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  • posted a message on Card Æsthetics Evaluation Thread
    Quote from calibretto »

    While we're on the subject of these Secret Lair versions of cube cards, what are thoughts on the rest? I was a little worried I'd be tempted to buy myself a 200 dollar Christmas gift and get the whole bundle, but now that I've seen them all, I'm only interested in the Bitterblossom set for cube.


    This is probably just me, but I would run the pixel art Serum Visions over any other version. That said, even if you don't want that kind of clearly non-MTG artwork in your cube, I think any of the other Secret Lair versions of Serum Visions are pretty good to run over any existing option if you run the card at all (though of course there is always the argument for that more organic-feeling original art and frame).

    I'm also running the SL Bloodghast because I'm a sucker for having a variety of art styles, plus I love the idea of having a black card illustrated by someone who's worked for Iron Maiden Smile (The LftL is pretty cool too)
    Posted in: The Cube Forum
  • posted a message on [720][Powered] wtwlf123's Cube
    Is there any way ATM to view your cube the way it was when it was 450 or 540? I'm thinking of including green aggro in unpowered 540 and just wanted to have a reference for numbers and what I can afford to include in terms of space.
    Posted in: Cube Lists
  • posted a message on [THB] [CUBE] Eidolon of Obstruction
    I think this kind of tax is, in the end, too weak. Thalia can prevent them from getting their PW down on a crucial turn, but once the PW is down, adding a tax of one mana to an already free spell seems anemic. I could imagine a scenario where they need to activate JTMS to dig for a fifth land to cast a spell that turns the board to their favor, but not really much else?
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][TBD]Dryad of Ilysian Grove
    Quote from LucidVision »

    I agree that it's a bit of a build around.. more so, that you can't just shove this into a mono green deck with 16 lands and have it be playable. It's ceiling is way way higher than it's average case performance, and it should miss a decent % of main decks or be a weak playable.

    It's ceiling is in a deck with strip mine , crucible effects , oracle of mul daya and/or courser of kruphix.
    Once you go off with some of those shenanigans, you'll see why this card is much better than the lantern.
    Upside is a very important thing to consider when evaluating a card imo.

    My guess is it's a clear miss at 360, worth a test in the 450-540 range, and a slam at 540+.


    I wrote that message a bit late so I realize now that I wasn't very clear about this, but yes, I absolutely agree this card has a much higher ceiling than Chromatic Lantern and this matters. I was just surprised to see people point to the Chromatic Lantern effect as a significant point in favor of this card AND claiming that this is more resistant to removal against aggressive decks than Lantern, since I don't think the latter is really the case, and the former in and of itself seems a bit weak to me.

    I checked your cube while I was writing this and saw that you're running double Fastbond, and this makes sense to me in terms of making land shenanigans work: the deck needs consistent ways of getting extra land drops early, so I would probably add Fastbond and/or Exploration before I added Dryad of Ilysian Grove. Even then, I think the deck might be more in need of more cheap ways of playing lands from the GY, cheap ways of getting lands into the GY with some sort of benefit, or cheap was of benefiting even more from your lands going into the GY rather than more cards that give you double land drops without actually helping you get those lands into your hand/GY. We're not going to get functional reprints of Strip Mine or the like, so I think the deck needs a more playable Seismic Assault or Titania rather than an Exploration on a stick... but I might be mistaken.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][TBD]Dryad of Ilysian Grove
    At what size do you people see playing this? I'm in the skeptical camp here (unpowered, if that matters). I'd like to support the lands.dec more but I'm just not seeing this.



    Quote from ELPsteel »
    Quote from steve_man »
    Chromatic Lantern pretty much does everything this card already wants to do.


    Hard disagree. Chromatic lantern doesnt shut down aggression on turn 3, and there is significantly more artifact removal vs enchantment removal in most aggressive decks.


    Secondly, chromatic lantern doesnt let you go off with crucible of worlds.


    I cut Chromatic Lantern mostly because of arguments made on these forums: perfect fixing on one card isn't that good if that card can be removed easily, so it's kind of a redundant effect, and at 3 mana a ramp card should do more. I see a lot of the same issues here. When it comes to this vs. an aggro deck, sure, there is often more artifact than enchantment removal, but there is also a lot of creature removal. This survives most red removal, but not much else.

    I agree it's probably better than the Swordtooth because it at least does something on an empty board. But it also dies to a Disenchant. I like the fact that it fixes mana while giving you extra land drops, as the lands matter decks can get a bit color intensive. Still, it would seem like it needs a lot of buildaround :/
    Posted in: Cube New Card Discussion
  • posted a message on [MH1][CUBE] Echo of Eons
    Quote from wtwlf123 »
    I think this looks sweet. Good with Narset/Leovold interactions, good top-end for spells matters decks, powerful with Fastbond and sweet with Psychatog. Thumbs Up


    Does the Narset/Leovold deck actually have enough support, or are the cards just good enough on their own? Narset seems pretty mediocre to me, but I'd be happy to be proven wrong.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1][CUBE] Enemy Talismans
    I'm surprised that no-one has mentioned this: Talismans are better than Signets in land destruction strategies, especially in unpowered cubes. In powered it probably doesn't make as much of a difference as you have the Moxen, Sol Ring and Mana Crypt to pick for Wildfire or similar archetypes, but in unpowered, a bunch of signets without a land equals no mana. Also, very marginal, but Tezzeret the Seeker works better with Talismans as well, if you want to support the artifact deck. I've been running the full Signet cycle since it just felt more appropriate especially as I drafted with new people, but I'll probably make the swap to Talismans now. If the life loss turns out to be too cumbersome, I can always swap back.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][BBD] - Spellseeker
    ^ Even though I don't play powered, I'd say the cards that make broken powered decks even more broken are exactly the kinds of cards I'd like to add if I ran power. It's the narrowness and wasting a cube slot for a potential second Time Walk that just might not materialize during the draft, rather than the once-in-a-blue-moon deck with three virtual copies of Time Walk via this and Mystical Tutor, that is the issue.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BBD][CUBE] Brightling
    I'm a bit lukewarm on this and don't think it's necessarily an obvious slam-dunk. I don't see this competing with white 3s but white 4s - the fact that I could technically cast this on turn 3 with no white open does not matter that much because there's really no reason. It also goes only into a very heavy white deck, and white has no shortage of crazy midrange beaters with less demands for colored mana. I love the design and this type of card in general, but the way they costed the abilities hurts it. I wish they'd given it a blink instead of a bounce ability, but that would probably have been game-breaking in limited and too close to Aetherling.

    Then again, it does win the game very quickly on its own, a bit like Geist of St Traft. It's a "kill me now or suffer" kinda card like Mirror Entity or Eldrazi Displacer, but I'm not sure if it can create as much value. I'll probably test it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on At what point/what will it take for Incinerate/Searing Spear/Lightning Strike to leave your cube?
    Quote from wtwlf123 »
    I don't love the cards, but they're solid and effective, so they're in. If I had one instant-speed Incendiary Flow (to give me a "strictly better" Incinerate/Spear variant) and maybe one more utility burn spell along the lines of Abrade, that might spell the end for the Incinerate clones for me.


    This. Some other potential scenarios I can come up with:

    * Power creep on creatures getting to the point that a certain threshold of aggro creatures simply can't be killed with three direct damage
    * More ridiculous cheap divisible burn cards like Arc Trail getting printed
    * Cheap red temporary card advantage spells getting better
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [DOM][CUBE] Yargle, Glutton of Urborg
    Quote from Salmo »
    Quote from LucidVision »
    I would not run a infinite/infinite vanilla creature for 5 mana in cube.


    I would run a creature that kills in one shot, doesn't die to any damage effects, and cost 5 mana.


    Absolutely. I mean, I might run a 9/5 for five mana in black given the lack of competition. Would curve nicely into a Wildfire. Here's to hoping they make an actual competitive legendary vanilla in the next set.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [DOM][CUBE] Yargle, Glutton of Urborg


    4B
    Legendary Creature - Frog Spirit
    9/3

    I would assume this card is not going to make it into most people's cubes, but I'd like to hear opinions nonetheless, and maybe some general discussion on vanillas. MaRo has mentioned the idea of a mythic vanilla a couple times. This is not mythic, but I feel it might as well have been. If someone is in the market of including cards in their cubes based on uniqueness and not just raw power level, I think Yargle should be up for consideration.

    Good black five-drops are notoriously missing from standard powered and unpowered cubes. Yargle dies to absolutely everything, doesn't pass the Vindicate test, has no evasion and no noticeable synergies, unless you count the fact that relatively few creatures can block it profitably a "synergy". On the other hand, it is the biggest, dumbest vanilla beater you can get for five mana. How big and dumb does a big, dumb beater have to be to make its way to a cube? I assume every cube manager has a threshold at which they would consider an extremely undercosted beatstick instead of value creatures, even if the trend lately has been to replace the likes of Baneslayer with creatures that pass the Vindicate test.

    EDIT. Agh, should have been the SCD tag. Woops. Seems I can't edit it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [DOM][CUBE] Adventurous Impulse
    How? With Ponder, you get to shuffle, then draw. You lose that mode here anyway. Ponder always nets you a card, here you have a chance of whiffing. There are benefits to putting the cards on the bottom I guess, but I still wouldn't call this a Ponder on steroids under any circumstances.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [XLN][CUBE] Vance's Blasting Cannons // Spitfire Bastion
    I actually still have Outpost Siege in my cube - included it in 450, IIRC, because I couldn't find a copy of some red staple in my collection and it was sold out in my LGS. I quite liked Siege, and it was practically always there for CA and used for damage mode possibly once. Gonna test this in its place in 540. I think one possibly janky red 4 is acceptable there.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][EMN] - Thalia's lancers
    Not them, but as someone who's fond of Reveillark even though I try to remain critical of cards like this... Picking Reveillark early if there's not a completely bonkers card in the pack can be though of as a pretty cheap speculative pick that doesn't commit you too much, but if you get passed a bunch of bonkers 2 power creatures and other ETB enablers, hey, even more reason to pick them. I'd pick it about as high as Purphoros or Crystal Shard. In general, I think it's completely fine to pick build-around cards early in cube if you know that the cube has enough support.

    I've had a couple crazy 'Lark decks in different cubes, but I will admit sometimes breaking the card can feel pretty hard. It absolutely needs a deck that can otherwise win with it's 2 power creatures and other threats, or enough draw or tutoring to set up a value engine. Reading older threads and descriptions of card choices for cubes years ago, I think 'Lark might've been a lot more versatile some years back when aggro decks in most cubes just couldn't be as fast and consistent as nowadays, and adding a potentially value-generating five-drop was more reasonable.
    Posted in: Cube Card and Archetype Discussion
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