it is too much to ask to extort 3 times when on a one drop or two drop and that makes him comparable to Lone Missionary.
Thrull Parasite - Worse body than Syndic, but better color. Does anyone know if his tap ability is relevant.
I played Pongify for a while and I hated it. Beast Within feels good, but pongifying something usually leaves me feeling sick (unless I'm U/G). I'm really on the fence about Cloudfin Raptor. I think Wingcrafter is better. Cloudfin Raptor doesn't look like a beater to me. It's a beater if it only takes one evolve to make it hurt. This takes two. Then again, I play Jace's Phantasm with no mill support.
I love charms, but Dimir Charm might just be a bit too restrictive in every one of its modes to be worth it, especially in competition with other UB cards available.
yes. i am yet to find out how good it actually is, but adding a second copy will help me know this quicker.
i'm also not sure about dimir charm but destroying utility dudes with other upsides provides enough flexibility to at least deserve a test.
Just as a warning, Pongify (and, by extension, the new Rapid Hybridization) tested extremely poorly when I tried it. 3/3 is almost as big as it gets in a normal Peasant cube, and there aren't very many things that you'd want to remove early in the game that justify giving your opponent a 3/3, and later in the game you could actually afford to run real removal. It's probably just better to run a different card higher-up on the curve that actually functions as removal, like Narcolepsy or Paralyzing Grasp.
If Dimir Charm actually cantripped with its last mode, I would probably play it, but as is I don't see it being good enough: that third option is laughably bad, and even in a Peasant cube killing creatures with power 2 or less is pretty limited. It's funny to me that (color comparisons aside) it's worse than Izzet Charm in each mode.
I'm not much of a fan of Thrull Parasite. In general, what are opinions to how powerful extort is anyway?
Also, sharing a cool feature of MTGS: The [scard][/scard] tag works like the [card][/card] tag, but instead links to that card's entire in the GTC spoiler. For an example, Boros Charm.
i don't think we'll know how good extort is until we play with it, it seems like one of those kinds of mechanics. thrull parasite might be good simply as a 1-drop blood artist of sorts, with some random value every now and then involving counter shenanigans. it's an interesting card, and i like it, but it does hinge on how good extort is.
also surely boggart ram-gang is better than ghor-clan rampager, surely. haste and wither is very good.
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Oh, for the record, I wouldn't consider the swine. The better mode is the 3 mana pump spell and outside of viashino slaughtermaster that sounds no good.
Anyway, the new Prey upon. Do you think it has potential as a green card?.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Experiment One
Boros Charm
Dimir Charm
Ghor-Clan Rampager
Shambleshark
Skarrg Guildmage
Dimir Keyrune
Simic Keyrune
I don't like the Prey Upon.
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Dimir charm's ponder mode might actually make it for people with bigger sections, but I'm running 6 in each counting mana fixing and it's hard to justify going to a 4:2 ratio in dimir. especially when a beast like moroii is waiting to win games on my maybe pile.
I think Zameck guildmage continues the proud tradition of UG cards not being good.
I'm worried that cloudfin raptor requires excellent curving too often. Seeing land land land raptor, 3 drop, 4 drop, noncreature spell as an opener is sad.
Edit - Do you think we should open SCDs? Sounds better to me.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Here are the cards I'm most interested in so far:
Experiment One
Cloudfin Raptor
Boros Charm
Ghor-Clan Rampager
Thrull Parasite
And don't forget the three remaining enemy colored guildgates: Boros, Orzhov, and Simic (I've been proxying them, so it'll be good to have the real thing!)
-----
re: Pit Fight. I like that it's is an instant. I might stick it in my 1-hybrid mana section just to test it out, but I'm not expecting much.
What I really want to see is a case for Dimir charm vs Moroii vs Recoil. That ponder mode keeps bringing me back whenever I dismiss it.
But then I reconsider. if you look at 2 parts, It's a bad kill spell with supercycling. If it was a good kill spell, it'd be fine and wouldn't need the filter mode unless you need a sweeper or counterspell or something specific. But it also has a niche third mode which, while i think sucks, does give it something.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
These are the cards I'm pretty sure are going to be excellent:
Experiment One
Boros Charm
Ghor-Clan Rampager
Sunhome Guildmage
These are the cards I'd be interested in trying:
Syndic of Tithes
Thrull Parasite
Dimir Charm
Elusive Krasis
Skarrg Guildmage
I have difficulty predicting how good Extort will be.
Pit Fight: Seems pretty meh to me. It certainly isn't worth a gold slot, and I don't have a hybrid section. Conditional removal is not something we need more of, methinks. I was never particularly impressed by Prey Upon to begin with (I mean, it's fine, but not incredible).
My Type 4 stack (Cube Tutor link)
cloudfin raptor
rapid hybridization
experiment one
boros charm
dimir charm
ghor-clan rampager
sunhome guildmage
guildgates
interested in seeing how they play before judging:
syndic of tithes (as a white card)
thrull parasite
hellraiser goblin
elusive krasis
shambleshark
skarrg guildmage
urban evolution
dimir keyrune
Are you playing Pongify?
My Type 4 stack (Cube Tutor link)
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I would prefer if you didn't. For spoiler purposes mostly - best to keep everything in one thread - but also so that spoiler SCDs don't flood the frontpage of the subforum.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
The Keyrunes continue to just be underwhelming.
I don't even run Prey Upon. Typically, green decks just splash for removal, so I don't see the need for bad conditional removal. I certainly won't be running a more expensive prey upon, even if it is slightly easier to cast and instant speed.
It's not supercycling, it's more like an index 'cause you have to put the card back on top of your deck, not into your hand.
Cubetutor link - 380 Peasant Cube
Shambleshark - Flash is awesome, and this card as big as Gore-House Chainwalker pretty consistently. He can surprise block, or beat hard. Wesley Burt art.
Elusive Krasis - I love this card already. It's one of the best horned turtles we've seen in a while, and zero power means it almost always grows. He can block all day, which means he is basically a removal spell for the early game. Unlike some of our other fantastic walls like convertible turtle, he actually gets better in a board stall. In fact, board stall is where he wants to be the most. Besides that, 0/4 blocks most 3 drops and 1/5 blocks many many 4 drops. Green has almost infinite 3/Xs as well, which means 3/6 is going to happen relatively quickly in any game where you don't die fast (all my games). I think it's important to recognize that this card isn't really a beater. He's more like a Creeping Tar Pit in the sense that he provides inevitability to control decks, without exposing them for a turn in order to cast it.
Turn 3 this, turn 5 Bestial Menace. Ding! All in all, very good utility card, flexible, and costed right on curve. Wesley Burt art.
Drakewing Krasis - 3/1 flier for 3 is pretty much an auto include without drawbacks. Being multicolored is the only drawback.
Ghor-Clan Rampager - 4/4 Trample for 4 is already really good, but the Bloodrush pushes him over the top. Compare to Colossal Might. I like the choices this card forces, makes it harder to play.
Dimir Charm - Good early game. Less good late game. Stops 2 drops and Overrun. Only goes in very controlling decks, but it does a wonderful job there of keeping them alive. I like it because when you are playing the all removal deck, it never really matters how good the removal is since you have a ton of it. The problem with a lot of the better removal spells though is that they become near dead once you stabilize. Not only that, but sorceries are one of the scariest things once you have stabilized because they are so much harder to stop than creatures. This card helps you survive early game and keeps you from dying to the scarier sorceries later on. It's also amazing in the control mirror. I like it a lot. In regards to your question Leelue, I would never play this over Moroii or Recoil. I am going to play it alongside them.
Sunhome Guildmage - Selesnya Guildmage is pretty good, and Boros needs more bears. This card is almost an auto include right now.
Boros Charm - This card is awesome! Don't read this card as 4 damage. Read this card as 4 damage minimum. It can save multiple creatures, or double strike for a lot potentially. It makes alpha striking every turn beautiful and easy.
Experiment One - Yeah. This is a 2/2 on turn 2, and a 3/3 on turn three. It has a protection upside on top of that. This is gross and awesome. Human ooze yo.
Playable cards that will not likely go in:
Zameck Guildmage - I don't like this card, and U/G is a super deep guild. It is bear + upside, which is usually a good place to be.
Pit Fight - I really like Prey Upon and I play that. Being both instant and hybrid are huge points in this card's favor, but being 2 mana really stings. Being only one mana really helped Prey Upon because it meant you could do multiple things in one turn, like pump and Prey Upon. That's a lot harder to do with this card, but being instant does offer a degree of protection that Prey Upon never had.
Zhur-Taa Swine - This card has decent stats, and his Bloodrush hits very hard. I think it's completely playable, and I'm really considering adding it.
Skarrg Guildmage - I don't think this card is as underwhelming as you guys are reading it. It should easily do the work of two bears when it comes to dishing out damage. That being said, I'm more excited about Zhur-Taa Swine right now.
Ground Assault - Comparison to Flame Slash is fair. Being "worse" than Flame Slash isn't bad though. Flame Slash is the best single target burn spell we have after Lightning bolt. Another thing to keep in mind is that this card is on top of the curve as far as killing stuff pretty consistently when on the play. It's more hit and miss on the draw. I think it's more than good enough by the time you need it, and I think the potential to get stuff with 5 or maybe 6 toughness is really relevant.
Syndic of Tithes - I'm reading extort like "when ~ dies gain 3, opponent loses 3" in my head sort of. I don't think it is too much to ask to extort 3 times when on a one drop or two drop and that makes him comparable to Lone Missionary.
Thrull Parasite - Worse body than Syndic, but better color. Does anyone know if his tap ability is relevant.
I played Pongify for a while and I hated it. Beast Within feels good, but pongifying something usually leaves me feeling sick (unless I'm U/G). I'm really on the fence about Cloudfin Raptor. I think Wingcrafter is better. Cloudfin Raptor doesn't look like a beater to me. It's a beater if it only takes one evolve to make it hurt. This takes two. Then again, I play Jace's Phantasm with no mill support.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
yes. i am yet to find out how good it actually is, but adding a second copy will help me know this quicker.
i'm also not sure about dimir charm but destroying utility dudes with other upsides provides enough flexibility to at least deserve a test.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Just as a warning, Pongify (and, by extension, the new Rapid Hybridization) tested extremely poorly when I tried it. 3/3 is almost as big as it gets in a normal Peasant cube, and there aren't very many things that you'd want to remove early in the game that justify giving your opponent a 3/3, and later in the game you could actually afford to run real removal. It's probably just better to run a different card higher-up on the curve that actually functions as removal, like Narcolepsy or Paralyzing Grasp.
If Dimir Charm actually cantripped with its last mode, I would probably play it, but as is I don't see it being good enough: that third option is laughably bad, and even in a Peasant cube killing creatures with power 2 or less is pretty limited. It's funny to me that (color comparisons aside) it's worse than Izzet Charm in each mode.
Also, sharing a cool feature of MTGS: The [scard][/scard] tag works like the [card][/card] tag, but instead links to that card's entire in the GTC spoiler. For an example, Boros Charm.
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I'm pretty sure that Rampager will replace Boggart Ram-Gang but I'll hold off until the set is fully spoiled.
Boros Guildmage and Charm will both be tested but I know at least one of them will replace Hearthfire Hobgoblin.
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
also surely boggart ram-gang is better than ghor-clan rampager, surely. haste and wither is very good.
Thrull Parasite is definitely a wager, but I want to see if it's good. Thoughtpicker Witch works as well, so I might as well try it.
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
I've said many times I don't like cloudfin raptor.
That new tag is super useful.
Wither is 97% of the time unimportant to ram gang.
If you had to cut 1, what do you pick
Ram gang or kird ape?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I love 2-power 1-drops, and Boggart Ram-Gang has been consistently worse than Flinthoof Boar for me (though still pretty good), so I'm probably going to cut the Ram-Gang for Ghor-Clan Rampager.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article