Rampaging Hippo and Brambleweft Behemoth are two very different cards, in my opinion, though I would argue that the hippo is the more versatile of the two. I would say the inclusion of the Behemoth in the same set is a little strange since they knew they would be introducing Colossal Dreadmaw immediately in the next set. I'm not sure what role they thought the behemoth would play in draft over the hippo. I would also argue the Dreadmaw is strictly better than the behemoth since it's a dinosaur
Yeah, I don't it's too weird for Pyromantic Pilgrim and Brambleweft Behemoth to be strictly worse than or pretty similar to their counterparts since neither is in the actually set or packs, and are only found in planeswalker decks so they won't be appearing in draft and be competing with their counterparts. They probably opted for strictly worse versions in the planeswalker decks just to try to keep the overall complexity of cards in the decks somewhat simple.
Yeah, I don't it's too weird for Pyromantic Pilgrim and Brambleweft Behemoth to be strictly worse than or pretty similar to their counterparts since neither is in the actually set or packs, and are only found in planeswalker decks so they won't be appearing in draft and be competing with their counterparts. They probably opted for strictly worse versions in the planeswalker decks just to try to keep the overall complexity of cards in the decks somewhat simple.
Oh! I didn't realize the Behemoth wasn't in the full set. It would be strange to have the hippo and behemoth in the same draft. That does explain some things. But as to why they felt the need to print the behemoth, I have no idea. Usually they print unique, though underpowered cards for these decks, such as Terrain Elemental in the Nissa deck. The Elemental isn't amazing, but it is a one-of-a-kind card, which justifies its existence.
Yeah, I don't it's too weird for Pyromantic Pilgrim and Brambleweft Behemoth to be strictly worse than or pretty similar to their counterparts since neither is in the actually set or packs, and are only found in planeswalker decks so they won't be appearing in draft and be competing with their counterparts. They probably opted for strictly worse versions in the planeswalker decks just to try to keep the overall complexity of cards in the decks somewhat simple.
Oh! I didn't realize the Behemoth wasn't in the full set. It would be strange to have the hippo and behemoth in the same draft. That does explain some things. But as to why they felt the need to print the behemoth, I have no idea. Usually they print unique, though underpowered cards for these decks, such as Terrain Elemental in the Nissa deck. The Elemental isn't amazing, but it is a one-of-a-kind card, which justifies its existence.
Actually, I think Behemoth was unique because there hadn't ever been a 6/6 trampler for 6 at common. I think (correct me if I'm wrong) that the closest previously was Vulpine Goliath
They're really slow rolling the common spoilers. I guess it's just cuz so much got spoiled ahead of time. This set looks sweet but the commons so far are very underwhelming. I guess if I had a memorable flavor text cube...
set is awful so far, the only card of those that is remotely interesting is Baloth Gorger and mayyybe Charge and Thallid Soothsayer. but probably wont even find a slot for those in my T2. Healing Grace looks quite good though. the powercreep on healing salve is real
Fight With Fire absolutely isn't a common but would be amazing if it was one. 3cmc kill almost anything, 9cmc kill your opponent or everything they have? Yepppppp
Fight With Fire absolutely isn't a common but would be amazing if it was one. 3cmc kill almost anything, 9cmc kill your opponent or everything they have? Yepppppp
Wouldn't be surprised if it was a rare, it's similar (and worse, but still) to Cyclonic Riff in that regard. Decent first half (at least in this day's limited standards), ridiculous second half.
its no answer, its a random shot. i can see it okayish in cubes that run the signets. but 98% of the time its ostracize. doesnt mean its a bad card though, i ran the latter in my t1 for quite some time and its very solid. had to cut it at one point for space reasons.
Ostracize (and by extension, this card) trades cleanly 1-for-1 with a number of cards that are hard to do that with, Mulldrifter, Dinrova Horror, Gravediggers, etc. I ended up cutting it because it's difficult to "target" in the way that you want to but it was always fine, efficient, if narrow.
I run an underpowered cube, but I still avoid one-off digging effects. I don't think this will do much for green. As Humphrey said, at most it just scries a land off the top.
At most it's a cantrip that draws you a land or a creature, and probably what the ACS will be is that. Saying at best it just scries a land off the top is really selling it short, as the difference between scrying and drawing a card is huge.
sure the card if nice, you can basically put it in every deck. but youll never pick it early and it doesnt add anything to your gameplan. The blue ones can at least fuel UR spells matters and find answers.
None of those things seem like problems, and it totally does since it smooths out your draws and finds your threats or additional lands. (And probably rarely misses in most deck compositions.) Whether or not I pick this card in what spot does not really matter personally when evaluating it, like not even worth mentioning.
Yeah, it's not literally ramping or literally a creature, but playing a lot with Oath of Nissa has shown that even a deck not trying to fill the GY and being a 1 mana cantrip is still valuable in this type of deck. The gameplan is to win when you're playing magic, and good cantrips help with that considerably without really detracting at all from the plan of the rest of the deck.
Comparing these to the blue ones too probably doesn't do the card any service either. Yes obviously the blue cantrips are better, but if I'm playing a non-simic green deck then right now this is my next best option for a cantrip and it seems like a great one.
I can understand not running it if that's just not the type of effect you want--it's clearly not a staple and it's not like your cube would suffer w/o it in there--but cubers shouldn't talk themselves out of playing the card by equating its BCS to scrying a land off the top, as it's absolutely better than that without being glaringly strong for any pauper cube, underpowered or not.
None of those things seem like problems, and it totally does since it smooths out your draws and finds your threats or additional lands. (And probably rarely misses in most deck compositions.) Whether or not I pick this card in what spot does not really matter personally when evaluating it, like not even worth mentioning.
Yeah, it's not literally ramping or literally a creature, but playing a lot with Oath of Nissa has shown that even a deck not trying to fill the GY and being a 1 mana cantrip is still valuable in this type of deck. The gameplan is to win when you're playing magic, and good cantrips help with that considerably without really detracting at all from the plan of the rest of the deck.
Comparing these to the blue ones too probably doesn't do the card any service either. Yes obviously the blue cantrips are better, but if I'm playing a non-simic green deck then right now this is my next best option for a cantrip and it seems like a great one.
I can understand not running it if that's just not the type of effect you want--it's clearly not a staple and it's not like your cube would suffer w/o it in there--but cubers shouldn't talk themselves out of playing the card by equating its BCS to scrying a land off the top, as it's absolutely better than that without being glaringly strong for any pauper cube, underpowered or not.
For me those things matters from a cube building standpoint. Do I want to add cards that basically allows you to play 39 (or less) card decks. If so, Id run the whole blue cantrip list and the cycle lands probably as well. But those cards do to your cube the same as they do to deck, the decrease slots. So if you run all those effects, the decks might become slightly more consistent, but at the same time you effectively run a 350 slot cube.
So weighting the impact a card has on actual gameplay and even more synergies is crucial to me. And while the blue ones provide some of those synergies and the green one wont, im not adding it. (for now)
Unwind seems okay for slower cubes that can use the untapped mana for something. Im always on the edge to readd the flash flyer in blue (t2) so you can be more controlly. It might also become possible to support some sort of High Tide shenenigans. I might readd Syncopate as well, this counter somehow got forgotten by me.
Mesa Unicorn Id love to run a second Bishop in my T1, but without the soldier synergy its slightly too weak. It will be a very welcome addition to my T2 though, since just yesterday I was evaluating how to support Survival Cache a little more.
None of those things seem like problems, and it totally does since it smooths out your draws and finds your threats or additional lands. (And probably rarely misses in most deck compositions.) Whether or not I pick this card in what spot does not really matter personally when evaluating it, like not even worth mentioning.
Yeah, it's not literally ramping or literally a creature, but playing a lot with Oath of Nissa has shown that even a deck not trying to fill the GY and being a 1 mana cantrip is still valuable in this type of deck. The gameplan is to win when you're playing magic, and good cantrips help with that considerably without really detracting at all from the plan of the rest of the deck.
Comparing these to the blue ones too probably doesn't do the card any service either. Yes obviously the blue cantrips are better, but if I'm playing a non-simic green deck then right now this is my next best option for a cantrip and it seems like a great one.
I can understand not running it if that's just not the type of effect you want--it's clearly not a staple and it's not like your cube would suffer w/o it in there--but cubers shouldn't talk themselves out of playing the card by equating its BCS to scrying a land off the top, as it's absolutely better than that without being glaringly strong for any pauper cube, underpowered or not.
For me those things matters from a cube building standpoint. Do I want to add cards that basically allows you to play 39 (or less) card decks. If so, Id run the whole blue cantrip list and the cycle lands probably as well. But those cards do to your cube the same as they do to deck, the decrease slots. So if you run all those effects, the decks might become slightly more consistent, but at the same time you effectively run a 350 slot cube.
So weighting the impact a card has on actual gameplay and even more synergies is crucial to me. And while the blue ones provide some of those synergies and the green one wont, im not adding it. (for now)
Right, my only real issue was calling it at best scry 1 (pretty akin to saying the best Lightning Bolt can do is 2 damage--objectively wrong); as I said, I get the reasoning why you wouldn't run it even if I see your cons as pros.
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Modern:WDeath & TaxesW | RUGRUG DelverRUG
It's a work in progress
Oh! I didn't realize the Behemoth wasn't in the full set. It would be strange to have the hippo and behemoth in the same draft. That does explain some things. But as to why they felt the need to print the behemoth, I have no idea. Usually they print unique, though underpowered cards for these decks, such as Terrain Elemental in the Nissa deck. The Elemental isn't amazing, but it is a one-of-a-kind card, which justifies its existence.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Actually, I think Behemoth was unique because there hadn't ever been a 6/6 trampler for 6 at common. I think (correct me if I'm wrong) that the closest previously was Vulpine Goliath
just for completion
might be interesting for al´s artifact cube
if only it would discard one when cast for 2
T2 powpercube Value https://cubecobra.com/cube/list/37t
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
set is awful so far, the only card of those that is remotely interesting is Baloth Gorger and mayyybe Charge and Thallid Soothsayer. but probably wont even find a slot for those in my T2.
Healing Grace looks quite good though. the powercreep on healing salve is real
that limits the pool of potential additions to
Vicious Offering - but do i really want to play this over another Dark Banishing
Keldon Overseer - definite addition to the sac archetype, somehow looks uc in this set
saproling Migration - solid addition to tokens
Baloth Gorger
Healing Grace
(...)
looking at the overall powerlevel Sporecrown Thallid is uncommon for sure.
so sad, i had much higher expectations from a garfield influenced set, but since we will get around 18 commons per color there is still potential.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Fight With Fire absolutely isn't a common but would be amazing if it was one. 3cmc kill almost anything, 9cmc kill your opponent or everything they have? Yepppppp
Wouldn't be surprised if it was a rare, it's similar (and worse, but still) to Cyclonic Riff in that regard. Decent first half (at least in this day's limited standards), ridiculous second half.
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T2 powpercube Value https://cubecobra.com/cube/list/37t
Divest
T2 powpercube Value https://cubecobra.com/cube/list/37t
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
doesnt do much more than Ostracize and nobody runs that
T2 powpercube Value https://cubecobra.com/cube/list/37t
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
T2 powpercube Value https://cubecobra.com/cube/list/37t
Level 1 Judge
Adventurous Impulse
This one seems like a solid addition for nice. Nice and flexible unexpected cantrip for green
It's a work in progress
your image doesnt work
this card is a really solid cantrip. probably wont find room for it though, since it just filters.
T2 powpercube Value https://cubecobra.com/cube/list/37t
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Modern:WDeath & TaxesW | RUGRUG DelverRUG
Also, follow us on twitter! @TurnOneMagic
T2 powpercube Value https://cubecobra.com/cube/list/37t
Yeah, it's not literally ramping or literally a creature, but playing a lot with Oath of Nissa has shown that even a deck not trying to fill the GY and being a 1 mana cantrip is still valuable in this type of deck. The gameplan is to win when you're playing magic, and good cantrips help with that considerably without really detracting at all from the plan of the rest of the deck.
Comparing these to the blue ones too probably doesn't do the card any service either. Yes obviously the blue cantrips are better, but if I'm playing a non-simic green deck then right now this is my next best option for a cantrip and it seems like a great one.
I can understand not running it if that's just not the type of effect you want--it's clearly not a staple and it's not like your cube would suffer w/o it in there--but cubers shouldn't talk themselves out of playing the card by equating its BCS to scrying a land off the top, as it's absolutely better than that without being glaringly strong for any pauper cube, underpowered or not.
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Also, didn't run Bishop's Soldier, but I will run Mesa Unicorn because unicorns.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
For me those things matters from a cube building standpoint. Do I want to add cards that basically allows you to play 39 (or less) card decks. If so, Id run the whole blue cantrip list and the cycle lands probably as well. But those cards do to your cube the same as they do to deck, the decrease slots. So if you run all those effects, the decks might become slightly more consistent, but at the same time you effectively run a 350 slot cube.
So weighting the impact a card has on actual gameplay and even more synergies is crucial to me. And while the blue ones provide some of those synergies and the green one wont, im not adding it. (for now)
Unwind seems okay for slower cubes that can use the untapped mana for something. Im always on the edge to readd the flash flyer in blue (t2) so you can be more controlly. It might also become possible to support some sort of High Tide shenenigans. I might readd Syncopate as well, this counter somehow got forgotten by me.
Mesa Unicorn Id love to run a second Bishop in my T1, but without the soldier synergy its slightly too weak. It will be a very welcome addition to my T2 though, since just yesterday I was evaluating how to support Survival Cache a little more.
T2 powpercube Value https://cubecobra.com/cube/list/37t
Right, my only real issue was calling it at best scry 1 (pretty akin to saying the best Lightning Bolt can do is 2 damage--objectively wrong); as I said, I get the reasoning why you wouldn't run it even if I see your cons as pros.
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