For my card: I outlined my goal and that was to have an izzet card to fill what I think is a hole in izzet (specifically a lack of izzety dudes) and I want artifact destruction (since all but the most acidic and slimy variants are not being used in my cube becaue they are so rarely needed). So I was like "Birds, meet Stone".
As for your card:
Problem is I still wouldn't want to run it. It is obviously smacking Ingot Chewer around with a beach towel and would be a sick real card, but the problem isn't efficiency or power it's "I just don't need cards that do just this".
If it's not efficiency or power, then you just kinda want versatility/flexibility? My logic was that if the body is efficient enough, you can run it regardless of whether or not it destroys something.
Bits 1R
Sorcery
~ deals 4 damage to target creature.
///
Pieces R
Sorcery
Destroy target artifact.
Fuse
Thinking about your earlier multicolor artifact monstrosity, I was reminded of a cycle of creatures I designed earlier that had three "modes:" A decent monocolor, a good dualcolor, and an amazing tricolor.
Bant Patriot1WW
Creature - Human Knight
Flying
~ has flash as long as you control a Forest or an Island. GU: Target permanent you control gains hexproof until end of turn.
2/3
Esper Supremacist1UU
Artifact Creature - Vedalken Knight
~ is unblockable.
~ has lifelink as long as you control a Plains or a Swamp. WB: ~ gets +2/+2 until end of turn.
1/4
Grixis Sunderer1BB
Creature - Zombie Knight
Whenever ~ deals combat damage to a player, if you control an Island or a Mountain, you may draw a card, then discard a card. UR: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Unearth 1B
4/1
Jund Devourer1RR
Creature - Viashino Knight
Haste
~ has deathtouch as long as you control a Swamp or a Forest. BG: Regenerate ~.
3/2
Naya Rampager1GG
Creature - Cat Knight
Trample
~ has first strike as long as you control a Mountain or a Plains. RW: ~ gains double strike until end of turn.
3/3
That would've been pretty great had we not just had wear and tear.
Problem with Wear and Tear is that it's just Hull Breach again. As it turns out, that's just more "meh" situational annoyance removal and doesn't really have much purpose in the main deck. Obviously, it makes sense they'd print a split Naturalize in a set with guilded fuse cards, but assuming they ever do fuse again (which they should, 'cause it's a really awesome mechanic) they could mix it up and not just do 2-color or 2-guild splits.
I meant that since they just printed it, we can't expect to see another shatter+thing fuse card. Of course I think Ware and tare is bad for cube.
Oh I was agreeing with you for sure, even if I said a lot of words. We definitely won't be seeing this and won't be cubing Wear and Tear. More main deck cards WotC, you can do it!
Those all look pretty cool to me. Perhaps pushing the envelope a little bit for uncommons but not too much. The double color-costs perhaps sit a little awkwardly with the tri-color scheme though, was that intentional?
It was intentional indeed. At first I had them all at 2C, but quickly realized just how insane all of them were. It meant that they could regularly be "maximum power" on turn 4, which is super scary for some of them. It also gave me an excuse to boost the power of the mono-color body, to ensure that a mono-color deck that could occasionally hit the splash colors would still have a serviceable creature in the meantime. The only one that probably doesn't accomplish this is the black one, but he could be 4/1 instead of a 2/2 and that would probably do it.
Alternately, I could combine the costs into their main cost so these are always duo or tri-color cards (versus having the additional option of mono-color):
Bant Patriot1W
Creature - Human Knight
Flash
Flying GU: Target permanent you control gains hexproof until end of turn.
2/3
Esper Supremacist1U
Artifact Creature - Vedalken Knight
Lifelink
~ is unblockable. WB: ~ gets +2/+2 until end of turn.
1/4
Grixis Sunderer1B
Creature - Zombie Knight
Whenever ~ deals combat damage to a player, you may draw a card, then discard a card. UR: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Unearth 1B
4/1
I'd love Zombie Rager and I would run it so hard. The lifeloss in black is starting to be painful, though.
Witch Hunt seems great. Maybe a little too great, as it's basically a sorcery speed doom blade that prevents all reanimate shenanigans in white. WotC would probably cost it at 1WW or 2W. (For comparison, you'd probably bring up Sun Lance, but that was color shifted.)
I was thinking of a cool removal spell (not that we need more, but this sounds interesting)
Something like:
Prey on the Meek - B
Instant - Uncommon
Destroy target creature with power less than its converted mana cost. "Lets see if your strength can match your intellect" - Lilliana Vess
Slay the Stupid B
Instant - Uncommon
Destroy target creature with power more than its converted mana cost. How your mind supported your body for this long, we may never know.
jon you're right. I thought they were interesting concepts. They both don't kill bears, but can kill utility creatures/undercosted threats. Your card is pretty cool, and maybe overpowered. Maybe as a 0/2? As is he can kill blastoderm and shoot down serra angel at the same time.
Those kill spells need to be 1B - their conditions are pretty similar to those on Doom Blade and its many variants, but I think they're nice variations on the theme. I could see making it power > toughness and vice versa instead of referencing CMC just for ease of use.
The archer is too good/swingy for 1G. Thornweald Archer already does a great job of being a deathtouch 2-drop that hoses flyers and is much more streamlined/elegant, and we have Trophy Hunter at the 3-drop slot doing a similar job. I think it needs to cost GG and/or only ping attacking/blocking flyers.
Well the deathtouch ability is certainly relevant. I think at GG it would be fine to hit any creature with flying an opponent controls (no shenanigans with Pillory of the Sleepless and such. It would help in taking down Jetting Glasskite and Phantasmal guys (does anybody still run these?)
The more I think about it, the more I like it. Green is supposed to be the king of killing flying dudes. Why not have repeatable removal on a 2cmc dude? Serra Angel, Sereneb Efferet, Juzam Djinn, all these high-powered finishers could get taken down by this guy. Prevents Cloudgoat Ranger from pumping himself as well...
I don't think green deals in self damage anymore. But it's such SUCH a hard hoser against things that fly I don't know if that's good design. It's like "I'm an overcosted defender... lalala... OMG IT FLIES DIE... wait wait wait...."
I don't think green deals in self damage anymore. But it's such SUCH a hard hoser against things that fly I don't know if that's good design. It's like "I'm an overcosted defender... lalala... OMG IT FLIES DIE... wait wait wait...."
Spritewing 2W
Creature - Elemental
Flash
When ~ enters or leaves the battlefield, put a 1/1 white Spirit creature token onto the battlefield.
Evoke WW
2/2
Flashfire 2R
Creature - Elemental
Flash
When ~ enters or leaves the battlefield, it deals 1 damage to target creature or player.
Evoke RR
2/2
And an "anthem":
Together We Stand 1W
Instant
Untap each creature you control. Put a +1/+1 counter on each of those creatures.
Yeah, they're kinda aggressively costed. 1WW and 1RR would've been fine, and a 2/1 body is fine too. If anything, they'll just more easily that way so it's easier to trigger them again.
Here's some various odd and boring holes that could be filled, although I could easily see some of these having more abilities as necessary:
Offense Griffin 2W
Creature - Griffin
Flying
3/1
Fearsome Foe 2R
Creature - Beast
Intimidate
3/1
Impulsive Knight RR
Creature - Human Knight
First strike, haste
2/1
Also, I wasn't 100% sure which color this belonged in:
Embarrassed Giant 1BB
Creature - Giant
~ enters the battlefield tapped.
~ can only attack or block alone.
5/5
A friend of mine and I are working on a new set project. The concept is BIGNESS.
Everything BIG
We have, at common 2G
Creature - Human Druid
T: Add seven mana of any one color to your mana pool. Activate this ability only if you've spent seven or more mana this turn.
2/2
We've gotten into all-commons testing to show that we have proof of concept, but I'm always looking for extra hands to give perspective.
As for your card:
Problem is I still wouldn't want to run it. It is obviously smacking Ingot Chewer around with a beach towel and would be a sick real card, but the problem isn't efficiency or power it's "I just don't need cards that do just this".
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Bits 1R
Sorcery
~ deals 4 damage to target creature.
///
Pieces R
Sorcery
Destroy target artifact.
Fuse
Cubetutor link - 380 Peasant Cube
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Bant Patriot 1WW
Creature - Human Knight
Flying
~ has flash as long as you control a Forest or an Island.
GU: Target permanent you control gains hexproof until end of turn.
2/3
Esper Supremacist 1UU
Artifact Creature - Vedalken Knight
~ is unblockable.
~ has lifelink as long as you control a Plains or a Swamp.
WB: ~ gets +2/+2 until end of turn.
1/4
Grixis Sunderer 1BB
Creature - Zombie Knight
Whenever ~ deals combat damage to a player, if you control an Island or a Mountain, you may draw a card, then discard a card.
UR: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Unearth 1B
4/1
Jund Devourer 1RR
Creature - Viashino Knight
Haste
~ has deathtouch as long as you control a Swamp or a Forest.
BG: Regenerate ~.
3/2
Naya Rampager 1GG
Creature - Cat Knight
Trample
~ has first strike as long as you control a Mountain or a Plains.
RW: ~ gains double strike until end of turn.
3/3
Problem with Wear and Tear is that it's just Hull Breach again. As it turns out, that's just more "meh" situational annoyance removal and doesn't really have much purpose in the main deck. Obviously, it makes sense they'd print a split Naturalize in a set with guilded fuse cards, but assuming they ever do fuse again (which they should, 'cause it's a really awesome mechanic) they could mix it up and not just do 2-color or 2-guild splits.
Cubetutor link - 380 Peasant Cube
I reallly like the concept behind those cards.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Oh I was agreeing with you for sure, even if I said a lot of words. We definitely won't be seeing this and won't be cubing Wear and Tear. More main deck cards WotC, you can do it!
Cubetutor link - 380 Peasant Cube
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
It was intentional indeed. At first I had them all at 2C, but quickly realized just how insane all of them were. It meant that they could regularly be "maximum power" on turn 4, which is super scary for some of them. It also gave me an excuse to boost the power of the mono-color body, to ensure that a mono-color deck that could occasionally hit the splash colors would still have a serviceable creature in the meantime. The only one that probably doesn't accomplish this is the black one, but he could be 4/1 instead of a 2/2 and that would probably do it.
Alternately, I could combine the costs into their main cost so these are always duo or tri-color cards (versus having the additional option of mono-color):
Creature - Human Knight
Flash
Flying
GU: Target permanent you control gains hexproof until end of turn.
2/3
Esper Supremacist 1U
Artifact Creature - Vedalken Knight
Lifelink
~ is unblockable.
WB: ~ gets +2/+2 until end of turn.
1/4
Grixis Sunderer 1B
Creature - Zombie Knight
Whenever ~ deals combat damage to a player, you may draw a card, then discard a card.
UR: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Unearth 1B
4/1
Jund Devourer 1R
Creature - Viashino Knight
Haste, deathtouch
BG: Regenerate ~.
3/2
Naya Rampager 1G
Creature - Cat Knight
Trample, first strike
RW: ~ gains double strike until end of turn.
3/3
I'd love Zombie Rager and I would run it so hard. The lifeloss in black is starting to be painful, though.
Witch Hunt seems great. Maybe a little too great, as it's basically a sorcery speed doom blade that prevents all reanimate shenanigans in white. WotC would probably cost it at 1WW or 2W. (For comparison, you'd probably bring up Sun Lance, but that was color shifted.)
Cubetutor link - 380 Peasant Cube
Something like:
Prey on the Meek - B
Instant - Uncommon
Destroy target creature with power less than its converted mana cost.
"Lets see if your strength can match your intellect" - Lilliana Vess
Slay the Stupid B
Instant - Uncommon
Destroy target creature with power more than its converted mana cost.
How your mind supported your body for this long, we may never know.
The archer is too good/swingy for 1G. Thornweald Archer already does a great job of being a deathtouch 2-drop that hoses flyers and is much more streamlined/elegant, and we have Trophy Hunter at the 3-drop slot doing a similar job. I think it needs to cost GG and/or only ping attacking/blocking flyers.
The more I think about it, the more I like it. Green is supposed to be the king of killing flying dudes. Why not have repeatable removal on a 2cmc dude? Serra Angel, Sereneb Efferet, Juzam Djinn, all these high-powered finishers could get taken down by this guy. Prevents Cloudgoat Ranger from pumping himself as well...
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Its kindof outdated, but Sylvan Library
Creature - Elemental
Flash
When ~ enters or leaves the battlefield, put a 1/1 white Spirit creature token onto the battlefield.
Evoke WW
2/2
Flashfire 2R
Creature - Elemental
Flash
When ~ enters or leaves the battlefield, it deals 1 damage to target creature or player.
Evoke RR
2/2
And an "anthem":
Together We Stand 1W
Instant
Untap each creature you control. Put a +1/+1 counter on each of those creatures.
Cubetutor link - 380 Peasant Cube
anymore
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Here's some various odd and boring holes that could be filled, although I could easily see some of these having more abilities as necessary:
Offense Griffin 2W
Creature - Griffin
Flying
3/1
Fearsome Foe 2R
Creature - Beast
Intimidate
3/1
Impulsive Knight RR
Creature - Human Knight
First strike, haste
2/1
Also, I wasn't 100% sure which color this belonged in:
Embarrassed Giant 1BB
Creature - Giant
~ enters the battlefield tapped.
~ can only attack or block alone.
5/5
Cubetutor link - 380 Peasant Cube
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
The Po-Po WU
Creature - Human Soldier
Whenever ~ attacks, you may detain target creature.
2/2
Alternate costs include 2W or 2U. If it's 1WU, it can have flying too.
Cubetutor link - 380 Peasant Cube
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
That'd be a fairly simple swap, it doesn't really change how the card functions at all so I'd be fine with that. Seems rather arbitrary, though.
Cubetutor link - 380 Peasant Cube
A friend of mine and I are working on a new set project. The concept is BIGNESS.
Everything BIG
We have, at common
2G
Creature - Human Druid
T: Add seven mana of any one color to your mana pool. Activate this ability only if you've spent seven or more mana this turn.
2/2
We've gotten into all-commons testing to show that we have proof of concept, but I'm always looking for extra hands to give perspective.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article