Support swarm strategies and give green a few more tools to wrap up a game but do so in a quintessentially 'green way'. They seem really good to me for cube but I wonder if they lead to feel-bads? Surprised to not see these in more lists I'm looking at. Trying to understand why.
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My list is more or less ready now.. Inputs welcomed!
FYI, I did also pick up 1x Lore Seeker, Cogwork Librarian, , Deal Broker[/card] & Agent of Acquisitions in case our group does an actual draft. (Not sure we won't just give out whole booster packs and build from what we get--that's how we've historically done things.) These would be easy swap-outs in the colorless section.
Between Garruk Wildspeaker and Craterhoof Behemoth, I find I have all the Overrun effects I'm looking for in green. They're not bad cards though, I just haven't felt a need for them.
Garruk Wildspeaker is the only one I run at the minute. I would consider Craterhoof as my next choice but haven't added it myself. Garruk is great because he can come down on 3, untap lands to drop some more bodies and overrun the next turn; it's all in the flexibility from the =/- combined with the threat of activation of his very achievable ultimate.
Overrun is a fun card but it just didn't cut it in cube for me. It relies too heavily on you having a well developed board and that isn't always something you can count on in cube, the times you draw it but down have a strong board it is a whiff.
For G at sorcery I feel like they would give us +3/+3 and trample, with that as a baseline I feel like it takes at least 4 or 5 creatures on board before Overrun feels like you are getting an efficient deal. With Overrun effects I always feel like you often HAVE to kill them if you cast it, coming up a few points short because of combat tricks or bad math can often cost you the game on the crack back.
If your cube is lower power or you you are pushing tokens hard it could work out for you, try it and see. I definitely enjoyed it in the early days of my cube.
Overrun effects are too situational, requiring a healthy board to even be castable, and not doing much in the grand scheme of things unless they seal the game.
Support swarm strategies and give green a few more tools to wrap up a game but do so in a quintessentially 'green way'. They seem really good to me for cube but I wonder if they lead to feel-bads? Surprised to not see these in more lists I'm looking at. Trying to understand why.
===
My list is more or less ready now.. Inputs welcomed!
FYI, I did also pick up 1x Lore Seeker, Cogwork Librarian, , Deal Broker[/card] & Agent of Acquisitions in case our group does an actual draft. (Not sure we won't just give out whole booster packs and build from what we get--that's how we've historically done things.) These would be easy swap-outs in the colorless section.
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Overrun is a fun card but it just didn't cut it in cube for me. It relies too heavily on you having a well developed board and that isn't always something you can count on in cube, the times you draw it but down have a strong board it is a whiff.
For G at sorcery I feel like they would give us +3/+3 and trample, with that as a baseline I feel like it takes at least 4 or 5 creatures on board before Overrun feels like you are getting an efficient deal. With Overrun effects I always feel like you often HAVE to kill them if you cast it, coming up a few points short because of combat tricks or bad math can often cost you the game on the crack back.
If your cube is lower power or you you are pushing tokens hard it could work out for you, try it and see. I definitely enjoyed it in the early days of my cube.
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The back side of Garruk Relentless can be really good too, and getting there implies that you at least have a board.
Here's my cube! Give it a draft!