Kitesail Freebooter: Brain Maggot that flies. I like this card since it can disrupt your opponent while also having evasion to net you perhaps a few points of damage. It also chumps Spirit tokens. Solid, utility card.
You know it's NOT actually a Brain Maggot trigger, right? 'Noncreature' is crucial and basically crippling.
But yeah, without being super familiar with how your cube plays out, Eldrazi Skyspawner at first glance feels like it would easily be the third-best creature in your blue section (after Mulldrifter and Whirler Rogue)
I would also vote to burn every copy of Invisible Stalker in an effigy, since that card has very little middle ground between worse Goblin Fireslinger and game-ruining nonsense.
What do you guys think about Rallying Roar?
I play Make a Stand in my cube and it has proven to be quite good, I think its better than Roar, but Roar could perform like a less aggressive Trial of Solidarity with blowout upside.
Also there is Roar of the Kha which is similar , did someone play with this one and can tell me how it performed?
I think one-power mass pump spells are generally awful. I guess Make a Stand is at least anti-Pyroclasm technology, or something, and it lets your 2/1s straight-up win combat against 3/3s.
Untap is cute, but far less relevant than literally any of the two-power boosts (I think Great Teacher's Decree is the best) since they're all vastly better at actually finishing games.
@_iO: What is your distinction between "all-in aggro" decks and regular aggro decks? I think I understand what you are trying to say, but I just want to be sure. The idea, as I see it, is that control decks more often lose early due to not being able to cast their spells early than card disadvantage, so an aggro deck that wins on turn 6 as opposed to turn 5 may already buy you enough time. I do not think the distinction is always that clear, especially from game to game, where you cannot know how good their draw is going to be.
Speed and reach (burn spells), basically. I'm happy to spend two life points to find my better late-game cards against basically any non-red deck, or even slower red decks. Like... if you have a winning board against any combination of WUBG aggro, it doesn't really* matter if you're at 1 life. (There's stuff like Sleep or Gray Merchant, yes, but immensely fewer possible ways to win than you get from a red deck).
I'd also definitely rather have Anticipate than Chart a Course in my control decks since Anticipate is so much better paired with Mana Leak or any other counterspell, as well as instant-speed removal. And, again... who's playing Anticipate currently?
1. When my opponent is playing all-in aggro with stuff like Acidic Soil
2. When I'm trying to set up Exhume + something huge
So that leaves like... 80-90% or more of cube games where I'd rather have the card that's currently seen as mediocre to the point that about half of us don't even run it.
Chart a Course is getting wildly overrated here. I mean, the set doesn't have much 'top end' (though there's almost 30 cards that are at least worthy of fringe consideration) so it's still a top three card, but if half the cubes here aren't including Night's Whisper I really don't see the hype for a worse version of it in a color which has vastly higher competition for draw/filtering.
Good aggro decks (at least in Mardu colors) have like six one-drops. This one doesn't work well on T1, but it's pretty easy to turn it into the best possible body you can buy for R on T2 or T3 or even T4.
The absolute main reason why good aggro decks need 6+ one drops is to ensure they can play one on turn 1. And not to play them on turn 3 or later and only if they have the right combination of cards unless they want to waste mana, which is a no-no for an aggro deck and makes the card even worse than it already is.
Uh
The 'right combination' of 1-2-3-4 curve is super improbable for aggro decks, and squeezing in extra 1-drops when you'd otherwise do nothing is the exact opposite of wasting mana
--
Sailor of Means is worse than the 1/4 Turtle for 2. If you want a defensive idiot, you want it early rather than later with a mana refund.
Nobody (AFAIK) plays Vehicle Haste Guy, so I don't see any chance for Nest Robber.
Rigging Runner - And yet another card I only mention because some people were excited about it. When do you even want to play this guy? I guess turn 3 in combination with another two drop would be the only place in the curve where it really makes sense. Pointless card that isn't even that good if it works out.
Good aggro decks (at least in Mardu colors) have like six one-drops. This one doesn't work well on T1, but it's pretty easy to turn it into the best possible body you can buy for R on T2 or T3 or even T4.
So white's bad and the set's overall a mediocre catch. Powerful french vanillas work perfectly in my playgroup though, so at least the Monstrosaur will have a secure spot for several sets to come.
Most of the other analysis here (not just Haccy, but all the posts) is pretty safe and accurate. One card that I haven't seen mentioned that I like is Atzocan Archer -- it's defensive and controlling, but really helps shore up a weakness in green.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
You know it's NOT actually a Brain Maggot trigger, right? 'Noncreature' is crucial and basically crippling.
I would also vote to burn every copy of Invisible Stalker in an effigy, since that card has very little middle ground between worse Goblin Fireslinger and game-ruining nonsense.
I think one-power mass pump spells are generally awful. I guess Make a Stand is at least anti-Pyroclasm technology, or something, and it lets your 2/1s straight-up win combat against 3/3s.
Untap is cute, but far less relevant than literally any of the two-power boosts (I think Great Teacher's Decree is the best) since they're all vastly better at actually finishing games.
Speed and reach (burn spells), basically. I'm happy to spend two life points to find my better late-game cards against basically any non-red deck, or even slower red decks. Like... if you have a winning board against any combination of WUBG aggro, it doesn't really* matter if you're at 1 life. (There's stuff like Sleep or Gray Merchant, yes, but immensely fewer possible ways to win than you get from a red deck).
I'd also definitely rather have Anticipate than Chart a Course in my control decks since Anticipate is so much better paired with Mana Leak or any other counterspell, as well as instant-speed removal. And, again... who's playing Anticipate currently?
1. When my opponent is playing all-in aggro with stuff like Acidic Soil
2. When I'm trying to set up Exhume + something huge
So that leaves like... 80-90% or more of cube games where I'd rather have the card that's currently seen as mediocre to the point that about half of us don't even run it.
Uh
The 'right combination' of 1-2-3-4 curve is super improbable for aggro decks, and squeezing in extra 1-drops when you'd otherwise do nothing is the exact opposite of wasting mana
--
Sailor of Means is worse than the 1/4 Turtle for 2. If you want a defensive idiot, you want it early rather than later with a mana refund.
Nobody (AFAIK) plays Vehicle Haste Guy, so I don't see any chance for Nest Robber.
Good aggro decks (at least in Mardu colors) have like six one-drops. This one doesn't work well on T1, but it's pretty easy to turn it into the best possible body you can buy for R on T2 or T3 or even T4.
Pirate's Prize seems exceptionally bad, like... worse than Divination by a good margin.
Most of the other analysis here (not just Haccy, but all the posts) is pretty safe and accurate. One card that I haven't seen mentioned that I like is Atzocan Archer -- it's defensive and controlling, but really helps shore up a weakness in green.