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  • posted a message on [CUBE] Cosima, God of the Voyage/The Omenkeel
    Quote from skecr8r »
    Drop this turn 2-3, exile it, wait 2-3-4 turns - is that any good? It is difficult to interact with in exile to say the least.


    I think that's it at it's best - in a grindy matchup where you stick it for one turn then leave it in exile until it's gonna draw you 3+ cards. Once it's in exile only a stifle effect will stop you from drawing cards.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Cosima, God of the Voyage/The Omenkeel
    Unfortunately you don't get a counter and a draw if you return it. It's put the voyage counter OR return it with a land drop. So you need a fetchland to do the draw 1 get a 3/5 on the same turn.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Cosima, God of the Voyage/The Omenkeel




    A lot going on here. The vehicle side draws lands on its own, and it's pretty good with smuggler's copter, although that's the only synergy in my cube.

    The creature side has the floor of a good blocker, and in grindy games it can be a draw 3+, albiet very delayed.

    I think this is probably a miss, but I don't feel confident on that.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] [CUBE] Snow in Kaldheim
    Ascendant Spirit

    For people doing snow this seems like a decent include.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Usher of the Fallen
    FANTASTIC! Think it's finally time to cut student of warfare. Just too punishing when it got killed in response to the 2nd level up.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Karfell Port
    I was about to post a thread on this too. I think CITP and taking a guild slot means this will miss on most normal mid-size and smaller cubes, but for cubes with separate utility land sections or bigger cubes I really like this.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Starnheim Unleashed
    I actually think the 5 mana double-serra will be the most common mode, as that makes it a lot harder to interact with and ends the game just as fast as the t3 serra (both end the game on turn 8 unassisted).
    Posted in: Cube New Card Discussion
  • posted a message on [KMH][CUBE] - The World Tree
    It's an ETB tapped land that only fixes when you have 5 other lands. Usually you've found your colors by then. Last ability is irrelevant. I think this is worse than every 5 color producing land.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Starnheim Unleashed
    Quote from steve_man »
    Quote from asmallcat »
    I will say I was unimpressed with advent of the wurm, so that does give me pause, but I'm still hopeful.


    I think this is LEAGUES above Advent of the Wurm. Faster, scaleable, mono colored, better at both offense and defense


    I agree, but advent looked good. Instant speed, stats above rate, etc, and it just wasn't. Now part of that was that it was competing with guild slots, but part of that was also how easy it was to interact with.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Starnheim Unleashed
    For those curious about the alt art



    And yes, this seems eminently testable. Not amazing at any point but incredibly flexible in mana cost. My only fear is how much more fragile tokens are than normal creatures, but you also get access to flashing this back with snappy etc, so that's probably a wash, and being able to make 2+ tokens in a lot of the foretell scenarios really helps mitigate it.

    I will say I was unimpressed with advent of the wurm, so that does give me pause, but I'm still hopeful.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Tibalt's Trickery
    Quote from lucasbpc »
    Quote from asmallcat »


    Considering the number is chosen at random and you hit literally any spell that comes first, that sounds hard :p
    You can use Scroll Rack to set up the top of your deck with 3 lands on top and then the spell you want to cast. Or, you know, set up a Doomsday pile with 3 lands and Thassa's Oracle


    I mean, sure? But there are far better ways to enable those combos then saving 3 lands in hand until you can counter your own spell or having 6 mana or more to case doomsday + a spell + this card. Not to mention a lot of small-to-medium cubes don't play doomsday or rack (I play neither).

    In general, I try to avoid giving my opponent a 2-for-1, which is what this card does. Arcane Denial gets away with it because it's a hard counter, they still have to spend mana on the cards they draw, and you get first crack at your new card most of the time (assuming you aren't countering on your turn, and if you are, it's probably to protect a game-winning play). And I don't even love arcane denial TBQH. This gives them the spell for free and they get to immediately cast it.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] [CUBE] Snow in Kaldheim
    I kind of hate snow as a mechanic (0 interesting choices - either you have snow cards in your deck, so you make all your lands snow, or you don't, and you don't, because in order for it to work for cube you HAVE to just let people take snow basics as clogging up actual card slots with snow lands sounds awful), and nothing about this set is changing my mind. Easy passes for me all around.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] [CUBE] Egon, God of Death // Throne of Death
    It's too bad this card is so good in multiples - the ideal thing would be to play the throne on turn 1 then play the 6/6 later and you only need 1/2 of the cards in your yard to come from sources other than the throne.

    There's a fair amount of cards that care about the yard in my cube (2 delve cards, snappy and gearhulk, the black creatures that can come from the yard, crucible effect, reanimate spells, etc), and just having an artifact than costs 1 mana and can draw you a couple cards at instant speed over the course of the game is a reasonable floor, then when you draw it late it can either draw you a card right away or be a 6/6 deathtouch, whichever you need more. I think this is testable for sure.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Tibalt's Trickery
    Quote from Hicham »
    You could theoretically play this on your self in a fancy deck manipulating combo deck and make it so that you get a huge finisher :p


    Considering the number is chosen at random and you hit literally any spell that comes first, that sounds hard :p
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Tibalt's Trickery
    This really only seems good in aggro against control (you'd basically always counter their wrath cause they have a decent chance to hit something lower impact like draw or a counterspell), and in combo to protect your combo from opposing counterspells (the chances they hit a 2nd counterspell are very low).

    All in all, way too narrow where it's good, and there's so many spells you just CAN'T counter with this (are you ever countering a 2-3 mana spell? Ever countering the ramp deck's ramp spell?).
    Posted in: Cube New Card Discussion
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