Looks like I may be missing out by not cubing Oath and Craterhoof. I assume Craterhoof is best in Natural Order decks and decks that ramp with a lot of dorks. Correct? Other ideas?
Cheers,
rant
Definitely really really late on this response, but I just came back to check the rankings, and seeing as many still don't run Craterhoof Behemoth in their cubes, I guess now might be a good time to share my personal experience as to what makes Craterhoof Behemoth so unique among green fatties and why I think you should give it a shot.
Unlike other green fatties, Craterhoof Behemoth obviously can't be used in reanimator and Sneak Attack decks which might make it feel too narrow, but comparing it to a random fatties like Terastodon or Woodfall Primus isn't fair, as those creatures tend to be cards that support archetypes, meanwhile Craterhoof Behemoth (sorta) creates its own. Green ramp decks generally want a bunch of dorks, a few midgame cards that allow you to get over the hump from 5 to 8 mana (either by ramping or by stalling the opponent), maybe some removal/tutors/card draw for good measure, a then bunch of fatties that win the game. Oftentimes you'll need more than one fatty to win the game, as the first one is only enough to help you catch up from all those turns you spent ramping instead of developing a board presence, and the second one helps you turn the tide to finally kill your opponent.
With Craterhoof Behemoth in your deck, you can neglect all of that. Instead, you can focus on just grabbing as many mana dorks and green creature tutors as you can, since one Craterhoof hitting the board should realistically win you every single game, even in the face of several removal spells. Instead of picking 5 or 6 fatties, you can get away with just picking a Craterhoof Behemoth and a backup fatty (or two) in case something goes wrong. In my experience, the more win-con lite Craterhoof decks tend to be both more explosive and higher powerlevel than their hoof-less counterparts, and all it takes is adding a single green card to your cube, even though it might be a pretty narrow card overall.
A better comparison to Craterhoof might be to Tooth and Nail: An 8-mana card you can tutor for off of Worldly Tutor/Survival of the Fittest/Green Sun's Zenith/Natural Order to instantly win most games vs a 9-mana card that ussually wins the game but forces you to dilute your deck with a reliable number of fatties so that you can still use it after topdecking for a bit. Most people probably don't run Tooth and Nail in their cubes anymore, but it's still far from a weak cube card, meanwhile Craterhoof Behemoth sorta fills that same niche but allows the drafter to spend way more draft picks making their deck as consistent as possible.
It may be slightly overrated at #11 on this list, and others may have had a different experience with the card and tend to use it differently than me and my playgroup, but if you've tried drafting Craterhoof Behemoth and it just never seems to work the way you want it to, maybe you're trying too hard to draft with it, and maybe you just need to try drafting around it instead, sort of like you would with a Tooth and Nail or a Eureka.
Oath is for any deck that can play big creatures and cut the small ones, especially if you have a tutor or two. So artifact ramp, sneak attack, reanimator, control, or even weird superfriends variants. Card is nuts and slots easily into plenty of decks.
Definitely really really late on this response, but I just came back to check the rankings, and seeing as many still don't run Craterhoof Behemoth in their cubes, I guess now might be a good time to share my personal experience as to what makes Craterhoof Behemoth so unique among green fatties and why I think you should give it a shot.
Unlike other green fatties, Craterhoof Behemoth obviously can't be used in reanimator and Sneak Attack decks which might make it feel too narrow, but comparing it to a random fatties like Terastodon or Woodfall Primus isn't fair, as those creatures tend to be cards that support archetypes, meanwhile Craterhoof Behemoth (sorta) creates its own. Green ramp decks generally want a bunch of dorks, a few midgame cards that allow you to get over the hump from 5 to 8 mana (either by ramping or by stalling the opponent), maybe some removal/tutors/card draw for good measure, a then bunch of fatties that win the game. Oftentimes you'll need more than one fatty to win the game, as the first one is only enough to help you catch up from all those turns you spent ramping instead of developing a board presence, and the second one helps you turn the tide to finally kill your opponent.
With Craterhoof Behemoth in your deck, you can neglect all of that. Instead, you can focus on just grabbing as many mana dorks and green creature tutors as you can, since one Craterhoof hitting the board should realistically win you every single game, even in the face of several removal spells. Instead of picking 5 or 6 fatties, you can get away with just picking a Craterhoof Behemoth and a backup fatty (or two) in case something goes wrong. In my experience, the more win-con lite Craterhoof decks tend to be both more explosive and higher powerlevel than their hoof-less counterparts, and all it takes is adding a single green card to your cube, even though it might be a pretty narrow card overall.
A better comparison to Craterhoof might be to Tooth and Nail: An 8-mana card you can tutor for off of Worldly Tutor/Survival of the Fittest/Green Sun's Zenith/Natural Order to instantly win most games vs a 9-mana card that ussually wins the game but forces you to dilute your deck with a reliable number of fatties so that you can still use it after topdecking for a bit. Most people probably don't run Tooth and Nail in their cubes anymore, but it's still far from a weak cube card, meanwhile Craterhoof Behemoth sorta fills that same niche but allows the drafter to spend way more draft picks making their deck as consistent as possible.
It may be slightly overrated at #11 on this list, and others may have had a different experience with the card and tend to use it differently than me and my playgroup, but if you've tried drafting Craterhoof Behemoth and it just never seems to work the way you want it to, maybe you're trying too hard to draft with it, and maybe you just need to try drafting around it instead, sort of like you would with a Tooth and Nail or a Eureka.