The white member of the cycle is Divine Arrow. An untapped land and a conditional removal spell are both excellent options to have at most stages of the game. Plays well in pretty much any deck with white lands.
I kinda dislike how much these feel like the Zendikar spell lands (this is essentially a Kabira Takedown with a higher floor and a lower ceiling). But we all know untapped lands are better than tapped ones.
Damn this looks incredible, I love untapped lands with upside. This is gonna be an easy include for us
The removal isn't super good in aggro but it's still certainly able to find targets in those archetypes. But in control? Whew, this thing is gonna be filthy, and doesn't hurt that it plays well with lands cards like Life from the Loam and Wrenn and Six for those that play them.
Should note that while the 3cmc removal is at its best in control, aggro decks are far more likely to actually have an incidentally legendary creature in play to get the discount, so I don't think it shouldn't be too uncommon to see this thing come down for 2 mana on turn 4ish if need be (particularly in / ).
UW control is already one of the best decks in our cube right now, so we'll just have to be mindful of that while picking cuts I guess. While we've never tried Prismatic Ending in our cube and might want to give that a shot too, as it stands Portable Hole has been surprisingly disappointing for us and this could end up being the swap for it.
W has excellent untapped lands now with karakas, Cave, and this. I can’t imagine wanting to fool around with etbt stuff or the pain/slowness of emeria’s call.
Private Mod Note
():
Rollback Post to RevisionRollBack
I primarily play limited, so most of my spoiler season comments view cards through that lens.
Definitely slots into every white deck, just a matter of making a slot for it in your cubes. I really like this for control decks especially. One thing to note is that this is a good way to get around a lot of protection like Mother of Runes / Hexdrinker's protection from instants / proection from white in general / etc (can't get around Giver of Runes though since that gives protection from colorless). I like this a lot more than something like Castle Ardenvale. My only complaint with this card is that it doesn't add value to Primeval Titan, but oh well.
W has excellent untapped lands now with karakas, Cave, and this. I can’t imagine wanting to fool around with etbt stuff or the pain/slowness of emeria’s call.
Emeria's Call has been playing well for us, for me it's currently the #2 white utility land after Karakas and before Cave of the Frost Dragon (which also has been doing well). I definitely see it being in my cube for the long term.
I've been cubing Kabira Takedown, and have been happy with it. I think I like Takedown over this because Takedown can hit Planeswalkers and doesn't have to wait for combat, so it more easily answers things like Dark Confidant. Removal stapled onto lands is good, though, especially so on an untapped land.
I've been cubing Kabira Takedown, and have been happy with it. I think I like Takedown over this because Takedown can hit Planeswalkers and doesn't have to wait for combat, so it more easily answers things like Dark Confidant. Removal stapled onto lands is good, though, especially so on an untapped land.
I like this a lot more than Kabira Takedown since this is a lot more playable in control decks (which wants this effect more than any other archetype, IMO), and isn't as situationally dependent on your creature count. Also, the land half is just strictly better. I think it's a fine trade-off for not being able to hit walkers, white's not hurting on walker removal anyways.
I could see that being the case. I'm not sure which has the better upside, and I don't think I'm personally interested in playing both, but I am interested in how this tests.
I've been cubing Kabira Takedown, and have been happy with it. I think I like Takedown over this because Takedown can hit Planeswalkers and doesn't have to wait for combat, so it more easily answers things like Dark Confidant. Removal stapled onto lands is good, though, especially so on an untapped land.
My problem with Takedown is its not great in control decks - It sounds great in more aggressive strategies. I look forward to playing with this card.
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 still like Emeria's call more than this. It's exactly what you want in a land/spell split card - a spell that wins the game when you have too many lands.
Very cool card. I’m going to struggle figuring out which ones I should add from this cycle, as similar to the mythic spell lands but even mroeso they will be playable in any deck playing the color but need to be high enough impact to be worth a Cube slot.
I'm a sucker for MDFC's, but I can't get behind this card. A 3 mana Divine Arrow is SO BAD that even printing a Plains on the front side isn't enough to make the card appealing. There are so few situations where I'd think, "boy I wish I could pay 3 mana to turn this Plains into a Divine Arrow". If I'm flooded or in topdeck mode, chances are this is not going to make a meaningful difference. Unless I'm deep in a control deck, I don't see myself picking this card up until there's no other cards in my color, or I already have 23+ playables. And even then, I see this only being on par with a mid-tier dual land that only taps for one of my colors. This is a pass for me.
I really like the idea of having this in hand, opponent plays thoughtseize or equivalent to open a window for them to play a creature, and then choose not to attack into a nearly uncounterable removal.
Private Mod Note
():
Rollback Post to RevisionRollBack
Utility Land Cube Owner
Cube Tutor: Here
Utility Lands: Here
To post a comment, please login or register a new account.
(Important note: Card is not confirmed)
The white member of the cycle is Divine Arrow. An untapped land and a conditional removal spell are both excellent options to have at most stages of the game. Plays well in pretty much any deck with white lands.
I kinda dislike how much these feel like the Zendikar spell lands (this is essentially a Kabira Takedown with a higher floor and a lower ceiling). But we all know untapped lands are better than tapped ones.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
The removal isn't super good in aggro but it's still certainly able to find targets in those archetypes. But in control? Whew, this thing is gonna be filthy, and doesn't hurt that it plays well with lands cards like Life from the Loam and Wrenn and Six for those that play them.
Should note that while the 3cmc removal is at its best in control, aggro decks are far more likely to actually have an incidentally legendary creature in play to get the discount, so I don't think it shouldn't be too uncommon to see this thing come down for 2 mana on turn 4ish if need be (particularly in / ).
UW control is already one of the best decks in our cube right now, so we'll just have to be mindful of that while picking cuts I guess. While we've never tried Prismatic Ending in our cube and might want to give that a shot too, as it stands Portable Hole has been surprisingly disappointing for us and this could end up being the swap for it.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Emeria's Call has been playing well for us, for me it's currently the #2 white utility land after Karakas and before Cave of the Frost Dragon (which also has been doing well). I definitely see it being in my cube for the long term.
My High Octane Unpowered Cube on CubeCobra
[180 classic cube]
I like this a lot more than Kabira Takedown since this is a lot more playable in control decks (which wants this effect more than any other archetype, IMO), and isn't as situationally dependent on your creature count. Also, the land half is just strictly better. I think it's a fine trade-off for not being able to hit walkers, white's not hurting on walker removal anyways.
My High Octane Unpowered Cube on CubeCobra
[180 classic cube]
My problem with Takedown is its not great in control decks - It sounds great in more aggressive strategies. I look forward to playing with this card.
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
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
I’m greedy and wish this were 5 damage…
540 Version: https://cubecobra.com/cube/list/zza
Cube Tutor: Here
Utility Lands: Here