I been playing cEDH for a while and I'm really in love with this card.
Traditionally, this would be cheated out of an Urza deck with something like Polymorph and the play can generate infinite mana through Moxen + 0 CMC card - Engineered Explosives and dump the infinite mana into Urza for a win.
I thought about this card and though if there is a place for a card like this in cube:
- Could be a Palinchron style combo piece for UG ramp decks to generate infinite mana.
- Could be a decent control finisher/ reanimator target
I'm in the middle of experimenting reworking my storm decks into two variants:
- All-in storm that seeks to win turns 3-4 (unlikely to draw but sometimes you get there)
- Control Storm that seems to win turns 5-6 (similar to RUG scapeshift in modern that plays a combination of sweepers/ counter magic and leverages natural land drops). This variant could be something like a control deck with a Thousand Year storm/ Palinchron + Heartbeat/ Hullbreacher + Time spiral and the rest of the deck is just control pieces with maybe 2-3 storm accelerations.
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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
This one seems really interesting as a control finisher creature. How does it compare with Kiora Bests the Sea God, which was played well in my 720 cube?
I've always liked this card overall, but for my cube in particular I don't think it's a great option because it's a 7-cmc creature that isn't great in Cheaty Face shells. I want my giant creatures to be strong right out of the gate without me having to have untapped lands / spells in my hand. My main cube is also unpowered and doesn't support storm, so the infinite mana trick doesn't really apply to me.
This one seems really interesting as a control finisher creature. How does it compare with Kiora Bests the Sea God, which was played well in my 720 cube?
I've always liked this card overall, but for my cube in particular I don't think it's a great option because it's a 7-cmc creature that isn't great in Cheaty Face shells. I want my giant creatures to be strong right out of the gate without me having to have untapped lands / spells in my hand. My main cube is also unpowered and doesn't support storm, so the infinite mana trick doesn't really apply to me.
I think its pretty fringe playable. If you're not supporting storm/ power, I would not recommend this one bit.
Thousand-Year Storm has not performed well one bit. I have three tiers of combo in my cube:
1. This combo deck will always be viable in a 8 people, 360 card draft. I.e. It will almost always meet the minimum archetype support requirements and if no one else is in your lane, you should have a viable deck.
- Reanimator, Artifact Ramp are in this category.
2. This combo deck is not guaranteed to be viable at 360. It does not meet the minimum archetype support. It has only the stronger support card and drafts should pivot/ draft wisely.
- Melira, Storm, Wildfire, Flicker, Time Vault, Lands, Instant Speed Reanimator, aristocrats etc. (The majority of the combo decks have been downgraded to this level).
3. The combo pieces are in the cube, it may happen, but don't plan for it.
- Dark Depths, Twin, Archangel/ Spike Feeder etc.
These are either archetypes/ combos that are strong in the right decks and take up only 2-3 card slots or flexible cards that are cube playable and could form a combo if played together.
Storm used to be in category 1, but I feel its taking up too many card slots and its best iterations don't perform better than fair decks. I'm in the middle of working on helping the deck pivot - UG ramp, Grixis Reanimator, Artifact ramp etc. rather than trying to justifying adding more narrow storm rituals.
I'm testing him to help storm players pivot/ play with more control storm, but I'm honestly not that hopeful.
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 been playing cEDH for a while and I'm really in love with this card.
Traditionally, this would be cheated out of an Urza deck with something like Polymorph and the play can generate infinite mana through Moxen + 0 CMC card - Engineered Explosives and dump the infinite mana into Urza for a win.
I thought about this card and though if there is a place for a card like this in cube:
- Could be a Palinchron style combo piece for UG ramp decks to generate infinite mana.
- Could be a decent control finisher/ reanimator target
I'm in the middle of experimenting reworking my storm decks into two variants:
- All-in storm that seeks to win turns 3-4 (unlikely to draw but sometimes you get there)
- Control Storm that seems to win turns 5-6 (similar to RUG scapeshift in modern that plays a combination of sweepers/ counter magic and leverages natural land drops). This variant could be something like a control deck with a Thousand Year storm/ Palinchron + Heartbeat/ Hullbreacher + Time spiral and the rest of the deck is just control pieces with maybe 2-3 storm accelerations.
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
My High Octane Unpowered Cube on CubeCobra
I could see Kiora being incredibly strong.
I think its pretty fringe playable. If you're not supporting storm/ power, I would not recommend this one bit.
Thousand-Year Storm has not performed well one bit. I have three tiers of combo in my cube:
1. This combo deck will always be viable in a 8 people, 360 card draft. I.e. It will almost always meet the minimum archetype support requirements and if no one else is in your lane, you should have a viable deck.
- Reanimator, Artifact Ramp are in this category.
2. This combo deck is not guaranteed to be viable at 360. It does not meet the minimum archetype support. It has only the stronger support card and drafts should pivot/ draft wisely.
- Melira, Storm, Wildfire, Flicker, Time Vault, Lands, Instant Speed Reanimator, aristocrats etc. (The majority of the combo decks have been downgraded to this level).
3. The combo pieces are in the cube, it may happen, but don't plan for it.
- Dark Depths, Twin, Archangel/ Spike Feeder etc.
These are either archetypes/ combos that are strong in the right decks and take up only 2-3 card slots or flexible cards that are cube playable and could form a combo if played together.
Storm used to be in category 1, but I feel its taking up too many card slots and its best iterations don't perform better than fair decks. I'm in the middle of working on helping the deck pivot - UG ramp, Grixis Reanimator, Artifact ramp etc. rather than trying to justifying adding more narrow storm rituals.
I'm testing him to help storm players pivot/ play with more control storm, but I'm honestly not that hopeful.
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