I play Karakas as something like the archive card in white, where it's such an iconic card with sweet art and a niche ability that it makes the cut based on that rather than raw power.
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EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
2-powered one drops in aggressive colors are good. Firedrinker isn't one of the best ones, since the drawback is a thing, but Red's one drops aren't as good as White's, so I'll take what I can get.
Do you enjoy attending and/or throwing parties? What do you enjoy most about them?
The draw back isn't fully irrelevant, but I don't really think about it when looking at Satyr--it's a 2/1 that can pump itself, that's awesome. When you're flooding out but can still attack through, the little bits of damage he gives out are much more important than the ones he throws at you.
Kalitas is a very powerful midrange beater with an ability that can incidentally hose many other cards while having great stats on its own. While it only kinda supports aristocrats as an archetype, I believe that cubes need generally strong cards in addition to archetype supporters both to fill out curves and keep people honest.
Is there a tribal card you run that you wished didn't require a specific creature type? Would it be too strong if it didn't?
Kalitas is pretty good, it's def more of a midrange card than anything else but it can be serviceable as a curve topper in a deck with a number of recursive threats.
A two mana 2-powered creature with First Strike that can assassinate Planeswalkers and hydras seems great, but requiring double Black makes it difficult to cast on curve. This makes it less ideal for aggro decks, but it helps that its ability is still relevant later in the game, so drawing it later or being forced to play it off-curve isn't always the worst.
What is your opinion of Planeswalkers in cube? Do you believe they're too easy or difficult to deal with? Just right?
I think Hexmage is great. It can serve as a removal spell for a fair amount of permanents, is a 2/1 first striker, and has vampire synergy to boot. I think it's 360 worthy and I run it in my unpowered 360, but it's not a staple.
I havent run it because I limit my planes walkers to 1 per colour, but it does have some nice uses. killing things like hangarback walker is big time, and even getting an early flip on thing in the ice can change the outcome of the game.
I dont like the way planeswalkers can change the game so dramatically and I have less fun when I play other cubes that have a really high planeswalker density. It feels great killing their planeswalker and when they drop two or three more in the next turns it takes that satisfaction away.
I run her, mostly because she kills planeswalkers, but she can be of some value in decks like the black devotion deck.
I run some multicolor planeswalkers and two per colors, but not the strongest ones (No Mind Sculpter, no Champion of the Sun, etc.), since they are already tough to deal with, so I don't have go overboard with their value.
I dislike the MTGO Cubes because they are usually too full of planeswalkers, especially the Modern Cube.
Collective Defiance reads powerful on paper, but it has always felt a little too fair every time I've cast it in cube. Still, I keep considering re-including it because I don't run a lot of instants or sorceries in Red that do anything besides deal damage, so having a mode that does something different might be more valuable than I think.
What are your favorite Red spells that aren't about just dealing damage? Are there any hidden gems you've found?
i run it as well and have had similar experiences with it feeling pretty normal. Its one of the first on the chopping block for red burn spells for me.
These guys make up the brunt of some of the best ramp available in cube, and I believe that the biggest question regarding them is how many of them you want to run.
What's your opinion on running functional reprints in cube? Do you like having access to more copies of certain effects, or do you prefer to keep it closer to 'true' singleton?
this is the only fuctional reprint i allow in my cube and I only run one. Llanowar and Fyndhorn. Very excited to get my full art llanowars for the cube. going to look awesome.
Nothing wrong with these guys, but I don't run any in my cube. I have a 360 list and 4 mana dorks in green seems good like a good amount (Birds, Hierarch, Joraga, and Arbor Elf).
For just an extra mana to hard cast it over Force Spike, you get the option of casting it for free in exchange of a small tempo hit. Knowing that you have Daze in your deck can make your opponent play off curve to avoid it, even if you don't have it in your hand.
How often do you play around taxing counters like Daze or Miscalculation? How often do you think it is correct to do so?
I have enjoyed daze, just knowing that it was in the draft is enough to make people play around it. Being able to cast it without needing mana up is amazing in a format where people usually are aiming to curve out or tap out for big bombs.
It loses some effectiveness in the late game but in the early game it can really be a blowout if you can plan accordingly for the fact you are down a land. Even in the late game it isn't terrible as it can still catch people out if they try and cast 2 spells in a turn thinking the coast is clear of counters.
I usually avoid playing round it unless I have seen it at least once in the game because I know there is games where I drafted it and didn't run it in my deck but my opponent still played round it all game, sometimes my opponent gets me but I can't spend the whole game playing round it is usually my view.
Karakas can be really powerful, and it has a very low opportunity cost. I'm not as high on it as some people are, but it's decent enough.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
Firedrinker Satyr
2-powered one drops in aggressive colors are good. Firedrinker isn't one of the best ones, since the drawback is a thing, but Red's one drops aren't as good as White's, so I'll take what I can get.
Do you enjoy attending and/or throwing parties? What do you enjoy most about them?
Not really a party guy. Unless it's a cube party
Also, follow us on twitter! @TurnOneMagic
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Kalitas, Traitor of Ghet
Kalitas is a very powerful midrange beater with an ability that can incidentally hose many other cards while having great stats on its own. While it only kinda supports aristocrats as an archetype, I believe that cubes need generally strong cards in addition to archetype supporters both to fill out curves and keep people honest.
Is there a tribal card you run that you wished didn't require a specific creature type? Would it be too strong if it didn't?
Also, follow us on twitter! @TurnOneMagic
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Vampire Hexmage
A two mana 2-powered creature with First Strike that can assassinate Planeswalkers and hydras seems great, but requiring double Black makes it difficult to cast on curve. This makes it less ideal for aggro decks, but it helps that its ability is still relevant later in the game, so drawing it later or being forced to play it off-curve isn't always the worst.
What is your opinion of Planeswalkers in cube? Do you believe they're too easy or difficult to deal with? Just right?
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
I dont like the way planeswalkers can change the game so dramatically and I have less fun when I play other cubes that have a really high planeswalker density. It feels great killing their planeswalker and when they drop two or three more in the next turns it takes that satisfaction away.
I run some multicolor planeswalkers and two per colors, but not the strongest ones (No Mind Sculpter, no Champion of the Sun, etc.), since they are already tough to deal with, so I don't have go overboard with their value.
I dislike the MTGO Cubes because they are usually too full of planeswalkers, especially the Modern Cube.
Collective Defiance
Collective Defiance reads powerful on paper, but it has always felt a little too fair every time I've cast it in cube. Still, I keep considering re-including it because I don't run a lot of instants or sorceries in Red that do anything besides deal damage, so having a mode that does something different might be more valuable than I think.
What are your favorite Red spells that aren't about just dealing damage? Are there any hidden gems you've found?
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
Llanowar Elves (as well as Fyndhorn Elves and Elvish Mystic)
These guys make up the brunt of some of the best ramp available in cube, and I believe that the biggest question regarding them is how many of them you want to run.
What's your opinion on running functional reprints in cube? Do you like having access to more copies of certain effects, or do you prefer to keep it closer to 'true' singleton?
Also, follow us on twitter! @TurnOneMagic
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Daze
For just an extra mana to hard cast it over Force Spike, you get the option of casting it for free in exchange of a small tempo hit. Knowing that you have Daze in your deck can make your opponent play off curve to avoid it, even if you don't have it in your hand.
How often do you play around taxing counters like Daze or Miscalculation? How often do you think it is correct to do so?
It loses some effectiveness in the late game but in the early game it can really be a blowout if you can plan accordingly for the fact you are down a land. Even in the late game it isn't terrible as it can still catch people out if they try and cast 2 spells in a turn thinking the coast is clear of counters.
I usually avoid playing round it unless I have seen it at least once in the game because I know there is games where I drafted it and didn't run it in my deck but my opponent still played round it all game, sometimes my opponent gets me but I can't spend the whole game playing round it is usually my view.