Walk the PlankBB
Sorcery U
Destroy Target Non-Merfolk creature
Unclaimed Territory
Land U
As ~ enters the battlefield, choose a creature type. T: Add to your mana pool T: Add one mana of any color to your mana pool.
Spend this mana only to cast spells of the chosen type
I guess there are too many good options for a sorcery speed removal to be worthwile at BB, and the tribal land? Is it interesting? It works for splashing I suppose...
I guess it's a neat option to have around as more and more tribal cards become relevant?
It's not for every deck, but in some creature heavy decks this will be almost as good as an untapped dual. It's probably too narrow ultimately, but we shouldn't dismiss it out of hand.
Also worth noting that this is exactly the kind of unusual effect we wawnt to have on an uncommon land in principle.
It's not for every deck, but in some creature heavy decks this will be almost as good as an untapped dual.
How often do your decks have more than 3 or 4 creature with the same creature type?
Humans, soldiers, warriors and to some extent spirits, vampires, shamans, zombies can all be part of fairly cohesive 2 color decks (depending on what exactly you're running). I don't think it's enough to cube the land, but it's certainly not nothing.
My question regarding Unclaimed Territory is specifically how much fixing does it need to do in order to be useful. While it does help whichever tribal synergies you may have (besides plentiful Humans and Warriors, my cube also happens to have at least one Wizard, Beast, and Elemental in each color); it is also a card that can just fix whichever creature is in your hand.
I do not know how much traction Crumbling Vestige got in people's cubes, but I have kept it around as a card that can help fix hands for aggro decks early before just tapping for colorless. While Unclaimed Territory can only fix for creature spells, it does not have to fix the turn it enters the battlefield (which may not even matter), and has the upside of possibly fixing multiple times when you do have multiple creatures of the same type. I am probably putting it on that same level of fixing with Crumbling Vestige, which means Unclaimed Territory would be a borderline card for my cube.
As per Walk the Plank, the sorcery part is rough, but it literally kills every creature in my cube except two, which is a bit nicer than Victim of Night, which has almost 30 misses (about 8 non-black creatures in there). That is not an inconceivable removal spell for larger cubes.
I like the comparison between Unclaimed Shores and Crumbling Vestige. I could see it being strong in aggro as a turn 1 dual that helps with double costs later, but it's probably just too narrow to justify a slot.
I wouldn't fault anyone for cubing Walk the Plank. My removal is slightly depowered, and I WANT my removal to have a slight flaw (targets, cost, difficulty in casting, or sorcery speed). I haven't found anything I like in black so far that is sorcery speed, but I'm not sure I want Walk The Plank when it also has a double black requirement.
I wouldn't fault anyone for cubing Walk the Plank. My removal is slightly depowered, and I WANT my removal to have a slight flaw (targets, cost, difficulty in casting, or sorcery speed). I haven't found anything I like in black so far that is sorcery speed, but I'm not sure I want Walk The Plank when it also has a double black requirement.
I wouldn't fault anyone for cubing Walk the Plank. My removal is slightly depowered, and I WANT my removal to have a slight flaw (targets, cost, difficulty in casting, or sorcery speed). I haven't found anything I like in black so far that is sorcery speed, but I'm not sure I want Walk The Plank when it also has a double black requirement.
I don't really like the tapped restriction. 2B sorcery speed, destroy target creature is what I want. Nice and elegant, and doesn't seem unreasonable to print given the existence of Murder.
"2B sorcerey: destroy target creature" is something that is bound to happen sooner or later, although it did take them 19 years to print Murder, the first card with simply "destroy target creature", no upside, downside, restrictions or frizzles or frazzles.
It is possible that your sorcery murder will first show up in a planeswalker deck. (like how Terrain Elemental did.)
I could see running Walk the Plank instead of something like Grasp of Darkness in a de-powered removal suite. 2B vs BB seems like a reasonable trade-off, part of depowering can be making a spell harder to cast after all.
I don't think sorcery speed alone is that serious of a drawback on a 2CMC spot removal spell, after all Journey Into Nowhere's been perfectly cubable forever, and Declaration in Stone has been decent in rare cubes. The double black is a bit tougher to swallow, but I'm really thinking about trying it over the somewhat unreliable Ultimate Price.
Private Mod Note
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Rollback Post to RevisionRollBack
465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
"2B sorcerey: destroy target creature" is something that is bound to happen sooner or later, although it did take them 19 years to print Murder, the first card with simply "destroy target creature", no upside, downside, restrictions or frizzles or frazzles.
It is possible that your sorcery murder will first show up in a planeswalker deck. (like how Terrain Elemental did.)
I like the first three words on Parting Thoughts. I'd probably swap some other removal for that as part of depowering my removal while being simple, elegant, and still of reasonable power. The extra clause... I'm not sure how I feel about it. In my cube, I can imagine feeling pretty bad about getting valued out if I was playing Lorescale Coatl, a levelled up Enclave Cryptologist, Cloudfin Raptor, Stormblood Berserker... Nemesis of Mortals would be pretty nasty. Plus even just being a cantrip with any of my unleashed guys, persist / undying creatures etc is still very good.
It's interesting, I think in the time I've been on these forums, the tone seems to have changed from 'power max' to a more overall design-oriented discussion. Parting Thoughts is probably a good card in most lists, but may not necessarily make your cube better.
Deadeye Tormenter
2B
Creature - Human Pirate, Common
Raid - When Deadeye Tormenter enters the battlefield, if you attacked with a creature this turn, target opponent discards a card.
2/2
Sleek Schooner
3
Artifact - Vehicle, Uncommon
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
The pirates had left the open sea behind, but they were still in their element: reckless adventure.
4/3
Tishana's Wayfinder
2G
Creature - Merfolk Scout, Common
When Tishana's Wayfinder enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2/2
Prosperous Pirates
4U
Creature - Human Pirate, Common
When Prosperous Pirates enters the battlefield, create two colorless Treasure artifact tokens with "T, Sacrifice this artifact: Add one mana of any color to your mana pool."
3/4
Sorcery U
Destroy Target Non-Merfolk creature
Land U
As ~ enters the battlefield, choose a creature type.
T: Add to your mana pool
T: Add one mana of any color to your mana pool.
Spend this mana only to cast spells of the chosen type
I guess there are too many good options for a sorcery speed removal to be worthwile at BB, and the tribal land? Is it interesting? It works for splashing I suppose...
I guess it's a neat option to have around as more and more tribal cards become relevant?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I guess the idea is you're splashing a creature type that's already in your deck, but that is way too narrow for cube inclusion.
My C/Ube on Cube Cobra
Also worth noting that this is exactly the kind of unusual effect we wawnt to have on an uncommon land in principle.
My C/Ube on Cube Cobra
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
Humans, soldiers, warriors and to some extent spirits, vampires, shamans, zombies can all be part of fairly cohesive 2 color decks (depending on what exactly you're running). I don't think it's enough to cube the land, but it's certainly not nothing.
I do not know how much traction Crumbling Vestige got in people's cubes, but I have kept it around as a card that can help fix hands for aggro decks early before just tapping for colorless. While Unclaimed Territory can only fix for creature spells, it does not have to fix the turn it enters the battlefield (which may not even matter), and has the upside of possibly fixing multiple times when you do have multiple creatures of the same type. I am probably putting it on that same level of fixing with Crumbling Vestige, which means Unclaimed Territory would be a borderline card for my cube.
As per Walk the Plank, the sorcery part is rough, but it literally kills every creature in my cube except two, which is a bit nicer than Victim of Night, which has almost 30 misses (about 8 non-black creatures in there). That is not an inconceivable removal spell for larger cubes.
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
(perhaps only in cubes bigger than 360...)
What about Murderous Compulsion?
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
But I am surprised that there isnt a sorcery speed terror variant other than shriekmaw.
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 is possible that your sorcery murder will first show up in a planeswalker deck. (like how Terrain Elemental did.)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Soul Reap's pretty close.
I don't think sorcery speed alone is that serious of a drawback on a 2CMC spot removal spell, after all Journey Into Nowhere's been perfectly cubable forever, and Declaration in Stone has been decent in rare cubes. The double black is a bit tougher to swallow, but I'm really thinking about trying it over the somewhat unreliable Ultimate Price.
450 card Peasant cube thread. Draft it here.
Parting Thoughts
Also, follow us on twitter! @TurnOneMagic
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
Deadeye Tormenter
2B
Creature - Human Pirate, Common
Raid - When Deadeye Tormenter enters the battlefield, if you attacked with a creature this turn, target opponent discards a card.
2/2
Sleek Schooner
3
Artifact - Vehicle, Uncommon
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
The pirates had left the open sea behind, but they were still in their element: reckless adventure.
4/3
Tishana's Wayfinder
2G
Creature - Merfolk Scout, Common
When Tishana's Wayfinder enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2/2
Prosperous Pirates
4U
Creature - Human Pirate, Common
When Prosperous Pirates enters the battlefield, create two colorless Treasure artifact tokens with "T, Sacrifice this artifact: Add one mana of any color to your mana pool."
3/4