My choice of big splashy multi-colour spell. I don't run a card for each wedge or shard, so it sits as an out layer in terms of classification.
I feel like all cubes can make use of at least one or two super-ramp target, most of the time a creature or artifact is the better choice but Bolas is my pet card for the slot.
My choice of big splashy multi-colour spell. I don't run a card for each wedge or shard, so it sits as an out layer in terms of classification.
I feel like all cubes can make use of at least one or two super-ramp target, most of the time a creature or artifact is the better choice but Bolas is my pet card for the slot.
BONUS QUESTION: How long do you think until we see Bolas again?
I currently run Nightscape Familiar in my Grixis slot. I'm not a really big fan of Birgi, God of Storytelling as I've had several games where she was able to generate a lot of red mana during storm turns, but I needed a card like [card}Manamorphose[/card] to filter the red mana.
I don't think the tri color is as restrictive as people think as I've had successes with Maelstrom Wanderer in decks running as low as 4 of the 3rd color of mana (including mana rocks). I've found there is a lot of time to draw into these mana rocks prior to casting it on turns 4-5.
I haven't cube with Nicol Bolas before, but I could definitely see him as a viable option in the future to replace Karn Liberated if a less restrictive storm enabler has been printed in the future.
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My choice of big splashy multi-colour spell. I don't run a card for each wedge or shard, so it sits as an out layer in terms of classification.
I feel like all cubes can make use of at least one or two super-ramp target, most of the time a creature or artifact is the better choice but Bolas is my pet card for the slot.
BONUS QUESTION: How long do you think until we see Bolas again?
I don't think the tri color is as restrictive as people think as I've had successes with Maelstrom Wanderer in decks running as low as 4 of the 3rd color of mana (including mana rocks). I've found there is a lot of time to draw into these mana rocks prior to casting it on turns 4-5.
Tri-colour isn't too bad, especially when you get to 7+ mana. If I have the mana but I am missing a colour for my 7-drop I'd blame myself for running too little fixing, rather than the cards cost itself.
I used to run Maelstrom Wanderer back in the day. It was a fun splashy card, but I found because of the ammount of fixing/ramp it took to support him that you often just hit those with cascade. Still a really fun card though. Considering him for my Turbo Cube.
I used to run Maelstrom Wanderer back in the day. It was a fun splashy card, but I found because of the ammount of fixing/ramp it took to support him that you often just hit those with cascade. Still a really fun card though. Considering him for my Turbo Cube.
I always see it as if you cascade into 2 mana rocks/ dorks, that's 2 dead cards you're not drawing in your next few turns.
I've done some analysis of good hyper ramp decks, in particular with Blue-Green ramp being prevalent in Draft and I've found that you roughly need this formula:
- Maximum of 6-7 mana dorks/ pure ramp spells
- Play around 5-7 what I refer as Midrange threats that excellent with mana dorks as well as provide either disruption or ramp. I've made a rough list, but the idea is cards like Courser, Oko, Garruk, Knight of the Reliquery, Uro, Nissa etc. etc.
- Maximum of 2-3 hyper top end threats - Maelstrom Wander, The Portal to Phyrexia etc.
- 2-4 Interaction/ counter spells.
I've had quite a bit of success in Dominaria Limited with Blue-Green ramp following a similar formula. I've found if you're purely mana dorks/ top end threats, you will run into those problems.
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I have had this on the chopping block for a long time but it always manages to hang on because I like to support token decks with a couple of payoffs in the form of anthems. This is definitely the most narrow as it only effects token, but it's cheap and grants a usefull keyword.
Vigilance is one of the lesser keywords in a vaccume but in tokens it let's you alpha strike with impunity. Definitely not the ideal keyword, but plays better than you might expect.
BONUS RIDDELL: What must you first give, before you can keep?
I have had this on the chopping block for a long time but it always manages to hang on because I like to support token decks with a couple of payoffs in the form of anthems. This is definitely the most narrow as it only effects token, but it's cheap and grants a usefull keyword.
Vigilance is one of the lesser keywords in a vaccume but in tokens it let's you alpha strike with impunity. Definitely not the ideal keyword, but plays better than you might expect.
BONUS RIDDELL: What must you first give, before you can keep?
Your Word
I been really impressed by Jeskai Ascendancy. I would argue its the best anthem variant of late.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I have had this on the chopping block for a long time but it always manages to hang on because I like to support token decks with a couple of payoffs in the form of anthems. This is definitely the most narrow as it only effects token, but it's cheap and grants a usefull keyword.
Vigilance is one of the lesser keywords in a vaccume but in tokens it let's you alpha strike with impunity. Definitely not the ideal keyword, but plays better than you might expect.
I been really impressed by Jeskai Ascendancy. I would argue its the best anthem variant of late.
I've seen it mentioned, and I remember it tearing up standard, but it always seemed a bit colour intensive to really make work in cube, but I guess this doesn't have to be your turn 3 play, it can come down later and still go off.
Used to be a very common cube card but it seems to have fallen from grace. I'm building a Turbo Cube (everything 2 mana cheaper, nothing enters play tapped) with janky cards as a side project and Meloku popped in to my mind, but I digress.
Stats wise it's a pretty poor body, but evasion and a big but does help. The main value of Meloku is turning unneeded land drops into 1/1 fliers with the option to make a ton of them on opponents EoT and alpha strike on your turn.
I still run him and like him, but it's likely he's going to be my cut for Arcane Proxy. I'll miss resolving Meloku the turn after Opposition, but he just isn't stellar anymore. I'd probably find room at 540 or 630.
Another card I have been running for a long time but I always think has been outclassed, but it always hangs on. Where it falls down is static or trigger abilities as it can't interact with these as it leaves the body on the battle field.
An instant speed answer to any permanent type that gains a chunk of life is solid, and the ability to blink it to reset targets and gain more life ain't nothing.
BONUS QUESTION: What do you put the most faith in?
Faith's Fetters isn't instant speed, or am I missing something?
I think Swift Reconfiguration is where it's at!
You are completely correct; I'm my head it had flash but that must be one of the many varients of this effect.
I did have my eye on swift reconfiguration but I have thus far not picked one up. Seems great but I'm not exactly starved for 1cmc white removal. Only hitting creatures (and the 1 vehicle I run) is probably the reason I have Fetters but no reconfiguration.
How does path to exile hold up to swift reconfiguration?
As an aside, Swift Reconfiguration also enables Devoted Druid without needing to play very fringe cards like Vizier of Remedies and it can also be used on Planeswalkers such that they can no longer be attacked (Just learned this looking the card up on gatherer).
[quote from="opterown »" url="/forums/the-game/the-cube-forum/cube-card-and-archetype/692101-random-cube-card-of-the-day-thread?comment=7069"]How does path to exile hold up to swift reconfiguration?
Faith's Fetters isn't instant speed, or am I missing something?
I think Swift Reconfiguration is where it's at!
I'm someone that hates Path to Exile with a passion; I've played Grixis Control in modern during 2015-2017 because of how much I hated the idea of giving the opponent a 2 for 1 in an attrition matchup.
However, I still give the nod over to Path to Exile in slower decks; Giving the opponent the opportunity to remove/ bounce reconfiguration in the late game is a very risky proposition. The goal of removal spells should be to remove mid to high tier threats and thus path is frequently played in the mid to late game, where the drawback isn't as severe.
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Path is 1000x better in cube than it is in modern, and way better than swift reconfiguration.
there’s many cheap efficient creatures in modern and few expensive creatures that demand an exile based answer. Solitude is considerably better at the same role, so there’s no reason to play path anymore.
cube has many strategies that ramp
Or cheat into a big creature that you’d be happy to efficiently 2for1 yourself to get off the battlefield.
The extra land is a little harder to leverage in cube with less density of utility lands or mana sinks.
A fun festive card, probably not going in alot of traditionaly powerful cubes but it's cute.
Wrapping is slightly upgraded shield counters, I think you can handily get 3 layers deep with sleeves most players have, assuming a top loader can be counted as a sleeve.
Whatever you spend your festive season doing I hope you are safe and content.
My choice of big splashy multi-colour spell. I don't run a card for each wedge or shard, so it sits as an out layer in terms of classification.
I feel like all cubes can make use of at least one or two super-ramp target, most of the time a creature or artifact is the better choice but Bolas is my pet card for the slot.
Discussion Thread Here
BONUS QUESTION: How long do you think until we see Bolas again?
I currently run Nightscape Familiar in my Grixis slot. I'm not a really big fan of Birgi, God of Storytelling as I've had several games where she was able to generate a lot of red mana during storm turns, but I needed a card like [card}Manamorphose[/card] to filter the red mana.
I don't think the tri color is as restrictive as people think as I've had successes with Maelstrom Wanderer in decks running as low as 4 of the 3rd color of mana (including mana rocks). I've found there is a lot of time to draw into these mana rocks prior to casting it on turns 4-5.
I haven't cube with Nicol Bolas before, but I could definitely see him as a viable option in the future to replace Karn Liberated if a less restrictive storm enabler has been printed in the future.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Tri-colour isn't too bad, especially when you get to 7+ mana. If I have the mana but I am missing a colour for my 7-drop I'd blame myself for running too little fixing, rather than the cards cost itself.
I used to run Maelstrom Wanderer back in the day. It was a fun splashy card, but I found because of the ammount of fixing/ramp it took to support him that you often just hit those with cascade. Still a really fun card though. Considering him for my Turbo Cube.
I always see it as if you cascade into 2 mana rocks/ dorks, that's 2 dead cards you're not drawing in your next few turns.
I've done some analysis of good hyper ramp decks, in particular with Blue-Green ramp being prevalent in Draft and I've found that you roughly need this formula:
- Maximum of 6-7 mana dorks/ pure ramp spells
- Play around 5-7 what I refer as Midrange threats that excellent with mana dorks as well as provide either disruption or ramp. I've made a rough list, but the idea is cards like Courser, Oko, Garruk, Knight of the Reliquery, Uro, Nissa etc. etc.
- Maximum of 2-3 hyper top end threats - Maelstrom Wander, The Portal to Phyrexia etc.
- 2-4 Interaction/ counter spells.
I've had quite a bit of success in Dominaria Limited with Blue-Green ramp following a similar formula. I've found if you're purely mana dorks/ top end threats, you will run into those problems.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I have had this on the chopping block for a long time but it always manages to hang on because I like to support token decks with a couple of payoffs in the form of anthems. This is definitely the most narrow as it only effects token, but it's cheap and grants a usefull keyword.
Vigilance is one of the lesser keywords in a vaccume but in tokens it let's you alpha strike with impunity. Definitely not the ideal keyword, but plays better than you might expect.
BONUS RIDDELL: What must you first give, before you can keep?
I been really impressed by Jeskai Ascendancy. I would argue its the best anthem variant of late.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I've seen it mentioned, and I remember it tearing up standard, but it always seemed a bit colour intensive to really make work in cube, but I guess this doesn't have to be your turn 3 play, it can come down later and still go off.
Used to be a very common cube card but it seems to have fallen from grace. I'm building a Turbo Cube (everything 2 mana cheaper, nothing enters play tapped) with janky cards as a side project and Meloku popped in to my mind, but I digress.
Stats wise it's a pretty poor body, but evasion and a big but does help. The main value of Meloku is turning unneeded land drops into 1/1 fliers with the option to make a ton of them on opponents EoT and alpha strike on your turn.
Are people still running her in 2022?
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
Another card I have been running for a long time but I always think has been outclassed, but it always hangs on. Where it falls down is static or trigger abilities as it can't interact with these as it leaves the body on the battle field.
An
instant speedanswer to any permanent type that gains a chunk of life is solid, and the ability to blink it to reset targets and gain more life ain't nothing.BONUS QUESTION: What do you put the most faith in?
I think Swift Reconfiguration is where it's at!
You are completely correct; I'm my head it had flash but that must be one of the many varients of this effect.
I did have my eye on swift reconfiguration but I have thus far not picked one up. Seems great but I'm not exactly starved for 1cmc white removal. Only hitting creatures (and the 1 vehicle I run) is probably the reason I have Fetters but no reconfiguration.
How does path to exile hold up to swift reconfiguration?
Path to Exile >>> Swift Reconfiguration.
My High Octane Unpowered Cube on CubeCobra
I'm someone that hates Path to Exile with a passion; I've played Grixis Control in modern during 2015-2017 because of how much I hated the idea of giving the opponent a 2 for 1 in an attrition matchup.
However, I still give the nod over to Path to Exile in slower decks; Giving the opponent the opportunity to remove/ bounce reconfiguration in the late game is a very risky proposition. The goal of removal spells should be to remove mid to high tier threats and thus path is frequently played in the mid to late game, where the drawback isn't as severe.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
there’s many cheap efficient creatures in modern and few expensive creatures that demand an exile based answer. Solitude is considerably better at the same role, so there’s no reason to play path anymore.
cube has many strategies that ramp
Or cheat into a big creature that you’d be happy to efficiently 2for1 yourself to get off the battlefield.
The extra land is a little harder to leverage in cube with less density of utility lands or mana sinks.
Last Updated 02/06/23
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A fun festive card, probably not going in alot of traditionaly powerful cubes but it's cute.
Wrapping is slightly upgraded shield counters, I think you can handily get 3 layers deep with sleeves most players have, assuming a top loader can be counted as a sleeve.
Whatever you spend your festive season doing I hope you are safe and content.