This is a card I'm curious sees almost no play - I've be interesting in a super ramp to help signal cards like Tooth and Nail are supported in the cube.
I'm not really in the market right now for another Farseek given that I have a full playset of Talisman and Signets (too redundant).
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
This is a card I'm curious sees almost no play - I've be interesting in a super ramp to help signal cards like Tooth and Nail are supported in the cube.
I'm not really in the market right now for another Farseek given that I have a full playset of Talisman and Signets (too redundant).
Kodama's Reach sets up your 5-cmc plays by turn 3 or 4. Explosive Vegetation was always too slow and Garruk Wildspeaker does a lot of what it wants to do anyways.
I have a 720 card cube - I although I do play Kodama's Reach + Cultivate + Garruk.
I jsut feel I'm lacking support for the lands matters/ super ramp archetype.
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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
Never played the card, I don't think even in Ikoria draft, but the general rule I follow is:
-2 mana ramps 1 (Signets, Talismans, Rampant Growth, etc.)
-3 mana ramps 2 (Coalition Relic, Worn Powerstone, Cultivate)
-4+ mana ramps 3 (Thran Dynamo, Gilded Lotus)
Now, maybe Cycling and 2 lands being generally safer than 1 artifact makes up for the +1 mana cost, but I'd be skeptical that it comes down too late and doesn't provide enough ramp to justify playing it.
Never played the card, I don't think even in Ikoria draft, but the general rule I follow is:
-2 mana ramps 1 (Signets, Talismans, Rampant Growth, etc.)
-3 mana ramps 2 (Coalition Relic, Worn Powerstone, Cultivate)
-4+ mana ramps 3 (Thran Dynamo, Gilded Lotus)
Now, maybe Cycling and 2 lands being generally safer than 1 artifact makes up for the +1 mana cost, but I'd be skeptical that it comes down too late and doesn't provide enough ramp to justify playing it.
I've seen strong arguments that these super ramp targets aren't any good - and I feel that is more or less because of the speed of the format + lacking top end ramp support.
I do have Kodama's Reach + Cultivate though. I do not think I'm really in the market for another Farseek given that I play the full cycle of talisman and signets.
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
Super ramp archetype is in an interesting place because it's green, but it's also colorless with all the artifact mana. Avenger of Zendikar is really the best target for land based super ramp. If I had a bigger cube I probably would run Migration Path/Explosive Vegetation. Some archetypes do just need role players. There is also the slight dichotomy in green between land and creature based ramp with rewards responding different to how heavy you went with one over the other.
This is a card I'm curious sees almost no play - I've be interesting in a super ramp to help signal cards like Tooth and Nail are supported in the cube.
I'm not really in the market right now for another Farseek given that I have a full playset of Talisman and Signets (too redundant).
Explosive Vegetation was a card I've really likely before but I'm wondering why these two see almost no play compared to Kodama's Reach and Cultivate
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
Kodama's Reach sets up your 5-cmc plays by turn 3 or 4. Explosive Vegetation was always too slow and Garruk Wildspeaker does a lot of what it wants to do anyways.
My High Octane Unpowered Cube on CubeCobra
I jsut feel I'm lacking support for the lands matters/ super ramp archetype.
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
-2 mana ramps 1 (Signets, Talismans, Rampant Growth, etc.)
-3 mana ramps 2 (Coalition Relic, Worn Powerstone, Cultivate)
-4+ mana ramps 3 (Thran Dynamo, Gilded Lotus)
Now, maybe Cycling and 2 lands being generally safer than 1 artifact makes up for the +1 mana cost, but I'd be skeptical that it comes down too late and doesn't provide enough ramp to justify playing it.
[180 classic cube]
That's completely fair actually. Some days I feel I'm lacking the support I need for cards like Palinchron, High Tide, Field of the Dead (requires X lands on the battlefield) or super ramp spells like Tooth and Nail, Maelstrom Wanderer, Karn Liberated to really go.
I've seen strong arguments that these super ramp targets aren't any good - and I feel that is more or less because of the speed of the format + lacking top end ramp support.
I do have Kodama's Reach + Cultivate though. I do not think I'm really in the market for another Farseek given that I play the full cycle of talisman and signets.
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
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