I think the last line of text on Tactician's Anthem is redundant. If you say that the cost is reduced by 1 for each attacking or blocking creature, you don't need to specify that it can't reduce the white mana costs.
Cinder, Volcanic Mage5R
Legendary Creature - Human Wizard (M)
Protection from Instants and Sorceries
Cinder, Volcanic Mage costs 1 less for each 1 noncombat damage dealt to opponents this turn.
Whenever a Mountain enters the battlefield under your control you may search your library for an instant or sorcery with a converted mana cost of 3 or less and put it into your hand. Shuffle your library afterwards.
3/3
Notes: Idea here was to create the 2nd good red 6 drop for cube (Currently it is just Inferno Titan). Cinder works exceptionally well with burn and also provides some support for lands matter. He also has a nice splashable cost/cost reduction ability to make him viable in multiple builds.
Flashfires2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
Notes: Wanted to make a playable pyroclasm variant. So here we have Pyroclasm that can be kicked to become a burn pseudo-wrath that also doesn't hit red PW's!
Sufuric Servant1RR
Creature - Elemental (R)
At the beginning of each players’ upkeep Sulfuric Servant deals 2 damage to that player.
Players can’t gain life.
2/4
Note: I know this effect is generally worse on a body, but Sulfric Vortex is pretty powerful and 4 toughness gives this staying power.
Avatar of Existence1GGG
Creature- Avatar (M)
Avatar of Existence has power and toughness equal to the number of lands you control.
When Avatar of Existence enters the battlefield return target permanent from your graveyard to your hand.
If you control another creature Avatar of Existence gains trample. If you control an artifact or enchantment, Avatar of Existence gains hexproof. If you control a Planeswalker, Avatar of Existence gains vigilance.
(*/*)
Notes: I started with an Eternal Witness like recursion ability, but then I got hooked on the idea of a creature that really cares about card types, but in keeping with green I wanted it to just care about permanent card types. I think I tied in each card type to the avatar in a smart way. Lands affect P/T, another creature gives it Trample, Artifacts/Enchantments grant hexproof, and with a PW it can play offense and defense.
Magus of Evolution2GG
Creature - Centaur Wizard (R) XXG, , Sacrifice another creature you control: Search your library for a creature with converted mana cost equal to the sacrificed creature’s converted mana cost plus X or less and put it onto the battlefield. Then shuffle your library.
3/4
Notes: Always have a softspot for Eldritch Evolution though it just wasn't quite good enough. I'm thinking maybe a creature variant tied to a decent body would get us there. Fun thing is you can have X = 0 to just pay G to replace a creature you control for another of the same cost from your library or you can use the X to turn your Thragtusk into an Elsh Norn!
Primal Instigator1GG
Creature - Bear Shaman (R)
When Primal Instigator enters the battlefield put a +1/+1 counter on target creature you control. That creature fights target creature an opponent controls.
Dash 3RG (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
2/2
Notes: We need more bears in cube! Note the fight isn't optional here so that is one tradeoff for the awesome power of this card. Great Blink potential and that Dash means that paired with a beatstick this card can be repeated removal!
Arcane Combatant
Creature - Wierd Wizard Warrior (R)
Prowess
When you cast your second instant or sorcery in a turn you may pay R and/or U. If R was paid Arcane Combatant gains double strike. If U was paid Arcane Combatant gains “Whenever this creature deals combat damage to an opponent, draw a card.” (Do both if both R and U were paid.)
1/1
Notes: All the Izzet flavor! Wierd Wizzard Warrior! It pumps with instant and sorceries, but it especially rewards playing two in the same turn. If you can do that and have mana to spare Arcane Combatant has the potential to be a 3/3 Double Strike that draws you 2 cards! Having to pay the additional mana in addition to casting two spells is intentional to be a check on the power level of the card, but Izzet has plenty of cheap spells to make clearing this hurdle more than doable.
Gratzi. Learn new things designing every day. Thoughts on the cards themselves?
They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
Cinder, Volcanic Mage5R
Legendary Creature - Human Wizard (M)
Protection from Instants and Sorceries
Cinder, Volcanic Mage costs 1 less for each 1 noncombat damage dealt to opponents this turn.
Whenever a Mountain enters the battlefield under your control you may search your library for an instant or sorcery with a converted mana cost of 3 or less and put it into your hand. Shuffle your library afterwards.
3/3
Notes: Idea here was to create the 2nd good red 6 drop for cube (Currently it is just Inferno Titan). Cinder works exceptionally well with burn and also provides some support for lands matter. He also has a nice splashable cost/cost reduction ability to make him viable in multiple builds.
Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.
Flashfires2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
Notes: Wanted to make a playable pyroclasm variant. So here we have Pyroclasm that can be kicked to become a burn pseudo-wrath that also doesn't hit red PW's!
I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.
Sufuric Servant1RR
Creature - Elemental (R)
At the beginning of each players’ upkeep Sulfuric Servant deals 2 damage to that player.
Players can’t gain life.
2/4
Note: I know this effect is generally worse on a body, but Sulfric Vortex is pretty powerful and 4 toughness gives this staying power.
Seems very good. Probably would have to be a 2/3.
Avatar of Existence1GGG
Creature- Avatar (M)
Avatar of Existence has power and toughness equal to the number of lands you control.
When Avatar of Existence enters the battlefield return target permanent from your graveyard to your hand.
If you control another creature Avatar of Existence gains trample. If you control an artifact or enchantment, Avatar of Existence gains hexproof. If you control a Planeswalker, Avatar of Existence gains vigilance.
(*/*)
Notes: I started with an Eternal Witness like recursion ability, but then I got hooked on the idea of a creature that really cares about card types, but in keeping with green I wanted it to just care about permanent card types. I think I tied in each card type to the avatar in a smart way. Lands affect P/T, another creature gives it Trample, Artifacts/Enchantments grant hexproof, and with a PW it can play offense and defense.
Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.
Magus of Evolution2GG
Creature - Centaur Wizard (R) XXG, , Sacrifice another creature you control: Search your library for a creature with converted mana cost equal to the sacrificed creature’s converted mana cost plus X or less and put it onto the battlefield. Then shuffle your library.
3/4
Notes: Always have a softspot for Eldritch Evolution though it just wasn't quite good enough. I'm thinking maybe a creature variant tied to a decent body would get us there. Fun thing is you can have X = 0 to just pay G to replace a creature you control for another of the same cost from your library or you can use the X to turn your Thragtusk into an Elsh Norn!
I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.
Primal Instigator1GG
Creature - Bear Shaman (R)
When Primal Instigator enters the battlefield put a +1/+1 counter on target creature you control. That creature fights target creature an opponent controls.
Dash 3RG (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
2/2
Notes: We need more bears in cube! Note the fight isn't optional here so that is one tradeoff for the awesome power of this card. Great Blink potential and that Dash means that paired with a beatstick this card can be repeated removal!
I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.
Arcane Combatant
Creature - Wierd Wizard Warrior (R)
Prowess
When you cast your second instant or sorcery in a turn you may pay R and/or U. If R was paid Arcane Combatant gains double strike. If U was paid Arcane Combatant gains “Whenever this creature deals combat damage to an opponent, draw a card.” (Do both if both R and U were paid.)
1/1
Notes: All the Izzet flavor! Wierd Wizzard Warrior! It pumps with instant and sorceries, but it especially rewards playing two in the same turn. If you can do that and have mana to spare Arcane Combatant has the potential to be a 3/3 Double Strike that draws you 2 cards! Having to pay the additional mana in addition to casting two spells is intentional to be a check on the power level of the card, but Izzet has plenty of cheap spells to make clearing this hurdle more than doable.
I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
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They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
I was of the opposite opinion. The one that was useable in combat looks significantly better.
I believe the flash anthem is unprintable at 3W as well which is why I costed it with double white. Have a few more cube-oriented designs I'd love your thoughts on!
Firefiend's TouchR
Instant (R)
Choose One -
Whenever a creature enters the battlefield under your control this turn deal 1 damage to target player or planeswalker.
Creatures you control gain “When this creature dies deal 1 damage to any target” until end of turn.
Entwine 1R (Choose both if you pay the entwine cost.)
Notes: I began with an uncommon with only the second ability (the devil ability) and while it was certainly printable I began to ponder how could I push this to being cubeable? Then I remembered how I've always wanted a Purphoros-lite effect in cube. Adding this effect and making the spell modal increased the number of windows where you can cast this spell rather than limiting the spell to just being a combat trick. It also gives the spell synergy with Red's many token makers. Lastly, to take this spell from good to a rockstar I added "entwine" to potentially turn this into 1RR to deal 1 damage to a player/PW for every creature ETB and 1 damage to any target for every creature that dies! That is a lot of potential flexible damage that plays to a lot of red strategies.
Aspiring RootkinG
Creature - Treefolk (R)
When Aspiring Rootkin comes into play choose an opponent.
Whenever the chosen opponent casts a spell put a +1/+1 counter on Aspiring Rootkin. G, Remove two +1/+1 counters from Aspiring Rootkin: Search your library for a basic forest and put it onto the battlefield tapped. Shuffle your library afterwards.
-2/1
Notes: I love playing with negative power/toughness and Rootkin does an interesting balancing act as it can eventually be an undercosted beater, a strong blocker, or a part of your ramp package as needed. When played early after an opponent has cast just 4 spells he is already a 2/5 for G. After each two spells your opponent casts he can ramp for a forest at instant speed! The ability to do this at instant speed means when your opponent plays 2 spells you get an x/3 blocker that you can then cash in for ramp at the end of their turn and still have a creature on the board! This creature also synergizes well with +1/+1 counter strategies.
Spiritual Extraction1WB
Sorcery (R)
Exile up to three cards from target opponent’s graveyard. Create X 1/1 black and white Spirit tokens with flying where X is the number of cards exiled this way.
Notes: Spirtual Extraction is an Orzhov take on Spectral Procession. It trades some pros and cons with procession. On the plus side it will always cost 3 mana, it can double as graveyard removal, and the tokens are both black and white. On the negative side if your opponent has nothing in their graveyard this does nothing (if they have less than 3 cards in their graveyard it does provide diminishing returns) and it requires two colors of mana.
Genesis PortalXG
Enchantment (M)
Genesis Portal enters the battlefield with X charge counters.
At the beginning of your upkeep reveal the top card of your library. If it is a creature card with a converted mana cost less than or equal to the number of charge counters on Genesis Portal put that creature onto the battlefield. Otherwise put that card back on the top or bottom of your library.
Note: Genesis Portal trades a turn of tempo for the ability to cast creatures costing X or less for free whenever revealed as your top card during your upkeep for the rest of the game. Notably ramp helps boost your X value, tutors that put a creature on top work incredibly well with this, and this has a fallback mode of scrying for 1 when it misses.
Detachable Bridgade1RW
Creature - Goblin Soldier (R)
Vigilance, Haste
At the beginning of your upkeep you may sacrifice Detachable Brigade. If you do create three 1/1 red and white Goblin Soldier tokens with vigilance and haste.
3/3
Note: 3 power haste and vigilance for three mana! The real fun is the second ability though which lets you cash in your 3/3 to go wide with three tokens!
One more because I got inspired by today's spoiler which pairs the red impulse draw effect with green's ability to ramp. I wanted to experiment with another color pair, Izzet.
Arcane Research1UR
Instant (R)
Exile the top three cards of your library. Until the end of your next turn you may play those cards. At the end of your next turn you may put one of the cards still exiled this way into your hand.
Notes: The idea is that it is a red impulse draw 3 spell for 3 mana, but because it is also blue. You get to actually draw one of those cards once the impulse casting window ends. I tried making this an instant to give it some extra utility, but it may need to be a sorcery. Not sure.
I really want an artifact that can create a token every turn for free. I think 2cmc is the sweet spot here. 3cmc or higher might just be too much. In a dream world:
Myr Factory2
Artifact
At the beginning of your upkeep, create a 1/1 colorless Myr artifact creature token.
I recognize that's a bit unreasonable, though. The closest thing we have is Akroan Horse, and I don't believe Akroan Horse made any huge waves, so it could be pushed a bit, but this is likely too much. Akroan Horse also doesn't work with Smokestack, so not having the opponent be the controller is important.
A bit toned down version, though could be:
Pest Factory2
Artifact
At the beginning of your upkeep, create a 0/1 colorless Pest artifact creature token.
Tap 2 Pests: Target artifact creature gets +1/+1 until end of turn
edit: maybe add "Myr/Pests you control can't block."
Prospect SeekerXUU
Creature - Human Wizard (R)
When you cast Prospect Seeker look at the top X cards of your library and put one into your hand. Put the rest on the bottom of your library.
Prospect Seeker enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Prospect Seeker: Look at the top card of your library. You may shuffle your library then look at the top card of your library again.
(1/2)
Prospect Seeker is a scaling threat with a cast trigger that ranges from a cantrip to Impulse or even better. The final ability is what I think makes this card really fun and better late game. It allows you alone to look at your next draw. Shuffle if you like. Then look at what is there now. You can keep removing +1/+1 counters to spin the wheel until you find something you like.
Spirit of Perseverance2GG
Creature - Spirit (M)
Haste
When Spirit of Perseverance enters the battlefield creatures you control get +2/+2 and trample until end of turn. 4WW: Exile Spirit of Perseverance then return it to the battlefield. Spirit of Perseverance gains lifelink until end of turn.
2/2
This card kind of combines all the things I've needed lately.
- A strong green 4 drop.
- An overrun effect attached to a body that can also attack itself.
- An activated ability that blinks this guy to allow for extra ETB triggers and makes this (IMO) a top Selesnya card.
- Late game life gain to help green stabilize.
Scarring ScoundrelsR
Creature - Goblin Warrior (R)
When Scarring Scoundrels enter the battlefield they deal 3 damage to any other target creature, player, or planeswalker of target opponent's choice.
3/2
Would you take a bolt to anything else of your opponent's choice in exchange for a 3/2 red 1 drop? Only thing they can't target is this creature.
Scarring ScoundrelsR
Creature - Goblin Warrior (R)
When Scarring Scoundrels enter the battlefield they deal 3 damage to any other target creature, player, or planeswalker of target opponent's choice.
3/2
Would you take a bolt to anything else of your opponent's choice in exchange for a 3/2 red 1 drop? Only thing they can't target is this creature.
This is an extremely polar card. On turn one it is great, besides maybe in the mirror where it is just good. But in most turns after that the card is dead in hand. I guess if the only creatures you have on board are one drops/tokens, you control no planeswalkers, and have a decently high life total, it will upgrade them (with some damage if they are Jackal Pup or Firedrinker Satyr). Better in multiplayer though.
I would like to see a hate cycle that counteracts some of the most common value plays in cube and magic in general.
Thief of Blessings1W
Creature - Human Rogue (R)
Flash
The next time this turn a creature entering the battlefield under an opponent's control would cause an ability to trigger, instead that ability triggers as though the creature entered the battlefield under your control.
2/2
Thief of Talent1B
Creature - Snake Rogue (R)
Flash
Thief of Talent gains all static abilities of creatures that enter the battlefield this turn. Other creatures your opponents control lose those abilities so long as Thief of Talent is on the battlefield.
3/1
Thief of Resistance1R
Creature - Devil Rogue (R)
Flash
If a creature would enter the battlefield under your opponents control this turn, only that creature may block creatures you control during your next combat phase.
2/1
Thief of the Ranks1G
Creature - Elf Rogue (R)
Flash
If a creature token would enter the battlefield under your opponents control this turn, instead it does not and you may put a +1/+1 counter on Thief of the Ranks.
2/3
Thief of Opposition1U
Creature - Merfolk Rogue (R)
Flash
If a creature would enter the battlefield under your opponents control this turn. You may pay its converted mana cost. If you do, gain control of that creature.
1/3
interesting cycle, I think the Green one feels a lot worse than the rest, and these feal really pushed in terms of mana cost, but i like the overall design of them.
I need another Instant White targeted removal in addition to Swords, Path, and Unexpectedly Absent. I think this may be possible?
DerankW
Instant
Exile target creature. That creature's controller creates two 1/1 white soldier tokens.
May need to be 1W instead, which I think I'd still play.
Maybe this could be the 1W version.
Derank1W
Instant
Exile target creature. That creature's controller creates two 1/1 white soldier tokens. If a creature you control is exiled this way, create three 1/1 white soldier tokens instead.
edit: I forgot we just got Angelic Ascension, which probably means neither of these versions are something they'd print.
I'd play that, as long as it also had "Enchanted creature loses all abilities." One of the main reasons I want instant speed removal and not sorcery speed removal -- which White has a lot of options for -- is to disrupt creature based combo, so letting it keep abilities doesn't help with that. Although, the enchantment version feels a little Blue or Azorius. That said, I could use an upgrade to Curse of Chains, as well, so it could be something like:
Curse of Frogs2(W/U)
Enchantment
Flash
Enchanted creature loses all abilities and is a white and blue Frog Soldier with base power and toughness 1/1.
I think that version would easily be printable but it wouldn't make my Azorius section. At 1W I'd start to consider it, although I think it would be slightly worse than other 1W options like Journey to Nowhere. W would be the sweet spot IMO.
Grass Nose Creature - Rabit
Kicker W
When Grass Nose enters the battlefield, search your library for a basic plains, reveal it, then put it into your hand, then shuffle your library.
If Grass Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a lifelink counter. 0/1
Bottle Nose Creature - Whale
Kicker U
When Bottle Nose enters the battlefield, search your library for a basic island, reveal it, then put it into your hand, then shuffle your library.
If Bottle Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a prowess counter. 0/1
Slime Nose Creature - Lizard
Kicker B
When Slime Nose enters the battlefield, search your library for a basic swamp, reveal it, then put it into your hand, then shuffle your library.
If Slime Nose was kicked, it enters the battlefield with a +1/+1 counter and a lifelink and a menace counter. 0/1
Scrub Nose Creature - Goat
Kicker R
When Scrub Nose enters the battlefield, search your library for a basic mountain, reveal it, then put it into your hand, then shuffle your library.
If Scrub Nose was kicked, it enters the battlefield with a +1/+1 counter and a haste and a first-strike counter. 0/1
Flower Nose Creature - Monkey
Kicker G
When Flower Nose enters the battlefield, search your library for a basic forest, reveal it, then put it into your hand, then shuffle your library.
If Flower Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a reach counter. 0/1
A cycle for easily digging for colors when you don't have that color that turns into a bit more of a creature on the battlefield when you do.
Also want more modal spells that bring in effects you might not usually put in a cube, stapled on stuff you might want more but often are niche or below value even if needed, like Light of Hope, Abrade, and Return to Nature.
A cycle for easily digging for colors when you don't have that color that turns into a bit more of a creature on the battlefield when you do.
Also want more modal spells that bring in effects you might not usually put in a cube, stapled on stuff you might want more but often are niche or below value even if needed, like Light of Hope, Abrade, and Return to Nature.
I feel like this cycle would need a bit more alignment with the respective colors to be realistic. You tried implementing this with the counters, but I don't think this is enough. The black could lose you life, the red could require you to discard a card - for the others I don't have good ideas right now.
Another idea regarding this cycle: What if those creatures were 0/0 or 1/0 without the Kicker. Without Kicker, you have basicland cycling. With the Kicker, you get a creature on top of that.
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Legendary Creature - Human Wizard (M)
Protection from Instants and Sorceries
Cinder, Volcanic Mage costs 1 less for each 1 noncombat damage dealt to opponents this turn.
Whenever a Mountain enters the battlefield under your control you may search your library for an instant or sorcery with a converted mana cost of 3 or less and put it into your hand. Shuffle your library afterwards.
3/3
Notes: Idea here was to create the 2nd good red 6 drop for cube (Currently it is just Inferno Titan). Cinder works exceptionally well with burn and also provides some support for lands matter. He also has a nice splashable cost/cost reduction ability to make him viable in multiple builds.
Flashfires 2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
Notes: Wanted to make a playable pyroclasm variant. So here we have Pyroclasm that can be kicked to become a burn pseudo-wrath that also doesn't hit red PW's!
Sufuric Servant 1RR
Creature - Elemental (R)
At the beginning of each players’ upkeep Sulfuric Servant deals 2 damage to that player.
Players can’t gain life.
2/4
Note: I know this effect is generally worse on a body, but Sulfric Vortex is pretty powerful and 4 toughness gives this staying power.
Avatar of Existence 1GGG
Creature- Avatar (M)
Avatar of Existence has power and toughness equal to the number of lands you control.
When Avatar of Existence enters the battlefield return target permanent from your graveyard to your hand.
If you control another creature Avatar of Existence gains trample. If you control an artifact or enchantment, Avatar of Existence gains hexproof. If you control a Planeswalker, Avatar of Existence gains vigilance.
(*/*)
Notes: I started with an Eternal Witness like recursion ability, but then I got hooked on the idea of a creature that really cares about card types, but in keeping with green I wanted it to just care about permanent card types. I think I tied in each card type to the avatar in a smart way. Lands affect P/T, another creature gives it Trample, Artifacts/Enchantments grant hexproof, and with a PW it can play offense and defense.
Magus of Evolution 2GG
Creature - Centaur Wizard (R)
XXG, , Sacrifice another creature you control: Search your library for a creature with converted mana cost equal to the sacrificed creature’s converted mana cost plus X or less and put it onto the battlefield. Then shuffle your library.
3/4
Notes: Always have a softspot for Eldritch Evolution though it just wasn't quite good enough. I'm thinking maybe a creature variant tied to a decent body would get us there. Fun thing is you can have X = 0 to just pay G to replace a creature you control for another of the same cost from your library or you can use the X to turn your Thragtusk into an Elsh Norn!
Primal Instigator 1GG
Creature - Bear Shaman (R)
When Primal Instigator enters the battlefield put a +1/+1 counter on target creature you control. That creature fights target creature an opponent controls.
Dash 3RG (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
2/2
Notes: We need more bears in cube! Note the fight isn't optional here so that is one tradeoff for the awesome power of this card. Great Blink potential and that Dash means that paired with a beatstick this card can be repeated removal!
Arcane Combatant
Creature - Wierd Wizard Warrior (R)
Prowess
When you cast your second instant or sorcery in a turn you may pay R and/or U. If R was paid Arcane Combatant gains double strike. If U was paid Arcane Combatant gains “Whenever this creature deals combat damage to an opponent, draw a card.” (Do both if both R and U were paid.)
1/1
Notes: All the Izzet flavor! Wierd Wizzard Warrior! It pumps with instant and sorceries, but it especially rewards playing two in the same turn. If you can do that and have mana to spare Arcane Combatant has the potential to be a 3/3 Double Strike that draws you 2 cards! Having to pay the additional mana in addition to casting two spells is intentional to be a check on the power level of the card, but Izzet has plenty of cheap spells to make clearing this hurdle more than doable.
They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.
I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.
Seems very good. Probably would have to be a 2/3.
Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.
I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.
I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.
I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
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I was of the opposite opinion. The one that was useable in combat looks significantly better.
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That's certainly true, but the W vs WW made me lean towards the latter. Make the flash one 3W and it'd be a slam dunk.
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Firefiend's Touch R
Instant (R)
Choose One -
Notes: I began with an uncommon with only the second ability (the devil ability) and while it was certainly printable I began to ponder how could I push this to being cubeable? Then I remembered how I've always wanted a Purphoros-lite effect in cube. Adding this effect and making the spell modal increased the number of windows where you can cast this spell rather than limiting the spell to just being a combat trick. It also gives the spell synergy with Red's many token makers. Lastly, to take this spell from good to a rockstar I added "entwine" to potentially turn this into 1RR to deal 1 damage to a player/PW for every creature ETB and 1 damage to any target for every creature that dies! That is a lot of potential flexible damage that plays to a lot of red strategies.
Aspiring Rootkin G
Creature - Treefolk (R)
When Aspiring Rootkin comes into play choose an opponent.
Whenever the chosen opponent casts a spell put a +1/+1 counter on Aspiring Rootkin.
G, Remove two +1/+1 counters from Aspiring Rootkin: Search your library for a basic forest and put it onto the battlefield tapped. Shuffle your library afterwards.
-2/1
Notes: I love playing with negative power/toughness and Rootkin does an interesting balancing act as it can eventually be an undercosted beater, a strong blocker, or a part of your ramp package as needed. When played early after an opponent has cast just 4 spells he is already a 2/5 for G. After each two spells your opponent casts he can ramp for a forest at instant speed! The ability to do this at instant speed means when your opponent plays 2 spells you get an x/3 blocker that you can then cash in for ramp at the end of their turn and still have a creature on the board! This creature also synergizes well with +1/+1 counter strategies.
Spiritual Extraction 1WB
Sorcery (R)
Exile up to three cards from target opponent’s graveyard. Create X 1/1 black and white Spirit tokens with flying where X is the number of cards exiled this way.
Notes: Spirtual Extraction is an Orzhov take on Spectral Procession. It trades some pros and cons with procession. On the plus side it will always cost 3 mana, it can double as graveyard removal, and the tokens are both black and white. On the negative side if your opponent has nothing in their graveyard this does nothing (if they have less than 3 cards in their graveyard it does provide diminishing returns) and it requires two colors of mana.
Enchantment (M)
Genesis Portal enters the battlefield with X charge counters.
At the beginning of your upkeep reveal the top card of your library. If it is a creature card with a converted mana cost less than or equal to the number of charge counters on Genesis Portal put that creature onto the battlefield. Otherwise put that card back on the top or bottom of your library.
Note: Genesis Portal trades a turn of tempo for the ability to cast creatures costing X or less for free whenever revealed as your top card during your upkeep for the rest of the game. Notably ramp helps boost your X value, tutors that put a creature on top work incredibly well with this, and this has a fallback mode of scrying for 1 when it misses.
Detachable Bridgade 1RW
Creature - Goblin Soldier (R)
Vigilance, Haste
At the beginning of your upkeep you may sacrifice Detachable Brigade. If you do create three 1/1 red and white Goblin Soldier tokens with vigilance and haste.
3/3
Note: 3 power haste and vigilance for three mana! The real fun is the second ability though which lets you cash in your 3/3 to go wide with three tokens!
Arcane Research 1UR
Instant (R)
Exile the top three cards of your library. Until the end of your next turn you may play those cards. At the end of your next turn you may put one of the cards still exiled this way into your hand.
Notes: The idea is that it is a red impulse draw 3 spell for 3 mana, but because it is also blue. You get to actually draw one of those cards once the impulse casting window ends. I tried making this an instant to give it some extra utility, but it may need to be a sorcery. Not sure.
I recognize that's a bit unreasonable, though. The closest thing we have is Akroan Horse, and I don't believe Akroan Horse made any huge waves, so it could be pushed a bit, but this is likely too much. Akroan Horse also doesn't work with Smokestack, so not having the opponent be the controller is important.
A bit toned down version, though could be:
edit: maybe add "Myr/Pests you control can't block."
[180 classic cube]
Creature - Human Wizard (R)
When you cast Prospect Seeker look at the top X cards of your library and put one into your hand. Put the rest on the bottom of your library.
Prospect Seeker enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Prospect Seeker: Look at the top card of your library. You may shuffle your library then look at the top card of your library again.
(1/2)
Prospect Seeker is a scaling threat with a cast trigger that ranges from a cantrip to Impulse or even better. The final ability is what I think makes this card really fun and better late game. It allows you alone to look at your next draw. Shuffle if you like. Then look at what is there now. You can keep removing +1/+1 counters to spin the wheel until you find something you like.
Spirit of Perseverance 2GG
Creature - Spirit (M)
Haste
When Spirit of Perseverance enters the battlefield creatures you control get +2/+2 and trample until end of turn.
4WW: Exile Spirit of Perseverance then return it to the battlefield. Spirit of Perseverance gains lifelink until end of turn.
2/2
This card kind of combines all the things I've needed lately.
- A strong green 4 drop.
- An overrun effect attached to a body that can also attack itself.
- An activated ability that blinks this guy to allow for extra ETB triggers and makes this (IMO) a top Selesnya card.
- Late game life gain to help green stabilize.
Creature - Goblin Warrior (R)
When Scarring Scoundrels enter the battlefield they deal 3 damage to any other target creature, player, or planeswalker of target opponent's choice.
3/2
Would you take a bolt to anything else of your opponent's choice in exchange for a 3/2 red 1 drop? Only thing they can't target is this creature.
This is an extremely polar card. On turn one it is great, besides maybe in the mirror where it is just good. But in most turns after that the card is dead in hand. I guess if the only creatures you have on board are one drops/tokens, you control no planeswalkers, and have a decently high life total, it will upgrade them (with some damage if they are Jackal Pup or Firedrinker Satyr). Better in multiplayer though.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Thief of Blessings 1W
Creature - Human Rogue (R)
Flash
The next time this turn a creature entering the battlefield under an opponent's control would cause an ability to trigger, instead that ability triggers as though the creature entered the battlefield under your control.
2/2
Thief of Talent 1B
Creature - Snake Rogue (R)
Flash
Thief of Talent gains all static abilities of creatures that enter the battlefield this turn. Other creatures your opponents control lose those abilities so long as Thief of Talent is on the battlefield.
3/1
Thief of Resistance 1R
Creature - Devil Rogue (R)
Flash
If a creature would enter the battlefield under your opponents control this turn, only that creature may block creatures you control during your next combat phase.
2/1
Thief of the Ranks 1G
Creature - Elf Rogue (R)
Flash
If a creature token would enter the battlefield under your opponents control this turn, instead it does not and you may put a +1/+1 counter on Thief of the Ranks.
2/3
Thief of Opposition 1U
Creature - Merfolk Rogue (R)
Flash
If a creature would enter the battlefield under your opponents control this turn. You may pay its converted mana cost. If you do, gain control of that creature.
1/3
May need to be 1W instead, which I think I'd still play.
Maybe this could be the 1W version.
edit: I forgot we just got Angelic Ascension, which probably means neither of these versions are something they'd print.
[180 classic cube]
[180 classic cube]
Creature - Rabit
Kicker W
When Grass Nose enters the battlefield, search your library for a basic plains, reveal it, then put it into your hand, then shuffle your library.
If Grass Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a lifelink counter.
0/1
Bottle Nose
Creature - Whale
Kicker U
When Bottle Nose enters the battlefield, search your library for a basic island, reveal it, then put it into your hand, then shuffle your library.
If Bottle Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a prowess counter.
0/1
Slime Nose
Creature - Lizard
Kicker B
When Slime Nose enters the battlefield, search your library for a basic swamp, reveal it, then put it into your hand, then shuffle your library.
If Slime Nose was kicked, it enters the battlefield with a +1/+1 counter and a lifelink and a menace counter.
0/1
Scrub Nose
Creature - Goat
Kicker R
When Scrub Nose enters the battlefield, search your library for a basic mountain, reveal it, then put it into your hand, then shuffle your library.
If Scrub Nose was kicked, it enters the battlefield with a +1/+1 counter and a haste and a first-strike counter.
0/1
Flower Nose
Creature - Monkey
Kicker G
When Flower Nose enters the battlefield, search your library for a basic forest, reveal it, then put it into your hand, then shuffle your library.
If Flower Nose was kicked, it enters the battlefield with a +1/+1 counter and a vigilance and a reach counter.
0/1
A cycle for easily digging for colors when you don't have that color that turns into a bit more of a creature on the battlefield when you do.
Also want more modal spells that bring in effects you might not usually put in a cube, stapled on stuff you might want more but often are niche or below value even if needed, like Light of Hope, Abrade, and Return to Nature.
I feel like this cycle would need a bit more alignment with the respective colors to be realistic. You tried implementing this with the counters, but I don't think this is enough. The black could lose you life, the red could require you to discard a card - for the others I don't have good ideas right now.
Another idea regarding this cycle: What if those creatures were 0/0 or 1/0 without the Kicker. Without Kicker, you have basicland cycling. With the Kicker, you get a creature on top of that.