It's nice to have a new option to drive the infinite persistcombodeck. Thunderous Velocipede is harder to remove than Arwen, Weaver of Hope or Metallic Mimic, but the high Crew cost of 3 makes it unlikely to do much outside the persist combo deck specifically. I don't think it is even close to replacing The Great Henge, but I could imagine swapping this in over Arwen or Rhythm of the Wild.
There's a nifty internal synergy here: The ability to give all subsequent creatures at least one +1/+1 counter will make it easier to activate Thunderous Velocipede's Crew 3 cost using your newly cast summoning sick creatures.
Worse then Hardened Scales and Branching Evolution in terms of +1/+1 counter synergy but better for creatures in general plus an artifact to boot. I think I might put this in Artifact Cube. Likely there will be more Vehicle synergy in this set.
I also misread that it gave more counters to little guys. It's basically a Good-Fortune Unicorn variant. But 3 counters on a 4 drop is a pretty big swing (curves into it). And a 2/2 zombie token drives the car just fine once it enters with a counter.
Seems powerful, but there are a fair number of variants of the ability by now.
I also misread that it gave more counters to little guys. It's basically a Good-Fortune Unicorn variant. But 3 counters on a 4 drop is a pretty big swing (curves into it). And a 2/2 zombie token drives the car just fine once it enters with a counter.
Seems powerful, but there are a fair number of variants of the ability by now.
This is the third card (of 6) that I've misread in the DTF new card discussion thread. This tells me:
a. Middle-age brain is real and it's coming for us all (but mostly me).
b. I need to start avoiding excessive card complexity because this is only going to get worse.
I think this might be better than it appears. any 2 power creature puts this thing online and its real tough to kill. Will see if i can find a way to test this one as well.
I think this might be better than it appears. any 2 power creature puts this thing online and its real tough to kill. Will see if i can find a way to test this one as well.
This is insane IMO. I've been looking for a playable anthem for a while now.
This is insane IMO. I've been looking for a playable anthem for a while now.
I don't think this is that great of an anthem, especially since it can't boost what's already in play. I don't think this is any better than Curse of Predation. Creatures are so strong these days anyways that anthems aren't really necessary unless they can really stand on their own.
This is insane IMO. I've been looking for a playable anthem for a while now.
I don't think this is that great of an anthem, especially since it can't boost what's already in play. I don't think this is any better than Curse of Predation. Creatures are so strong these days anyways that anthems aren't really necessary unless they can really stand on their own.
It solves a somewhat major problem I have with Deranged Hermit where I've found the tokens can get stone walled and really needs support to get useful.
I didn't realize this until now, but this is insane with Walking Ballista if you can cast this for X=2+
It solves a somewhat major problem I have with Deranged Hermit where I've found the tokens can get stone walled and really needs support to get useful.
In this scenario this doesn't do anything that Curse of Predation can do except immediately give your tokens a single counter. But that's more than offset by Curse of Predation being able to give creatures already on the battlefield +1/+1 counters once they start attacking. Not to mention that you it keeps your creatures growing over time as long as they keep attacking.
IMO without persist combo applications this is just much worse than things like Curse of Predation or even Nissa, Voice of Zendikar. Not to mention things like Securitron Squadron for boosting tokens while being very strong on its own.
It solves a somewhat major problem I have with Deranged Hermit where I've found the tokens can get stone walled and really needs support to get useful.
Curse of Predation being able to give creatures already on the battlefield +1/+1 counters once they start attacking. Not to mention that you it keeps your creatures growing over time as long as they keep attacking.
I think the comparison to Curse of Predation is difficult because they both shine in different scenarios. Curse of predation great when you have an established board ready to swing. Velocipede great to play before your board is established. mana dork into this on turn two, followed by any 2 power creature to swing with a 5/5 trampler on turn three is an explosive start that curse cannot match. Velocipede adding 5 power with trample to the board immediately can't be overlooked. Assuming you play a creature without haste to crew the velocipede, you'd need 5 creatures on board attacking with curse to match the damage output on the first swing.
I think the comparison to Curse of Predation is difficult because they both shine in different scenarios. Curse of predation great when you have an established board ready to swing. Velocipede great to play before your board is established.
The kind of decks that they're going into will favor Curse of Predation's ability to beef an already existing board more because that's going to be your deck's main gameplan anyways. Anthems really suffer if they can't buff what's already on the board.
Velocipede adding 5 power with trample to the board immediately can't be overlooked. Assuming you play a creature without haste to crew the velocipede, you'd need 5 creatures on board attacking with curse to match the damage output on the first swing.
Without following up with creatures to put additional +1/+1 counters on, this is only +2 total power on the board, and that's assuming you don't over pay for the crew.
I don't think this card is bad, but IMO it's far from great outside of persist strategies. Standalone anthems are pretty extraneous these days, and not boosting a current existing board state is a huge drawback. As far as aggressive 3-cmc cards goes, this is a much lower priority to me than things like Court of Garenbrig / Ursine Monstrosity / Sandstorm Salvager / Sentinel of the Nameless City / blitzing Caldaia Guardian / etc.
It's nice to have a new option to drive the infinite persist combo deck. Thunderous Velocipede is harder to remove than Arwen, Weaver of Hope or Metallic Mimic, but the high Crew cost of 3 makes it unlikely to do much outside the persist combo deck specifically. I don't think it is even close to replacing The Great Henge, but I could imagine swapping this in over Arwen or Rhythm of the Wild.
There's a nifty internal synergy here: The ability to give all subsequent creatures at least one +1/+1 counter will make it easier to activate Thunderous Velocipede's Crew 3 cost using your newly cast summoning sick creatures.
You could remove the vehicle part of this entirely and I'd still be intrigued.
This only gives a single +1/+1 counter to creatures cmc 4 or LESS. Tokens that aren't cloning big things will only get a single counter.
The hermit itself will at least get three +1/+1 counters, haha.
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I been wanting a playable anthem for a while now.
Seems powerful, but there are a fair number of variants of the ability by now.
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This is the third card (of 6) that I've misread in the DTF new card discussion thread. This tells me:
a. Middle-age brain is real and it's coming for us all (but mostly me).
b. I need to start avoiding excessive card complexity because this is only going to get worse.
Cube Card Statistics: https://docs.google.com/spreadsheets/d/1jKhQ35Ekhiko8W-rG6AAC_rkQmSjf-yBn11TeRbe0rQ/edit?usp=sharing
This is insane IMO. I've been looking for a playable anthem for a while now.
I don't think this is that great of an anthem, especially since it can't boost what's already in play. I don't think this is any better than Curse of Predation. Creatures are so strong these days anyways that anthems aren't really necessary unless they can really stand on their own.
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My High Octane Unpowered Cube on CubeCobra
It solves a somewhat major problem I have with Deranged Hermit where I've found the tokens can get stone walled and really needs support to get useful.
I didn't realize this until now, but this is insane with Walking Ballista if you can cast this for X=2+
In this scenario this doesn't do anything that Curse of Predation can do except immediately give your tokens a single counter. But that's more than offset by Curse of Predation being able to give creatures already on the battlefield +1/+1 counters once they start attacking. Not to mention that you it keeps your creatures growing over time as long as they keep attacking.
IMO without persist combo applications this is just much worse than things like Curse of Predation or even Nissa, Voice of Zendikar. Not to mention things like Securitron Squadron for boosting tokens while being very strong on its own.
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I think the comparison to Curse of Predation is difficult because they both shine in different scenarios. Curse of predation great when you have an established board ready to swing. Velocipede great to play before your board is established. mana dork into this on turn two, followed by any 2 power creature to swing with a 5/5 trampler on turn three is an explosive start that curse cannot match. Velocipede adding 5 power with trample to the board immediately can't be overlooked. Assuming you play a creature without haste to crew the velocipede, you'd need 5 creatures on board attacking with curse to match the damage output on the first swing.
Cube Card Statistics: https://docs.google.com/spreadsheets/d/1jKhQ35Ekhiko8W-rG6AAC_rkQmSjf-yBn11TeRbe0rQ/edit?usp=sharing
The kind of decks that they're going into will favor Curse of Predation's ability to beef an already existing board more because that's going to be your deck's main gameplan anyways. Anthems really suffer if they can't buff what's already on the board.
Without following up with creatures to put additional +1/+1 counters on, this is only +2 total power on the board, and that's assuming you don't over pay for the crew.
I don't think this card is bad, but IMO it's far from great outside of persist strategies. Standalone anthems are pretty extraneous these days, and not boosting a current existing board state is a huge drawback. As far as aggressive 3-cmc cards goes, this is a much lower priority to me than things like Court of Garenbrig / Ursine Monstrosity / Sandstorm Salvager / Sentinel of the Nameless City / blitzing Caldaia Guardian / etc.
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