I was surprised this card didn’t have a thread. On mobile so forgive me for no picture (won’t let me load one).
4G Enchantment
Paradox Zone enters the battlefield with a growth counter on it.
At the beginning of your end step, double the number of growth counters on Paradox Zone. Then create a 0/0 blue and green Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on Paradox Zone.
The inevitability of this card reminds me of Assemble the Legion. Assemble could at least go wide of the opponent, where this goes tall. Both are fairly slow, but this is in green with ramp. After a few turns the tokens are in chump or die territory with no end in sight.
I think Primordial Mists is a comparison as well. The card let you cast your 2/2’s, but that’s all you got was a slow army of 2/2’s. I feel like paradox zone is better than mists and legion. The only question is what is a replacement and it has to compete with the 5 mana walkers. Vivien Monsters advocate gives you a 3/3 with a key word the turn you play her, followed by her static and either more 3/3’s or double creature (albeit a search for a relevant creature for the situation). This goes 2/2,4/4,8/8,16/16,32/32 etc. I would argue viven is better the first 2-3 turns you play her, but after that things start to shift in zones favor. Being an attackable planeswalker, therefore a more susceptible permanent is not nothing either.
In the end, it may be too slow versus aggro, but a house in midrange/control matchups. I feel like this is certainly a playable cube card even in the highest of cubes though maybe a 540-720 card and worthy of discussion
Someone in our group shared this card also - I agree with your take. I think it may be too slow, but as you said, it gets out of control after a few turns and just keeps coming. I'm going to give it a spin, we'll see!
I started my cube full powered and went on by trimming down on cards that hit or miss cards. Like Moxen or Lotus for example. Having it turn 1 is game in most cases, having them late game is bad.
I like it, when people are forced to play answers, like enchantment removal for example, so the games get more interactive, but if you get punished by a card just because you can't find your answer within two or three turns, that gives me a bad feeling.
I wonder why so many people are just talking about power when it comes to the construction of their cubes. Isn't the best thing about cube that you can observe what is fun for you and players around you and adjust you cube in that direction?
That's why I pass on this card. There is no play involved. It is going to be a game winning card, or it will be too slow. No middle ground.
FUN IS IRRELEVANT! ALL THAT MATTERS IS RAW POWER OF MAKE-BELIEVE MAGIC SPELLS!
But to be real, I think for some folks having an environment be more powerful IS more fun. I had a similar experience you did where we had some cards result in un-fun experiences for certain players over and over, so we cut those cards, at least for a while.
But I've also had the opposite thing happen, where things felt a little to safe or predictable and we've wanted some more explosive stuff that can just end the game out of nowhere (even from way behind), so sometimes that's the mood too, and over the years it's gone back and forth for us.
(I realize this isn't necessarily the place for this discussion)
4G Enchantment
Paradox Zone enters the battlefield with a growth counter on it.
At the beginning of your end step, double the number of growth counters on Paradox Zone. Then create a 0/0 blue and green Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on Paradox Zone.
The inevitability of this card reminds me of Assemble the Legion. Assemble could at least go wide of the opponent, where this goes tall. Both are fairly slow, but this is in green with ramp. After a few turns the tokens are in chump or die territory with no end in sight.
I think Primordial Mists is a comparison as well. The card let you cast your 2/2’s, but that’s all you got was a slow army of 2/2’s. I feel like paradox zone is better than mists and legion. The only question is what is a replacement and it has to compete with the 5 mana walkers. Vivien Monsters advocate gives you a 3/3 with a key word the turn you play her, followed by her static and either more 3/3’s or double creature (albeit a search for a relevant creature for the situation). This goes 2/2,4/4,8/8,16/16,32/32 etc. I would argue viven is better the first 2-3 turns you play her, but after that things start to shift in zones favor. Being an attackable planeswalker, therefore a more susceptible permanent is not nothing either.
In the end, it may be too slow versus aggro, but a house in midrange/control matchups. I feel like this is certainly a playable cube card even in the highest of cubes though maybe a 540-720 card and worthy of discussion
I like it, when people are forced to play answers, like enchantment removal for example, so the games get more interactive, but if you get punished by a card just because you can't find your answer within two or three turns, that gives me a bad feeling.
I wonder why so many people are just talking about power when it comes to the construction of their cubes. Isn't the best thing about cube that you can observe what is fun for you and players around you and adjust you cube in that direction?
That's why I pass on this card. There is no play involved. It is going to be a game winning card, or it will be too slow. No middle ground.
But to be real, I think for some folks having an environment be more powerful IS more fun. I had a similar experience you did where we had some cards result in un-fun experiences for certain players over and over, so we cut those cards, at least for a while.
But I've also had the opposite thing happen, where things felt a little to safe or predictable and we've wanted some more explosive stuff that can just end the game out of nowhere (even from way behind), so sometimes that's the mood too, and over the years it's gone back and forth for us.
(I realize this isn't necessarily the place for this discussion)