Quote from Humphrey01 »Primal Huntbeast+Spectral Flight
imho is enough synergy to win the game. no need to go all in.
Quote from Humphrey01 »i think you want the drafter to decide what they play. so if someone put an aura on a non-hexproof its his choice and both flights, as well as greens +3+3 ones are good enough for that.
Quote from Humphrey01 »more like tl;dr. If I dedicate my whole cube, I can push Terns into borderline category.
yeah if you run terns, because you need them dead in the grave, fine.
Al isnt running any of the zombies though.
if you run them in a controllish deck, you will just lose the race, cuz they cant block.
I think over the past 8 years or so, I tried and cut them as often as Al reintroduced them to his cube. Theyre just horrible.
Again. Desert turns them all into bad category. I can only imagine its underrated by Als playgroup.
Also autolosing to red isnt the best option. Your green evaluation was on point. how to win the swiss and beat burn. Now you just fold to red?
Sideboarding in cubedrafts is widely accepted as nothing to aim for.
Quote from Night_Hydra »From my talk with Al, Imthink I am turning Ephemerate -> Sentinel's Eyes.
Did anyone else notice Thirst for Meaning is an Instant? Does that mean it replaces Compulsive Research or Rain of Revelation?
Quote from Al_Z_Heimer »I've decided not to run the Welkin Terns and for now also decided against Flicker combo and instead went with simply more goodstuff and more counterspells, because I felt like I had too few. While doing this I wondered, how do you rank the counterspells?
Auto-includes power level-wise are:
Daze, Counterspell, Mana Leak, Miscalculation, Exclude and Condescend
How do you rank the following:
-XU Counters (Power Sink/Syncopate/Broken Ambitions): The additional effects can mostly be ignored, IMO. They can counter everything on curve for 1U, but can be become quite mana intense later and outright bad if you are mana screwed or play against green with a lot of acceleration.
-Confound: A pet card of mine. It's mostly a weaker Shelter, but still pretty solid.
-Deprive: Unconditional cmc 2 Counter with tempo drawback. Bad early, doesn't matter later.
-Disdainful Stroke: I've only recently realised that this card might be really good as it hits pretty much all of the high impact cards, you actually want to counter. When it hits it's a guaranteed tempo gain.
-Dissolve: The best [card]Cancel/card].
-Creature Counter (Essence Scatter/False Summoning/Remove Soul): Narrow, but still creature removal for cmc 2.
-Force Spike: Good early, often useless later.
-Logic Knot: Bad early, good late.
-Memory Lapse: It feels more like a bounce spell than a Counter, but it technically is one. It's not really a permanent out, but instead buys you time to find one.
-Negate: Interesting in combination with the creature Counters.
-Prohibit: By far not as good as it is in constructed, but still not unplayable. It can't be better than going even or even in the negative tempo-wise.
Quote from Marl Karx »I don't think REB and BEB are Cube cards personally