I’m interested to know how it’s played for people. Players in our group are somewhat biased toward cards that dominate constructed formats, so I’m cautious.
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 would love to play it if anyone has had success with it, as it's an effect I don't really have (outside of the rarely-used mode on boros charm), and it creates tension in combat.
Originally skipped embercleave, but while waiting for Commander Legends to drop on Xmage, I thought I would take it for a spin.
Card has been very impressive so far. Against decks that would normally be able to stabilize, this can make even a single unblocked attacker finish the game, at the point of the game where normally the midrange value creatures would just take over. It has also been used to save a blocked attacker or have an unfavourable trade for your opponent losing a 4 toughness dude to a 1 power creature allowing you to close out the game.
I was able to beat through a thragtusk, knight of autumn, and nighthawk scavenger with embercleave in a game that surely I would have lost playing against so much life gain.
Wasn't sure it would transfer to cube but its been great so far.
I see Embercleave as a way to trim the narrow red 1 drops.
I've removed Jackal Pup, Falkenrath Gorger and Firedrinker Satyr.
I've added Embercleave, SoulScar Mage to try to reduce the number of parasitic one drops to allow the red deck to be more a bit more midrange. (Similar to standard Ramnup red than mono red in modern/ legacy)
Private Mod Note
():
Rollback Post to RevisionRollBack
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 see Embercleave as a way to trim the narrow red 1 drops.
I've removed Jackal Pup, Falkenrath Gorger and Firedrinker Satyr.
I've added Embercleave, SoulScar Mage to try to reduce the number of parasitic one drops to allow the red deck to be more a bit more midrange. (Similar to standard Ramnup red than mono red in modern/ legacy)
I love this btw. However I like Firedrinker Satyr in the decks you're describing, but cutting Pup and Gorger is A+ in my book.
I see Embercleave as a way to trim the narrow red 1 drops.
I've removed Jackal Pup, Falkenrath Gorger and Firedrinker Satyr.
I've added Embercleave, SoulScar Mage to try to reduce the number of parasitic one drops to allow the red deck to be more a bit more midrange. (Similar to standard Ramnup red than mono red in modern/ legacy)
Firedrinker Satyr is probably the 3rd to 5th best aggressive 1 drop in most cubes given the mana sink. Esp if you are adding Embercleave, he stands to benefit more than most.
I see Embercleave as a way to trim the narrow red 1 drops.
I've removed Jackal Pup, Falkenrath Gorger and Firedrinker Satyr.
I've added Embercleave, SoulScar Mage to try to reduce the number of parasitic one drops to allow the red deck to be more a bit more midrange. (Similar to standard Ramnup red than mono red in modern/ legacy)
Firedrinker Satyr is probably the 3rd to 5th best aggressive 1 drop in most cubes given the mana sink. Esp if you are adding Embercleave, he stands to benefit more than most.
I’m interested to know how it’s played for people. Players in our group are somewhat biased toward cards that dominate constructed formats, so I’m cautious.
Kari Zev, Skyship Raider
Young Pyromancer
Hordeling Outburst
Goblin Rabblemaster
Hanweir Garrison
Krenko, Tin Street Kingpin
Seasoned Pyromancer
Empty the Warrens - Playable in spells matters
Krenko, Mob Boss
Pia and Kiran Nalaar
Siege-Gang Commander
Chandra, Acolyte of Flame
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
Card has been very impressive so far. Against decks that would normally be able to stabilize, this can make even a single unblocked attacker finish the game, at the point of the game where normally the midrange value creatures would just take over. It has also been used to save a blocked attacker or have an unfavourable trade for your opponent losing a 4 toughness dude to a 1 power creature allowing you to close out the game.
I was able to beat through a thragtusk, knight of autumn, and nighthawk scavenger with embercleave in a game that surely I would have lost playing against so much life gain.
Wasn't sure it would transfer to cube but its been great so far.
I've removed Jackal Pup, Falkenrath Gorger and Firedrinker Satyr.
I've added Embercleave, SoulScar Mage to try to reduce the number of parasitic one drops to allow the red deck to be more a bit more midrange. (Similar to standard Ramnup red than mono red in modern/ legacy)
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 love this btw. However I like Firedrinker Satyr in the decks you're describing, but cutting Pup and Gorger is A+ in my book.
Firedrinker Satyr is probably the 3rd to 5th best aggressive 1 drop in most cubes given the mana sink. Esp if you are adding Embercleave, he stands to benefit more than most.
Please give us your top5!