Whoa. Pretty crazy support for a handful of archetypes: lands matters, self mill (Uro!) and ramp. A single fetch and you can kinda go nuts if this sticks for a few turns. 2/4 body makes it quite resilient to burn too. Also an insect for Grist I guess.
4 mana feels like a million mana these days but I really like this card.
Exploration x Crucible of Worlds on a 2/4 that also has landfall - mill 1. I've always wanted Exploration + Crucible Worlds on a single card, although I wish the rate / body was a bit better. Landfall - mill 1 is a nice bonus. At 4 mana I like this a lot more than things like Oracle of Mul Daya / Conduit of Worlds, but I do like the cheaper but separate Exploration / Crucible of World options more than this just based on cost alone.
I have cut all the other Crucible effects over time but the Exploration welded to this makes it an insane engine with any landscape, fetch or Wasteland/Mine as well as the new suite of landfall triggers (Sazh's Chocobo, Bristly Bill, Spine Sower and Scythecat Cub) plus with a sufficient equipment/pump spell/aura suite, Tifa Lockhart starts to become interesting too). Plus the green 4 drop is really anemic. The ingrained mill is the cherry on top and cross-pollinates the delirium/Goyf synergies too. Very exciting addition!
I always loved the explosiveness of Oracle of Mul Daya. This looks like a slam dunk.
My only concern right now is we have a bottleneck on the number of stripmine / wasteland style effects
I have two wastelands in my cube because of this. I've considered two strip mines but not sure.
Regarding this card, I love it. Crucible and exploration together?? Yes please. I have a heavy lands matter archetype and will surely include this
I don't have duplicates in my cube, but my experience has been Strip Mine has just been unfair every time the opponent could recur it. I think Wasteland is entirely within reason to recur.
I think the Master Booster Waste Land is entirely within reason though ...
For me, the bottleneck for the lands deck has always been the lack of good Exploration effects. So having one tacked onto a Ramunap Excavator is absolutely golden, even if it costs me an extra G to cast it. In addition, the mill effect makes Icetill Explorer sort of a pseudo Oracle of Mul Daya with how it can peel lands off the top of your deck. This looks like a slam dunk for any cube that supports land-based strategies.
I'm also still running oracle mostly for nostalgia and this will kick it out. May make be bring titania back in as that is an insane back-to-back play over 2 turns.
Tried this out for the first time and it smashed my already high expectations of it. Unlike your typical Crucible effect, this card is good in any type of shell. As long as you have a single fetchland in the graveyard, Icetill Explorer is almost guaranteed to ramp you on the turn you play it (your opponent would have to exile your graveyard in response to it being cast to prevent it). And if it lives even a single turn, you're going up two more lands, no cards from hand required. That's 7 mana on turn 5, +3 CA. That's insane. Even a landscape will get you 6 mana the turn you untap with the Explorer, and it's likely you'll end up with all 7 after the first three landfall triggers. I think Icetill Explorer is just behind Questing Beast in the competition for best green 4-drop,
I think Icetill Explorer is just behind Questing Beast in the competition for best green 4-drop,
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Undermountain Adventurer requires less setup to run away with the game, and it can do so even without sticking around. But initiative is a double-edged sword, and it's not uncommon for Undermountain Adventurer to either get stuck in hand or backfire horribly. Icetill Explorer may be a terrible play when you don't have any lands in the 'yard, but at least it doesn't lose you the game. Adventurer is definitely still in the top 3 for me, I just prefer the less risky creatures to it.
Whoa. Pretty crazy support for a handful of archetypes: lands matters, self mill (Uro!) and ramp. A single fetch and you can kinda go nuts if this sticks for a few turns. 2/4 body makes it quite resilient to burn too. Also an insect for Grist I guess.
4 mana feels like a million mana these days but I really like this card.
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StaffExploration x Crucible of Worlds on a 2/4 that also has landfall - mill 1. I've always wanted Exploration + Crucible Worlds on a single card, although I wish the rate / body was a bit better. Landfall - mill 1 is a nice bonus. At 4 mana I like this a lot more than things like Oracle of Mul Daya / Conduit of Worlds, but I do like the cheaper but separate Exploration / Crucible of World options more than this just based on cost alone.
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My only concern right now is we have a bottleneck on the number of stripmine / wasteland style effects
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I have two wastelands in my cube because of this. I've considered two strip mines but not sure.
Regarding this card, I love it. Crucible and exploration together?? Yes please. I have a heavy lands matter archetype and will surely include this
Love it for strip mine and land fall shenagaigns, like it less for fastbond infinite combo decks. Those decks can mill out naturally..
Still a cool card and would love to test it
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I don't have duplicates in my cube, but my experience has been Strip Mine has just been unfair every time the opponent could recur it. I think Wasteland is entirely within reason to recur.
I think the Master Booster Waste Land is entirely within reason though ...
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The other option is Sylvan Safekeeper, which honestly has just been the biggest pain in my neck ..
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Undermountain Adventurer requires less setup to run away with the game, and it can do so even without sticking around. But initiative is a double-edged sword, and it's not uncommon for Undermountain Adventurer to either get stuck in hand or backfire horribly. Icetill Explorer may be a terrible play when you don't have any lands in the 'yard, but at least it doesn't lose you the game. Adventurer is definitely still in the top 3 for me, I just prefer the less risky creatures to it.