There are different possibilities. For 2W you will always get 4 life and then, you can either block up to 3 creatures, with power 2 or less, over 3 turns, chump 1 creature with power 3 or higher, or block once and deal up to 4 damage.
It's often strong on the board, but it has shown, that the card disadvantage can become really problematic, if the game takes very long afterwards.
I think we've had this discussion before and even after more play Aven Riftwatcher proves itself again and again. I'm really not sure what happens in your cube experiences that would lead to anything other than that this card is very solid. Worst case scenario it says, 2W, your opponent skips their next 3 combat steps. you gain 4 life? There are very few scenarios in which this guy doesn't trade with an attacker and net a substantial life buffer.
Oh ok...totally embarrassing but I had no idea what Archenemy was...rofl. Totally fine if it was supposed to be a 3v1. I thought this was like a free for all sort of thing.
The point of that comment was that it's more OP than anything else you could make for multiplayer out of a pauper cube and not that you were going to instagib 3 players like in some try hard combo edh game. Nothing in pauper cube could come closer to outright winning you a multiplayer game than netting a 6 life advantage for one mana. Not even the most broken of cards in pauper could compare to kingpin's pet or syndic of tithes in term of multiplayer power. Sprout Swarm, Capsize, and Guardian of the Guildpact look useless compared to any extort common in pauper cube.
I mean seems more OP than any other deck you could make out of a pauper cube for multiplayer. I'm pretty sure Extort is as good as it gets for pauper multiplayer.
You should really calm down a little. Your posts come off rather aggressively when people are just bringing up valid concerns about the card. Yes, I've played with Grafted Wargear against artifact removal and bounce. My friend and I maintain an unpowered cube and have for a while. The card sets you up for a "blow out", which is to say that you lost your 2/1 dude and a 3 mana artifact but it really doesn't happen that often. Unless it's something like Wickerbough Elder or another value creature, they probably are running most of their artifact removal in their sideboard. While it provides the opportunity for your opponent to effectively 2 for 1 you, the card itself is not card disadvantage. A better example of acceptable card disadvantage would be something like Force of Will.
I know this card seems like an unkillable equipment but skipping your draw step to re-equip your equipment is a pretty big concern. If Vulshock Morningstar said - "Equip: (2) Skip your next draw step." No one would play it. In regular limitted when your deck quality was probably not incredibly high and there were cards in your deck you'd rather not draw, this card was pretty decent. Pauper cube has a pretty high card quality and drawing one of those cards is probably better than drawing Oakenform. If Rancor had dredge instead of its passive ability to return to your hand when it hits the grave, it would go from Bomb to Borderline.
Moldervine Cloak is good. I'm confused by people who don't think so. It doesn't negate the card disadvantage of being an aura if your dude is removed...but card advantage isn't everything*
*Evidenced by powered cubes that run Grafted Wargear.
in what way is grafted wargear card disadvantage? I really don't think these cards are very comparable despite their equipment like boost of stats that they have in common. The 0 cost on grafted wargear is what makes it such a good card. Not that any of this is very relevant to pauper.
I like Moldervine Cloak but I'm inclined to agree with Izor. I think that given enough removal the dredge might even be a bit of a trap to keep buffing your dudes instead of drawing new creatures to commit to the board. Time will tell and I will probably at least give the cloak a test run at 360.
I'm really having a hard time understanding the whole move towards hexproof creatures and aura themes. I've always felt that, in terms of playstyle and game play, hexproof is one of the worst abilities that wizards ever made. It creates games and board states that are non-interactive and skill-less. This seems to ring even more true in pauper where the lack of available wraths and sacrifice effects make a suited up hexproof creature into a race to the finish situation. The opponent's only option is to try and out race the hexproof creature or hope it doesn't have trample or flying and chump block endlessly with the likes of cenn's enlistment or sprout swarm. Luckily, there is a lack of hexproof creatures to play in pauper and assembling a voltron hexproof creature from your deck would probably take some good draws but should we really award a player for drawing the 2 cards at the same time and proceeding to win the game?
I think the 2/2 for 3 is pretty comparable to having cycling on the card if not even a little better. If you're cycling something for desperation in the early turns its because you're missing land or you just need something to put on the board cause your hand blows. Instead of trying to dig for something, this guy just gives you a 2/2 which trades with quite a few dudes in the cube.
I don't think it's overcosted. I think a 5 mana 4/4 first strike would be bomb status in pauper. I think a 4/4 first strike is a pretty solid finisher. And the fact that Noble Templar actually gets played rather than cycled more often than not in my cube has made me consider adding Benalish Lancer for testing. The only thing is that while a 4/4 first strike seems near unbeatable in combat, I think the vigilance is a big deal for white finishers which makes me think it might be worth considering adding the strictly worse Maze Sentinel. Same goes for Macetail Hystrodon. Most of the control decks here end up being red 90% of the time so I think he might be a really solid finisher for those decks.
Edit: A 4/4 First Strike body is definitly huge and maybe everyone would include it for cc5, but who would consider it for cc6 (white)?
Talking about Benalish Lancer? I've thought about it lol. I've also been considering adding Macetail Hystrodon to see if it helps some of the ramp/control archetypes.
GW aggro tends to be one of the stronger archetypes to show up in our cube. I love the GW guild section because it's cards MAKE you want to be in GW. Pair that with white's solid aggro creatures and green's 1 drop mana dorks and turn 4 fatties and you've got a pretty nasty deck
I was originally going to just toss in Bloodhunter Bat as a monocolored worse Blind Hunter but I might throw in one of the shades and just see how it goes. If they prove to be unimpressive as I would imagine...I'll just put the bat in.
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I think we've had this discussion before and even after more play Aven Riftwatcher proves itself again and again. I'm really not sure what happens in your cube experiences that would lead to anything other than that this card is very solid. Worst case scenario it says, 2W, your opponent skips their next 3 combat steps. you gain 4 life? There are very few scenarios in which this guy doesn't trade with an attacker and net a substantial life buffer.
The point of that comment was that it's more OP than anything else you could make for multiplayer out of a pauper cube and not that you were going to instagib 3 players like in some try hard combo edh game. Nothing in pauper cube could come closer to outright winning you a multiplayer game than netting a 6 life advantage for one mana. Not even the most broken of cards in pauper could compare to kingpin's pet or syndic of tithes in term of multiplayer power. Sprout Swarm, Capsize, and Guardian of the Guildpact look useless compared to any extort common in pauper cube.
I know this card seems like an unkillable equipment but skipping your draw step to re-equip your equipment is a pretty big concern. If Vulshock Morningstar said - "Equip: (2) Skip your next draw step." No one would play it. In regular limitted when your deck quality was probably not incredibly high and there were cards in your deck you'd rather not draw, this card was pretty decent. Pauper cube has a pretty high card quality and drawing one of those cards is probably better than drawing Oakenform. If Rancor had dredge instead of its passive ability to return to your hand when it hits the grave, it would go from Bomb to Borderline.
in what way is grafted wargear card disadvantage? I really don't think these cards are very comparable despite their equipment like boost of stats that they have in common. The 0 cost on grafted wargear is what makes it such a good card. Not that any of this is very relevant to pauper.
I like Moldervine Cloak but I'm inclined to agree with Izor. I think that given enough removal the dredge might even be a bit of a trap to keep buffing your dudes instead of drawing new creatures to commit to the board. Time will tell and I will probably at least give the cloak a test run at 360.
I think I'll probably try out Imperiosaur in my 360. I love cheap vanillas. Not sure about Moldervine Cloak.
Talking about Benalish Lancer? I've thought about it lol. I've also been considering adding Macetail Hystrodon to see if it helps some of the ramp/control archetypes.