- asmallcat
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Member for 11 years, 2 months, and 26 days
Last active Tue, Apr, 23 2024 09:52:06
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steve_man posted a message on [CUBE][SLD] Arden AngelI feel like this is an "if Genesis is too good for your cube, then this is the card for you."Posted in: Cube Card and Archetype Discussion -
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steve_man posted a message on [CUBE][LTR] Lorien RevealedPosted in: Cube Card and Archetype DiscussionQuote from LucidVision »I see this analogous to a utility land.
Yeah, this (and the rest of the cycle) feels a lot like the MDFC lands / Hieroglyphic Illumination.
Quote from "LucidVision »It's low impact, but the opportunity cost of playing it over a land is low.
Low opportunity cost to slot in a deck, but high opportunity to take up a cube slot, IMO. Constructed is really able to maximize this and the black equivalent since it gives them more colored cards to pitch to FoW / Grief, extra shuffle for Brainstorm, extra reanimation target, you'll always have the right dual to fetch for, can get Mystic Sanctuary, etc. Without maximizing the benefits, this just feels like a lot of low impact fluff like a lot of the MDFCs. Perfectly fine cards in their own right, but I've been trying to maximize more interesting cards / things that help out specific archetypes more. This really doesn't help towards those goals. -
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Spicay posted a message on [LTR][CUBE] The One RingPosted in: Cube Card and Archetype DiscussionQuote from asmallcat »Quote from Mangolassi »Tap it immediately, then tap it in response to the upkeep trigger
Don't you just take an extra point of damage for no reason activating the ring in response to the upkeep trigger?
Yeah, the line should be cast it -> tap it whenever before your next turn -> let the upkeep trigger resolve and lose a life -> tap and draw 2.
Yeah that's what I meant my brain was just working backwards there. -
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Kouri posted a message on [MAT][CUBE] Narset, Enlightened ExilePosted in: Cube Card and Archetype DiscussionQuote from meltingsho »without any mana value restrictions
"with mana value less than Narset's power" -
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jamis posted a message on [CUBE][MOM] Knight-Errant of EosPosted in: Cube Card and Archetype DiscussionQuote from asmallcat »Quote from jamis »[img]In a hand with no 3-mana play, you can curve 1-drop, 2-drop, into this on turn 3 to dig for up to 2 creatures mana value 2 or less.
You're only digging 2 deep though, which in a deck with 15 1- and 2-drop creatures you're only 60% to hit at least 1.
I think this is pretty bad even in WW and unplayable everywhere else. It's a horrendous post-wrath play, and yeah, it's a cool topdeck or play when I have 4 creatures in play but why aren't I just smashing my opponent in that situation?
It always digs 6. If you have 10 mana value 2 or less, that's 84.5% to hit 1, 47.4% to hit 2. With 15, it's 95.4% to hit 1, 74.6% to hit 2. -
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TheGroglord posted a message on [SDC][MOM]Dance with CalamityIts like magical black jack!Posted in: Cube Card and Archetype Discussion
I think its a bit expensive for my cube for having a random payoff, but damn it seems fun. I might try it in turbo cube.
I like the balance of weighting up your average CMC vs your current count, feels a "push your luck" style of game.
I've found Tinder to be pretty unreliable, although that could just be my local meta. -
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Alan Yuan posted a message on [MOM][CUBE] Nahiri's WarcraftingThis feels like Collective Defiance again. The double red, sorcery speed nature of this card really isn't worth it IMO. This is going to be especially tough with so many good 3 CMC red spells competing for a similar card slot.Posted in: Cube Card and Archetype Discussion
Despite the relentless power creep, I still advocate for Roast. -
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Mergatroid_Jones posted a message on [CUBE][MOC] Death-Greeter's ChampionPosted in: Cube Card and Archetype DiscussionQuote from asmallcat »
If we had spell creep the way we got creature creep Time Warp would cost like 2 mana......
I admit defeat.
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Sliver Lord posted a message on [MOM][CUBE] Rampaging RaptorPosted in: Cube Card and Archetype DiscussionQuote from Cythare »I want to test out a number of battles, so I'm definitely here for this. I think it's pretty compelling without them as well, but maybe not quite as much. I'm going to test it out over Hellrider unless Hellrider is updated to also ping battles that are attacked.
Pretty safe to say that Hellrider will ping battles -
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wtwlf123 posted a message on Set (P)review - My top 20 Phyrexia: All Will Be One (ONE) cards for the cube!You're welcome! And you're correct about the Conduit interpretation. If your deck plays exclusively at sorcery speed, you have to decide between casting from hand or off Conduit. If you have lots of options that can be played at instant speed, you can play cards via Conduit on your turn, and from your hand on your opponent's turn, which really undermines the restrictions the card is supposed to impose on you.Posted in: Articles, Podcasts, and Guides - To post a comment, please login or register a new account.
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Correct. Your opponent will know if it's a 3/3 or 6/6 before they have to block.
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Yeah in my experience the deck is always URx, and the x is white or black based on whether I see witch or mentor in the draft. Both W and B offer nice additions to the deck as a tertiary support color or as a full third color if your mana works out.
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I believe Wtwlf's point was that you can activate Conduit on your turn and use it, then play instants and creatures with flash on your opponent's turn to sort of get around the "only cast one spell on your turn" restriction of the card.
Wtwlf, as always, thanks for these posts. They are so helpful in compiling buy lists.
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I think Dynamo is the best of those FWIW as it's the best rate that you can use immediately. It only costs you a single mana if you can run a 2 spell turn. I'd probably run powerstone and dynamo if I had to pick 2 (although I run Dynamo, Archive, and Powestone). I personally hate chalice. Yeah, it scales, but you're never casting it for 6, at 2 there are so many better options and at 4 it's an archive you can never cash in, which is a card I would never play.
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It's kind of crazy that this is where we are, but a 2G 4/4 trample would be an average-at-best cube card nowadays.
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Absolutely lol. A 2 generic mana 3/2 unblockable that made you pay 2 life when it ETB'd would be one of the best aggro creatures ever, and this would be a lot better than that. You could have a 5 power unblockable attacker on turn 3 by paying 4 total mana and 4 life over 2 turns.
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"At the beginning of your first main phase on each of your turns, you roll to visit your Attractions by rolling a six-sided die. If the result is lit up on an Attraction you control, you visit that Attraction, causing that Attraction's visit ability to trigger. You visit Attractions only for this special die roll or if a card specifically tells you to roll to visit your Attractions. Other die rolls caused by spells and abilities won't cause visit abilities to trigger."
So, you're rolling 1 d6 a turn and 1/6th of the time you get to return this guy to play (plus you get some random benefit from the attraction - I suppose if you're letting people add attractions for free they will just always pick the best 3 to put in their attraction "deck"). I don't think I'd think an etb tapped 2/1 for B that let you roll once a turn to return it to the battlefield for free and you had to hit a 6 would be even close to good enough for modern cube. I'd put it below basically every recursive black 1 and 2-drops that are seeing any cube play, and I think I like it less than some other no-longer-playable 2/1's in black that weren't recurrable but had other upside (the bestow one, for instance). So you're only really playing this because it's an ok aggro creature that gives you a benefit from cards you didn't draft and lets you occasionally spike a lucky roll and get 2 of the attractions in play.
Even if I didn't hate the theme of this set (I do), even if I didn't hate what WOTC did with legality in this set (I do), I have 0 interest in including a card that people will really only draft because it gives them access to cards from outside the drafting process that are good if they roll a certain number on a die at the start of each of their turns. Ugh.
On a side note, everything about the design of this set feels clunky and awful. Stickers? More annoying versions of contraptions/venture into the dungeon? Quadrupling down on caring what people are wearing? Just the easiest pass ever.