Creature, Horror
Defender.
Thing in the Ice enters the battlefield with 4 ice counters on it.
Whenever you cast an instant or sorcery, remove an ice counter from Thing in the Ice. Then, if Thing in the Ice has no Ice Counters, transform it.
0/4
=============================================
Awoken Horror
Creature, Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners hands.
7/8
What do you guys think of this new DFC? Casting four instants/sorceries is something that happens naturally for control/spells matter decks all the time, so the restriction shouldn't be too crazy if you build around it.
My initial reaction is I'm not too crazy about it, but it is kinda cool. I wish the thing it transformed into didn't die to, like, absolutely everything but burn, but maybe it's big enough to make up for it.
Weird card with awesome flavor. Thing in the Ice is exactly the name of a card I want to play in everything forever, but this may not get there.
I first skimmed it as remove a counter on upkeep or whenever you play an instant / sorcery, and even then I wasn't impressed. I think blue 2 CMC is pretty stacked and I'd rather just play another looter effect over this thing. This is way too LOTS of spells matter for me, and unlike prowess, it only counts instants and sorceries.
This card seems fantastic. Brickwalls most early aggression, and gives the "spells-matter" deck another cheap staple. Cards like these just continue to promote packing as many cantrips as possible in cube (and with Prowess looking to be returning in this block according to MaRo, I imagine more cards tailored for that coming down the pipeline).
Seems like the sort of card that will lead to general frustration and underperformance and the rare, amazing game-winning story. This card strikes me a bit like Tarmogoyf: a ton of cheap power in constructed formats where their conditions are easy to meet, but much tougher to get value out of in cube. That said, if someone's pushing the spells matter package I certainly wouldn't fault them for playing this.
From what I understand, Prowess is pretty much ever green at this point.
Prowess is evergreen now, no "pretty much", "kinda", "basically" about it.
There was very little prowess for BFZ because the decision was made when the block was somewhat advanced in design, but we've got two prowess commons in SOI's spoiler already.
I think I like this card. Definitly not a snap include, but might I try it for fun. Seems broken if it could actually connect more than often. A decent control card. Maybe more built for unpowered cube though.
My two reservations about this is how stacked 1U is and historically This kind of card has been bad. I think this is amazing though, a 1U 0/4 is good against aggro and the flip side is good against anything
I don't feel like 2 CMC was stacked historically. All of the counterspells and such don't necessarily compete with creatures but we have gotten jace, harbinger of tithes, stratus dancer, and dimensional infiltrator. But I still like omenspeaker quite a bit as it does a great job of blocking and advances the gameplan a little.
On the other hand I like me some spells matter decks. Kind of in a gross way. I have found that cards like Delver aren't necessarily what you want. Kind Fiend is a great card because it is a combo win, and you also have the immediate value cards like monastery mentor and young pyromancer.
This card fall into the combo category, but I think 4 is just too fair. It blocks, but is missing the one point of power to really trip up aggro. I will try it but I think it needed to have 1 point of power, 3 counters, or remove a counter when it blocks.
I think this card telegraphs too much and is an awful topdeck to boot. I like Omnenspeaker and his friends more than this guy in spells matter type decks.
I think this card telegraphs too much and is an awful topdeck to boot. I like Omnenspeaker and his friends more than this guy in spells matter type decks.
I'm kinda confused by this. Isn't a heavy majority of blue decks going to want enough instants/sorceries to make this card work? I think being in blue in general telegraphs that you have instants and sorceries.
I first skimmed it as remove a counter on upkeep or whenever you play an instant / sorcery, and even then I wasn't impressed.
If you got to remove a counter every upkeep as well I'd play this card. As is it still looks very interesting. I wonder what the minimum number of instants/sorceries are required to make the flip reliable. I'm happy with 7~ for Young PZ so I would think one or two more for this wall? I don't think I'll have the room for it but it looks close (4 is a lot not gonna lie).
Also, it's not just 'spells matter' decks that run a good number of instants and sorceries... Control decks in general pack counterspells, draw/selection and removal spells (the StP and/or the Lightning Bolt types).
I've found cards like this too slow and inconsistent for cube. Making it a 0/4 instead of the typical 0/1 or 0/2 is nice but I think blue has better options. Pass for me
I think this card telegraphs too much and is an awful topdeck to boot. I like Omnenspeaker and his friends more than this guy in spells matter type decks.
I'm kinda confused by this. Isn't a heavy majority of blue decks going to want enough instants/sorceries to make this card work? I think being in blue in general telegraphs that you have instants and sorceries.
The telegraphed information I'm referring to is that you're seeing a potential threat in the future ahead of time, which lets you gauge how to play out the game and how to use your removal.
When it comes to Spells Matters, I much prefer to play spells that matter over spells matters cards because I think they're far more important in terms of deck building / gameplay implications. This card to me is part spells matters, part cheat a fatty into play ala Show and Tell / Reanimator decks. I think it'd be mediocre at best in spells matters and unplayable in the chesty archetypes.
Also, bounce does not do these types of cards any favors. Reflector Mage has renewed my group's love with tempo / bounce strategies, so I don't have any faith in this card in my current meta.
[quote from="Salmo »" url="http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-card-and-archetype/cube-new-card-discussion/676651-cube-soi-thing-in-the-ice?comment=17"]The telegraphed information I'm referring to is that you're seeing a potential threat in the future ahead of time, which lets you gauge how to play out the game and how to use your removal.
I think that if your opponent waste a removal on it, as a simple 2-drop, Thing in the Ice would, in most cases, has done its job. My main concern is more focus on its ability to transform reliably. I'm also concern about the fact that it found a target for your opponent's removals, while normally they suppose to be mostly dead cards against a typical control mage.
IMO, eating removal is its only job besides blocking aggressive creatures.
I don't think this card has a home. Spells Matters cards tend to be very tempo oriented, and this does nothing to apply more pressure on the board. In order for this card to work, it has to be played early, and that won't work in a control deck either because it's probably going to eaten by one of your own sweepers.
The card is sweet and will see probably see play in other formats, but cube decks generally aren't cantrip-dense enough to make cards like this happen. Same problem with Delver; you really need to hit that trigger to get your value, and it's just not going to happen a high percentage of the time.
Creature, Horror
Defender.
Thing in the Ice enters the battlefield with 4 ice counters on it.
Whenever you cast an instant or sorcery, remove an ice counter from Thing in the Ice. Then, if Thing in the Ice has no Ice Counters, transform it.
0/4
=============================================
Awoken Horror
Creature, Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners hands.
7/8
What do you guys think of this new DFC? Casting four instants/sorceries is something that happens naturally for control/spells matter decks all the time, so the restriction shouldn't be too crazy if you build around it.
https://cubecobra.com/cube/list/3pq
Weird card with awesome flavor. Thing in the Ice is exactly the name of a card I want to play in everything forever, but this may not get there.
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Prowess is evergreen now, no "pretty much", "kinda", "basically" about it.
There was very little prowess for BFZ because the decision was made when the block was somewhat advanced in design, but we've got two prowess commons in SOI's spoiler already.
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http://forums.mtgsalvation.com/showthread.php?t=484979
On the other hand I like me some spells matter decks. Kind of in a gross way. I have found that cards like Delver aren't necessarily what you want. Kind Fiend is a great card because it is a combo win, and you also have the immediate value cards like monastery mentor and young pyromancer.
This card fall into the combo category, but I think 4 is just too fair. It blocks, but is missing the one point of power to really trip up aggro. I will try it but I think it needed to have 1 point of power, 3 counters, or remove a counter when it blocks.
My High Octane Unpowered Cube on CubeCobra
http://forums.mtgsalvation.com/showthread.php?t=484979
I'm kinda confused by this. Isn't a heavy majority of blue decks going to want enough instants/sorceries to make this card work? I think being in blue in general telegraphs that you have instants and sorceries.
Also, follow us on twitter! @TurnOneMagic
Also, it's not just 'spells matter' decks that run a good number of instants and sorceries... Control decks in general pack counterspells, draw/selection and removal spells (the StP and/or the Lightning Bolt types).
This card is awesome, art, stats, everything.
The telegraphed information I'm referring to is that you're seeing a potential threat in the future ahead of time, which lets you gauge how to play out the game and how to use your removal.
When it comes to Spells Matters, I much prefer to play spells that matter over spells matters cards because I think they're far more important in terms of deck building / gameplay implications. This card to me is part spells matters, part cheat a fatty into play ala Show and Tell / Reanimator decks. I think it'd be mediocre at best in spells matters and unplayable in the chesty archetypes.
Also, bounce does not do these types of cards any favors. Reflector Mage has renewed my group's love with tempo / bounce strategies, so I don't have any faith in this card in my current meta.
My High Octane Unpowered Cube on CubeCobra
I think that if your opponent waste a removal on it, as a simple 2-drop, Thing in the Ice would, in most cases, has done its job. My main concern is more focus on its ability to transform reliably. I'm also concern about the fact that it found a target for your opponent's removals, while normally they suppose to be mostly dead cards against a typical control mage.
Zetsu's Cube on CubeTutor.com
Zetsu's Ebay MTG Online Store
Zetsu's Poker Draft Method
I don't think this card has a home. Spells Matters cards tend to be very tempo oriented, and this does nothing to apply more pressure on the board. In order for this card to work, it has to be played early, and that won't work in a control deck either because it's probably going to eaten by one of your own sweepers.
My High Octane Unpowered Cube on CubeCobra
thats my cube
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