Red control works well. The cheap wrath works great in R/G deck too. It all depends on how you build your deck. Moat's also pretty horrible in most aggro deck.
That's true, I just added Titan who I'm not a big fan of. Maybe Queen would be better. Wish it had a foil version and some proper tokens. It's hard to show whether Oreos are tapped or not.
I always used some other cards as token if I don't have it's token.
Wasteland price increased? Since when? I thought it's around $20. That's when I brought mine.
On topic, I would run only Strip Mine Wasteland, and Rishadan Port. I don't think the other land are worth it. Edge is better than Ghost Quarter, but I don't know how many deck I play would prefer edge over say, basic land. 4 land is really slow, too slow.
It's too bad. Berserk is a pet card, so I really don't want to cut it. It's true that it's probably the weakest green card in my cube, though. But it's always willingly drafted by my playgroups. But maybe it's time for it to go. I'm thinking of cutting Phantom for Deadbridge Golaith too though.
Sarkhan Vol is a unique card that is my only Fires effect and my only Threaten effect. It also makes 20 power worth of dragons two turns after casting it. And its a great mid-range card that makes a ton of cards in the cube a lot better. I love combining it with token-makers like Hermit and SGC, and giving either of the Titans haste is just so broken.
And Flinthoof Boar is such an important card right now. It's a powerful 2-drop (which my Gruul and Naya aggro decks are always looking for) and it's super flexible because it fits in multiple spots in the curve. I'm always welcoming additional competitive 2-drops, but I don't need extra 4cc cards. I have way too many other good ones as it is, and Huntmaster wouldn't replace any of them in the typical RG decks that we play.
We tested Huntmaster, and cut it. The main body was too fragile, so it rarely flipped. And 4 power and 2 life on a 4cc gold card was way too "fair" for our tastes. So not only did it have the problem of being another redundant 4cc card in that insane competition, but it was underwhelming to boot. I can comfortably pass on it for now. Especially since Gruul is going to get some monster cards in Gatecrash that would've simply replaced it anyways.
That's weird. I don't found that to be my experience with the card at all. Here, people can consistently cast their spell on turn 2-4. But after turn 4, who knows what happens. Huntmaster consistently flip, and when he does, he dominated the game that he was on. Forcing Huntmaster not to flip turns out to be be making "bad play" that Huntmaster's player can abuse tons of times and most of the time would cost them the game.
And I test and found that Flinthoof Boar isn't impressive. Sure, he's little flexible, but as a two drop and three drop I don't prefer him to any of the mono option.
Sarkhan Vol is a unique card, but I don't feel its power match up to Huntmaster. It's more of fun vs powerful factor for me on that card.
And I don't care how things look to "objective onlookers". I can justify my choices, and not feel bad for one second about including a role-filler like Stormbind and excluding Huntmaster, which is simply a card I don't need in the cube at all. There's more to card choices than just intrinsic power-level, and the decisions don't look silly to people that understand that concept. Huntmaster is more powerful, but less needed.
Even disregarding Stormbind due to its role, I like Huntmaster much more than Flinthoof Boar and Sarkhan Vol. It's in solid third slot for Gruul for me, and Gatecrush better had some nice cards in order for me to even consider kicking it out. I'll put Stormbind as the 4th power-wise, but I can see some people running Stormbind as 3th slot too.
i'm pretty much already decided on this one, but i want to hear the discussion. when i draft i always have too many 4 drops and aggro needs more reach. i think huntmaster is the better card in a vacuum.
I like Huntmaster more. I also run it in my 360. Huntmaster is just so strong.
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Meloku, he/she is the absolutely the best blue finisher in cube. If I run 1 blue finisher, it would be this guy for sure.
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I always used some other cards as token if I don't have it's token.
http://www.heartofthecards.com/code/cardlist.html?card=WS_FT/S09-004
Something along these line. It works. You can tell if they are tapped or not, at least.
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Pick 2. I'm leaning toward Queen+Primus at this moment.
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On topic, I would run only Strip Mine Wasteland, and Rishadan Port. I don't think the other land are worth it. Edge is better than Ghost Quarter, but I don't know how many deck I play would prefer edge over say, basic land. 4 land is really slow, too slow.
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the card came in, but to be honest, I had some tough time finding cuts for it. Would this works?
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That's weird. I don't found that to be my experience with the card at all. Here, people can consistently cast their spell on turn 2-4. But after turn 4, who knows what happens. Huntmaster consistently flip, and when he does, he dominated the game that he was on. Forcing Huntmaster not to flip turns out to be be making "bad play" that Huntmaster's player can abuse tons of times and most of the time would cost them the game.
And I test and found that Flinthoof Boar isn't impressive. Sure, he's little flexible, but as a two drop and three drop I don't prefer him to any of the mono option.
Sarkhan Vol is a unique card, but I don't feel its power match up to Huntmaster. It's more of fun vs powerful factor for me on that card.
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Even disregarding Stormbind due to its role, I like Huntmaster much more than Flinthoof Boar and Sarkhan Vol. It's in solid third slot for Gruul for me, and Gatecrush better had some nice cards in order for me to even consider kicking it out. I'll put Stormbind as the 4th power-wise, but I can see some people running Stormbind as 3th slot too.
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I like Huntmaster more. I also run it in my 360. Huntmaster is just so strong.
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1 Wall of Denial
1 Celestial Colonnade
1 Geist of Saint Thaft
1 Hallowed Fountain
1 Flooded Strand
1 Tundra
After AVR, I'm thinking of
1 Detention Sphere
1 Absolute Verdict
1 Geist of Saint Thaft
1 Celestial Colonnade
1 Flooded Strand
1 Tundra
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Celestial Colonnade vs U/W shockland.
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