Someone who has previously been reliable hinted at this card; if it is real, it seems worthwhile for a shallow guild:
Jumpstart Mage UR
Creature - Human Wizard
Flash
When Jumpstart Mage enters the battlefield, target instant or sorcery card in your graveyard gains jumpstart until end of turn.
2/2
~ Jumpstart FireboltR
Sorcery
~ deals 2 damage to any target.
Jumpstart
..........
~ Jumpstart Shock1R
Instant
~ deals 2 damage to any target.
Jumpstart
..........
~ Jumpstart Hammer1R
Sorcery
~ deals 3 damage to any target.
Jumpstart
They won't print the last one, though I'd windmill slam it into the cube. If they do make a Hammer variant, it'll probably cost 2R or 1RR. RR if we're really lucky.
A Surveil cantrip seems very strong. I can't see them printing Surveil 2 on a one-mana cantrip, in either Preordain or Serum Visions configuration, as it's basically a better Strategic Planning AND a better Thought Scour. Even Surveil-Opt seems too good, when you consider that Surveil is extremely close to being strictly better than Scry, and the more graveyard synergy you run in your Cube the better it gets. I could see a sorcery Surveil-Opt or a Surveil-Opt that Surveils after drawing.
So:
Tpo U
Instant
Draw a card
Surveil 1
or
Pto U
Sorcery
Surveil 1
Draw a card
Those are probably the best we'd get.
As for a Jumpstart burn spell, R for 2 damage or 1R for 3 damage both seem exceptionally good, even as sorceries. 1R 2 damage instant or 2R/1RR 3 damage sorcery both seem decent but overall fairly average. Jumpstart Firebolt honestly seems better than the Jumpstart Hammer, just because of how cheap it is to trade it + your worst card for two dudes. I suppose Jumpstart Hammer closes the game out very quickly, as it can represent 6 damage on its own, but it's a bit clunkier for trading.
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Yeah I was afraid they were going to play it that safe. I suppose there's room for something more interesting at rare. Maybe a Char with Jumpstart for 2RR?
Jesus, just compare the burn spell they printed to Staggershock:
Staggershock is easier to cast at 2R instead of 1RR
Staggershock gives you the second cast for free
Staggershock is an instant
Staggershock does not require you to discard a card for the second cast
I mean, there are a few small advantages to this card over Staggershock (you can use both casts in one turn to kill a 4-toughness creature, countering the first spell doesn't stop the second spell from being cast) but just WOW it pales in comparison.
Yeah the jumpstart shock and the jumpstart draw 1 are both garbage. The clone effect is also pretty bad.
I'm struggling to think what we could possibly get at jump start now that's playable. Not gonna be a 2U draw 2, if that would even be cubable, not gonna be playable burn (now we know 3 damage or instant has to be 4 mana), any counter would probably be 2UU or UUU, whereas a 1UU might be interesting for testing, there's not that many more cubable effects at instant and sorcery in red and blue that could reasonably have decent jumpstart costs. Even a U unsummon, which they wouldn't print, would be borderline I think. Unless they print Jumpstart Mage at 1R 2/1 flash (or some insanely undercosted "all your spells have jumpstart" dude or enchantment, which I never see them printing), I don't think this keyword is making it in. Maybe I'm wrong, but I'm not hopeful.
Yeah I was afraid they were going to play it that safe. I suppose there's room for something more interesting at rare. Maybe a Char with Jumpstart for 2RR?
Jesus, just compare the burn spell they printed to Staggershock:
Staggershock is easier to cast at 2R instead of 1RR
Staggershock gives you the second cast for free
Staggershock is an instant
Staggershock does not require you to discard a card for the second cast
I mean, there are a few small advantages to this card over Staggershock (you can use both casts in one turn to kill a 4-toughness creature, countering the first spell doesn't stop the second spell from being cast) but just WOW it pales in comparison.
Yeah the jumpstart shock and the jumpstart draw 1 are both garbage. The clone effect is also pretty bad.
I'm struggling to think what we could possibly get at jump start now that's playable. Not gonna be a 2U draw 2, if that would even be cubable, not gonna be playable burn (now we know 3 damage or instant has to be 4 mana), any counter would probably be 2UU or UUU, whereas a 1UU might be interesting for testing, there's not that many more cubable effects at instant and sorcery in red and blue that could reasonably have decent jumpstart costs. Even a U unsummon, which they wouldn't print, would be borderline I think. Unless they print Jumpstart Mage at 1R 2/1 flash (or some insanely undercosted "all your spells have jumpstart" dude or enchantment, which I never see them printing), I don't think this keyword is making it in. Maybe I'm wrong, but I'm not hopeful.
To be fair to the new card, staggershock was a good card in a high power level format. I think that card is much better than people are giving it credit for, for example it’s still great in limited.
Since adding Najeela, the Blade-Blossom, I'd really like another cmc 1 red warrior. We have Zurgo Bellstriker, but options really fall off after that. It doesn't need to be too fancy, but in a dream situation, I think this would be perfect.
1cmc warrior guy R
creature - Goblin Warrior
~ has haste as long as you control another red creature.
2/1
And it could be worse than that, too. Maybe staple a downside onto it, like it shocks you when it enters or leaves the battlefield.
edit: alternative version with kicker
kicker warrior guy R
creature - Goblin Warrior
Kicker R
When ~ etbs, if it was kicked, it has haste until eot.
2/1
Haste is cool, but these recent 2-drops like Dismissive Pyromancer and Goblin Cratermaker (which are both just playing awesome, btw) has me wanting more activated abilities.
I would love to see something like:
Warrior Man R
Creature - Human Warrior 1R, sacrifice ~: target creature can't block this turn.
2/1
I think small abilities like that are fun and make this guy not so bad of a lategame draw. Being either a fair turn 1 play or something to falter your opponent's Wurmcoil Engine would just make me swoon
What sort of body would you folks want on a 1R creature that looted on ETB? Would it be interesting at 2/1 or would it need to be bigger/have abilities before being considered?
2/1 haste that did it on attacking could be possible. Otherwise a 3/1 would be the minimum. Looting isn't spectacular if you aren't using the GY and mono red usually doesn't do it much.
I think there's enough solid 3/2's for 2 in Red that it's hard to compete with a random 2/1. You've basically got to match up against Torch Fiend and its ilk in utility. I think a 2/1 with a single card loot ETB probably doesn't cut it.
Any one of these is probably fine though:
Looty McScooty 1R
Creature - Human Warrior
When Looty McScooty enters the battlefield, you may discard up to two cards, then draw a card for each card discarded this way.
2/1
Rooty McScooty 1R
Creature - Humany Warrior
Haste
When Rooty McScooty enters the battlefield, you may discard a card. If you do, draw a card
2/1
Pooty McScooty 1R
Creature - Human Warrior
When Pooty McScooty enters the battlefield, you may discard a card. If you do, draw a card
3/1
Boots 1R
Sorcery
Create a 2/1 Warrior token with haste
// Loots 2R
Sorcery
Aftermath
Discard two cards, then draw two cards
In unrelated news, I really want something like this: a Prowess card that itself can trigger prowess.
So like:
School of the Unseen 1U
Instant
Create a 1/1 blue Wizard token with Prowess
Retrace
Honestly, I feel like etb loots are just not very appealing in red. I honestly would just like to see a Merfolk Looter variant.
Lerfolk Mooter 1R T, discard a card: draw a card
1/1
would at the very least be worth a shot, IMO.
Alternatively, I'd be cool with seeing an etb discard that had a powerful effect in place of a draw. something like:
Boltzmann 1R
When ~ enters the battlefield, you may discard a card. If you do, ~ deals 3 damage to any target.
2/1
But like, as an ability, looting itself is too passive. So either the body needs to be good on top of it, or I want more sustained looting to get good card selection for several turns. It would need to be like a 3/2 for me to consider it, but even then I wouldnt consider it the best 3/2.
Honestly, I feel like etb loots are just not very appealing in red. I honestly would just like to see a Merfolk Looter variant.
Lerfolk Mooter 1R T, discard a card: draw a card
1/1
would at the very least be worth a shot, IMO.
Alternatively, I'd be cool with seeing an etb discard that had a powerful effect in place of a draw. something like:
Boltzmann 1R
When ~ enters the battlefield, you may discard a card. If you do, ~ deals 3 damage to any target.
2/1
But like, as an ability, looting itself is too passive. So either the body needs to be good on top of it, or I want more sustained looting to get good card selection for several turns. It would need to be like a 3/2 for me to consider it, but even then I wouldnt consider it the best 3/2.
You know basically every 3/2 Red has has some kind of drawback, right? Gore-House Chainwalker can't block if it's a 3/2, Borderland Marauder blocks as a 1/2, War-Name Aspirant (arguably the strongest) needs Raid to be a 3/2. And none of those actually make the cut in Wtwlf's current cube, with Stormblood Berserker and Kari Zev, Sky Captain being the only effectively 3-power guys who do make the cut. I think a 3/2 ETB loot with no drawback would absolutely make the cut and likely be too powerful.
Actually, what about something like this:
Rootin' Tootin' Lootin' Steve 1R
Creature - Human Barbarian
Whenever RTL Steve attacks, you may discard a card. If you do, put a +1/+1 counter on it.
Remove a +1/+1 counter from RTL Steve: Draw a card
2/1
Cauldron Cookbook RR
Artifact
3, T: Put a fuse counter on Cauldron Cookbook, then reveal the top card of your library and put it into your hand. If the revealed card is a nonland card with a lower converted mana cost than the number of fuse counters on Cauldron Cookbook, remove a fuse counter from Cauldron Cookbook, and Cauldron Cookbook deals 5 damage to you.
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You know basically every 3/2 Red has has some kind of drawback, right? Gore-House Chainwalker can't block if it's a 3/2, Borderland Marauder blocks as a 1/2, War-Name Aspirant (arguably the strongest) needs Raid to be a 3/2. And none of those actually make the cut in Wtwlf's current cube, with Stormblood Berserker and Kari Zev, Sky Captain being the only effectively 3-power guys who do make the cut. I think a 3/2 ETB loot with no drawback would absolutely make the cut and likely be too powerful.
Actually, what about something like this:
Rootin' Tootin' Lootin' Steve 1R
Creature - Human Barbarian
Whenever RTL Steve attacks, you may discard a card. If you do, put a +1/+1 counter on it.
Remove a +1/+1 counter from RTL Steve: Draw a card
2/1
okay lol concession time: I was tired when I typed that up. Let me try to explain my thoughts better.
I'm not so much fixated on it needing to be a 3/2 specifically, it's just I think I would be unsatisfied with it being any weaker. I think a 3/2 with loot makes it considerable, and less not-so-much. I think this potential card could take other directions as well, but I would want it to be more specialized.
Gore-house and friends never really struck me as having a drawback when they can't block; I've just never really see a need to block in red, nor can I recall the last time I failed to get Raid or Bloodlust. But I tend not to draft that deck too often, so maybe my bias is due to small sample size. I was also mentally including Stormblood and Kari Zev in "3/2" even though that's actually just a completely wrong classification in retrospect. I meant "3 power".
What I mean is I don't play 3/2s as they are now, so I needs cards better than a vanilla 3/2. I only include War-Name Aspirant among anything resembling actual 3/2s, because it has evasion, and like I said the Raid trigger just hasn't been a problem; maybe I'm mis-evaluating but the card just reads to me "3/2 and gets through Tokens and Wall of Omens". And, I find that valuable because I read that as meaning I have a shot at getting my damage in. With the etb loot and zero evasion or anything else, I feel like that power isn't necessarily useful at all, and a one-time loot might be useful but I'd want something that more strongly fits the aggressive game or something that gives me more than one loot. Like I think your 2/1 with double-loot is more than twice as good as a 3/2 with one loot.
Between evasion and a loot, I think evasion tends to be more desirable for aggro unless I'm really just digging for lightning bolts. Which, certainly, I might want to do. But I feel like that's Plan B. And I feel like a control deck playing a 3/2 just to get a loot and a bonus blocker is also Plan B. I dunno though, maybe I'm just undervaluing the versatility. TBH I like when I've seen this in old blue cards; Owl Familiar was actually my jam back in the day.
A 1-time etb loot on a 3/2 would by no means be bad card, I just feel like if it were more specialized in any direction, more aggressive or more grindy, it would be both more effective and more interesting. Because wtwlf's cube choices are nigh-impeccable, that does make for a convenient discussion of where the card would fit; I guess I would see it pushing out Abbot of Keral Keep or Bloodrage Brawler (although I just don't like Brawler at all anyway), but I would consider every other 2-drop still in to be significantly more desirable. So by that alone, we can definitely see it being cubable, even if I think it's low on the list. So I guess my problem is that I just don't like it. lol
Mangled Stitcher1B
Creature - Zombie Wizard
2/1
When ~ enters the battlefield or dies, surveil 1.
At the beginning of your end step, if three or more cards were put into your graveyard from anywhere this turn, return ~ to the battlefield.
Ritual of Undeath1B (v1)
Enchantment
When ~ enters the battlefield, put the top four cards of your library into your graveyard, then exile two creature cards from it.
Whenever a nontoken creature you control dies, put a hymn counter on Ritual of Undeath. Then, if there's three or more counters on it, put a creature card exiled by it onto the battlefield and remove all counters from Ritual of Undeath.
Ritual of UndeathB (v2)
Enchantment
When ~ enters the battlefield, exile all creature cards from your graveyard.
Whenever a creature you control dies, put a hymn counter on Ritual of Undeath.
You may cast cards exiled by Ritual of Undeath if that card's converted mana cost is equal to or less than the number of hymn counters on it.
Nightmare Angler2BB
Creature - Nightmare (M)
Flying
4/3
When ~ enters the battlefield, you may sacrifice another creature. If you do, return a creature card with converted mana cost less than or equal to 2 plus the sacrificed creature's from your graveyard to the battlefield.
Shallow CoffinB
Enchantment - Aura
Enchant Land
Whenever a creature you control dies, you may exile it and return all other cards exiled by Shallow Coffin to their owner's graveyard.
You may cast cards exiled by Shallow Coffin as though they had flash. If you do, sacrifice the enchanted land.
Dominaria earlier this year and it's unexciting take on kicker inspired a couple of pushed kicker designs I thought would be appropriate to share in this thread.
Shocking Bolt R
Instant
Kicker R
Shocking Bolt deals 2 damage to any target. If Shocking Bolt was kicked, it deals 3 damage to that target instead.
Spikey Leak U
Instant
Kicker U
Counter target spell unless that spell's controller pays 1. If Spikey Leak was kicked, counter that spell unless it's controller pays 3.
I was recently lamenting that Jester's Cap isn't really playable, since the ability is extremely powerful in singleton. Earwig Squad and Rootwater Thief aren't really playable either, though I once played the latter. It would be really nice to get a decent Jester's Cap variant.
Something along the lines of--
Jester's Land
Land T: Add C. 5,T, Sacrifice ~: Search target player's library for three cards and exile them. Then that player shuffles their library.
or
Jester GuyB
Creature- Human Wizard
When ~ enters the battlefield, Search target player's library for a card exile it. Then that player shuffles their library.
1/1
Maybe the one-drop would be problematic in constructed, though.
I think what's needed to make that effect cubable is adding "You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast it if it's a spell."
To be honest the biggest issue with Praetor's Grasp type abilities, and particularly in cube, is how long they take to resolve. In regular constructed a good player already knows the basic build of their opponent and what they generally would take, but looking through the deck shuffling takes time. In cube the opponent could have any number of cards. Looking through for 1, let alone more, will just take too long.
Bribery already is a pretty established cube staple, having a second shouldn't be too much of an issue. Agree about mana cost. I'm just saying I probably wouldn't play the 1/1 for B that only exiles. I would play a 1/1 for UB that exiles and lets me cast.
Spellspurn Drake U
Creature - Drake
Flying U, sacrifice Spellspurn Drake: Counter target spell. Activate this ability only if Spellspurn Drake is tapped.
1/2
Jumpstart Mage
UR
Creature - Human Wizard
Flash
When Jumpstart Mage enters the battlefield, target instant or sorcery card in your graveyard gains jumpstart until end of turn.
2/2
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~ Jumpstart Firebolt R
Sorcery
~ deals 2 damage to any target.
Jumpstart
..........
~ Jumpstart Shock 1R
Instant
~ deals 2 damage to any target.
Jumpstart
..........
~ Jumpstart Hammer 1R
Sorcery
~ deals 3 damage to any target.
Jumpstart
They won't print the last one, though I'd windmill slam it into the cube. If they do make a Hammer variant, it'll probably cost 2R or 1RR. RR if we're really lucky.
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So:
Tpo U
Instant
Draw a card
Surveil 1
or
Pto U
Sorcery
Surveil 1
Draw a card
Those are probably the best we'd get.
As for a Jumpstart burn spell, R for 2 damage or 1R for 3 damage both seem exceptionally good, even as sorceries. 1R 2 damage instant or 2R/1RR 3 damage sorcery both seem decent but overall fairly average. Jumpstart Firebolt honestly seems better than the Jumpstart Hammer, just because of how cheap it is to trade it + your worst card for two dudes. I suppose Jumpstart Hammer closes the game out very quickly, as it can represent 6 damage on its own, but it's a bit clunkier for trading.
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Jesus, just compare the burn spell they printed to Staggershock:
Staggershock is easier to cast at 2R instead of 1RR
Staggershock gives you the second cast for free
Staggershock is an instant
Staggershock does not require you to discard a card for the second cast
I mean, there are a few small advantages to this card over Staggershock (you can use both casts in one turn to kill a 4-toughness creature, countering the first spell doesn't stop the second spell from being cast) but just WOW it pales in comparison.
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I'm struggling to think what we could possibly get at jump start now that's playable. Not gonna be a 2U draw 2, if that would even be cubable, not gonna be playable burn (now we know 3 damage or instant has to be 4 mana), any counter would probably be 2UU or UUU, whereas a 1UU might be interesting for testing, there's not that many more cubable effects at instant and sorcery in red and blue that could reasonably have decent jumpstart costs. Even a U unsummon, which they wouldn't print, would be borderline I think. Unless they print Jumpstart Mage at 1R 2/1 flash (or some insanely undercosted "all your spells have jumpstart" dude or enchantment, which I never see them printing), I don't think this keyword is making it in. Maybe I'm wrong, but I'm not hopeful.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
To be fair to the new card, staggershock was a good card in a high power level format. I think that card is much better than people are giving it credit for, for example it’s still great in limited.
http://forums.mtgsalvation.com/showthread.php?t=484979
And it could be worse than that, too. Maybe staple a downside onto it, like it shocks you when it enters or leaves the battlefield.
edit: alternative version with kicker
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I would love to see something like:
Warrior Man R
Creature - Human Warrior
1R, sacrifice ~: target creature can't block this turn.
2/1
I think small abilities like that are fun and make this guy not so bad of a lategame draw. Being either a fair turn 1 play or something to falter your opponent's Wurmcoil Engine would just make me swoon
2/1 haste that did it on attacking could be possible. Otherwise a 3/1 would be the minimum. Looting isn't spectacular if you aren't using the GY and mono red usually doesn't do it much.
Any one of these is probably fine though:
Looty McScooty 1R
Creature - Human Warrior
When Looty McScooty enters the battlefield, you may discard up to two cards, then draw a card for each card discarded this way.
2/1
Rooty McScooty 1R
Creature - Humany Warrior
Haste
When Rooty McScooty enters the battlefield, you may discard a card. If you do, draw a card
2/1
Pooty McScooty 1R
Creature - Human Warrior
When Pooty McScooty enters the battlefield, you may discard a card. If you do, draw a card
3/1
Boots 1R
Sorcery
Create a 2/1 Warrior token with haste
// Loots 2R
Sorcery
Aftermath
Discard two cards, then draw two cards
In unrelated news, I really want something like this: a Prowess card that itself can trigger prowess.
So like:
School of the Unseen 1U
Instant
Create a 1/1 blue Wizard token with Prowess
Retrace
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Lerfolk Mooter 1R
T, discard a card: draw a card
1/1
would at the very least be worth a shot, IMO.
Alternatively, I'd be cool with seeing an etb discard that had a powerful effect in place of a draw. something like:
Boltzmann 1R
When ~ enters the battlefield, you may discard a card. If you do, ~ deals 3 damage to any target.
2/1
But like, as an ability, looting itself is too passive. So either the body needs to be good on top of it, or I want more sustained looting to get good card selection for several turns. It would need to be like a 3/2 for me to consider it, but even then I wouldnt consider it the best 3/2.
You know basically every 3/2 Red has has some kind of drawback, right? Gore-House Chainwalker can't block if it's a 3/2, Borderland Marauder blocks as a 1/2, War-Name Aspirant (arguably the strongest) needs Raid to be a 3/2. And none of those actually make the cut in Wtwlf's current cube, with Stormblood Berserker and Kari Zev, Sky Captain being the only effectively 3-power guys who do make the cut. I think a 3/2 ETB loot with no drawback would absolutely make the cut and likely be too powerful.
Actually, what about something like this:
Rootin' Tootin' Lootin' Steve 1R
Creature - Human Barbarian
Whenever RTL Steve attacks, you may discard a card. If you do, put a +1/+1 counter on it.
Remove a +1/+1 counter from RTL Steve: Draw a card
2/1
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Cauldron Cookbook RR
Artifact
3, T: Put a fuse counter on Cauldron Cookbook, then reveal the top card of your library and put it into your hand. If the revealed card is a nonland card with a lower converted mana cost than the number of fuse counters on Cauldron Cookbook, remove a fuse counter from Cauldron Cookbook, and Cauldron Cookbook deals 5 damage to you.
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okay lol concession time: I was tired when I typed that up. Let me try to explain my thoughts better.
I'm not so much fixated on it needing to be a 3/2 specifically, it's just I think I would be unsatisfied with it being any weaker. I think a 3/2 with loot makes it considerable, and less not-so-much. I think this potential card could take other directions as well, but I would want it to be more specialized.
Gore-house and friends never really struck me as having a drawback when they can't block; I've just never really see a need to block in red, nor can I recall the last time I failed to get Raid or Bloodlust. But I tend not to draft that deck too often, so maybe my bias is due to small sample size. I was also mentally including Stormblood and Kari Zev in "3/2" even though that's actually just a completely wrong classification in retrospect. I meant "3 power".
What I mean is I don't play 3/2s as they are now, so I needs cards better than a vanilla 3/2. I only include War-Name Aspirant among anything resembling actual 3/2s, because it has evasion, and like I said the Raid trigger just hasn't been a problem; maybe I'm mis-evaluating but the card just reads to me "3/2 and gets through Tokens and Wall of Omens". And, I find that valuable because I read that as meaning I have a shot at getting my damage in. With the etb loot and zero evasion or anything else, I feel like that power isn't necessarily useful at all, and a one-time loot might be useful but I'd want something that more strongly fits the aggressive game or something that gives me more than one loot. Like I think your 2/1 with double-loot is more than twice as good as a 3/2 with one loot.
Between evasion and a loot, I think evasion tends to be more desirable for aggro unless I'm really just digging for lightning bolts. Which, certainly, I might want to do. But I feel like that's Plan B. And I feel like a control deck playing a 3/2 just to get a loot and a bonus blocker is also Plan B. I dunno though, maybe I'm just undervaluing the versatility. TBH I like when I've seen this in old blue cards; Owl Familiar was actually my jam back in the day.
A 1-time etb loot on a 3/2 would by no means be bad card, I just feel like if it were more specialized in any direction, more aggressive or more grindy, it would be both more effective and more interesting. Because wtwlf's cube choices are nigh-impeccable, that does make for a convenient discussion of where the card would fit; I guess I would see it pushing out Abbot of Keral Keep or Bloodrage Brawler (although I just don't like Brawler at all anyway), but I would consider every other 2-drop still in to be significantly more desirable. So by that alone, we can definitely see it being cubable, even if I think it's low on the list. So I guess my problem is that I just don't like it. lol
RTL Steve looks like a really fun card, actually.
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Mangled Stitcher 1B
Creature - Zombie Wizard
2/1
When ~ enters the battlefield or dies, surveil 1.
At the beginning of your end step, if three or more cards were put into your graveyard from anywhere this turn, return ~ to the battlefield.
Ritual of Undeath 1B (v1)
Enchantment
When ~ enters the battlefield, put the top four cards of your library into your graveyard, then exile two creature cards from it.
Whenever a nontoken creature you control dies, put a hymn counter on Ritual of Undeath. Then, if there's three or more counters on it, put a creature card exiled by it onto the battlefield and remove all counters from Ritual of Undeath.
Ritual of Undeath B (v2)
Enchantment
When ~ enters the battlefield, exile all creature cards from your graveyard.
Whenever a creature you control dies, put a hymn counter on Ritual of Undeath.
You may cast cards exiled by Ritual of Undeath if that card's converted mana cost is equal to or less than the number of hymn counters on it.
Nightmare Angler 2BB
Creature - Nightmare (M)
Flying
4/3
When ~ enters the battlefield, you may sacrifice another creature. If you do, return a creature card with converted mana cost less than or equal to 2 plus the sacrificed creature's from your graveyard to the battlefield.
Shallow Coffin B
Enchantment - Aura
Enchant Land
Whenever a creature you control dies, you may exile it and return all other cards exiled by Shallow Coffin to their owner's graveyard.
You may cast cards exiled by Shallow Coffin as though they had flash. If you do, sacrifice the enchanted land.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Dominaria earlier this year and it's unexciting take on kicker inspired a couple of pushed kicker designs I thought would be appropriate to share in this thread.
Shocking Bolt R
Instant
Kicker R
Shocking Bolt deals 2 damage to any target. If Shocking Bolt was kicked, it deals 3 damage to that target instead.
Spikey Leak U
Instant
Kicker U
Counter target spell unless that spell's controller pays 1. If Spikey Leak was kicked, counter that spell unless it's controller pays 3.
I was recently lamenting that Jester's Cap isn't really playable, since the ability is extremely powerful in singleton. Earwig Squad and Rootwater Thief aren't really playable either, though I once played the latter. It would be really nice to get a decent Jester's Cap variant.
Something along the lines of--
Jester's Land
Land
T: Add C.
5,T, Sacrifice ~: Search target player's library for three cards and exile them. Then that player shuffles their library.
or
Jester Guy B
Creature- Human Wizard
When ~ enters the battlefield, Search target player's library for a card exile it. Then that player shuffles their library.
1/1
Maybe the one-drop would be problematic in constructed, though.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
[180 classic cube]
[180 classic cube]
Spellspurn Drake
U
Creature - Drake
Flying
U, sacrifice Spellspurn Drake: Counter target spell. Activate this ability only if Spellspurn Drake is tapped.
1/2
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