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  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    I agree that Izzet Charm, Abrade and Collective Brutality are all great Cube cards. Something they all have in common is that they cost 2 mana to remove a card, which is an acceptable rate, just like the Quench and Naturalize example from before. While the specific effects are overcosted, in practice countering something with Quench or Counterspell doesn't make a difference, when it's live it works all the same. Obviously Counterspell is way better because it always works, but the rate is the same. Killing something with the red X-spell will usually cost a disproportionate amount of mana. It's flexible, but not efficient mana-wise.

    What function does a Reach Through Mists have? It gets you closer to the relevant cards in your deck when the land isn't what you want. With these new cards, you're banking that the spell part is something that is actually useful, and I think often it won't be, because it's so inefficient or narrow. I think for example Censor is several leagues better than the dual type version because it has actual relevance in the late game, covering the spell part's main weakness. Cycling is a proven great mechanic, and I think this new one can be great too (even for Cube) but only if the spell sides are efficient enough.

    That being said, it seems pretty obvious nobody's switching sides here :p Time will tell!
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    Some more thoughts on the matter:

    - The 'you get both' aspect of manlands and utility lands continues to be significantly undervalued, imo. These cards are often actual sources of card advantage because you don't have to choose (see Shelldock Isle). You make land drops, trade resources with the opponent, and parity is eventually broken because your lands still do something relevant. These new dual types can only mirror part of that, making them significantly worse in a lot of scenarios.

    - I think most would agree that save a few exceptions, the spell sides of these dual type cards aren't really cubable because they are not powerful enough (and obviously not the land part by itself either). Thus the power present in the card comes solely from the flexibility, the increase in keepable hands, the mitigating the risk of flooding out. But will including cards like these in your deck lead to more wins? Not necessarily. You'll keep more hands, and also play more monocolored tapped lands and overcosted spells, which are real costs well proven to lose games.

    - There is actual precedent for these cards (or pretty damn close to it), and I don't really understand the aversion to compare the two. Lonely Sandbar is either a tapped Island, or a Reach Through Mists. Yes, you lose Island synergy and it doesn't count as a spell, which makes it a little worse (though you do get the actually great Loam interaction). Reach Through Mists is overcosted by 1 to be cubable, a tax I've seen here advertised as reasonable. Who runs Lonely Sandbar? I actually really like the card, but a tapped Island instead of an untapped one is such a huge liability that they don't make it.

    - This part comes more down to how you look at Cube as a format. I think of my Cube as a way of drafting things that look like Constructed decks, where others have described Cube as closer to retail Limited with nothing but Bombs. I just can't see these cards making waves in the formats I mirror my Cube to, Modern and Legacy. Decks are crazy consistent, and efficiency is king. This is what I want for my Cube, and I know others don't want that, but it explains why these double types will likely never make it in my Cube (save those where the spell side is Constructed worthy by itself). They simply can't play an essential role in the decks I try to draft, these slick Constructed-like killing machines.

    - Similar to my last point, in Limited consistency is worth a lot. In Constructed I feel you have to actually do something powerful, and games end way more often with one player holding a bunch of irrelevant cards. I've found especially in recent years that board advantage is crucial in Cube (power creep and especially planeswalkers have contributed to this), and to get board advantage you need to be fast, or strong. These cards are neither, as they are always slow (tapped or overcosted) and the spell side is weak by design.

    I've found this whole discussion somewhat frustrating as I seem pretty fully convinced of my side of it, and it looks like the other side feels the same way. Maybe my Cube (and how I think about Cube in general) has evolved in a completely different direction, and therefore I operate with a different set of values. Nonetheless I think there's some value in trying to explain why I think these cards aren't nearly as good as advertised by some, simply because it's the opposite viewpoint compared to that shared by many.

    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    That's because Red Aggro is far better than Green Aggro, and aggro one-drops are more important than aggro three-drops. Green's best thing to do will always be ramp, as as much damage as the Mammoth does, it's still an awkward (though not impossible) fit there. A red Steppe Lynx is seriously bonkers, looks more like a Modern Horizons printing or something.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] - Akoum Hellhound
    Best card in the set. In my environment (with multiple fetches) second only to Goblin Guide when it comes to red one-drops. This thing is going to win a LOT of games.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    (staple)

    Thieving Skydiver

    Nighthawk Scavenger

    Akoum Hellhound



    (good)

    Skyclave Apparition

    Inscription of Insight

    Bloodchief's Thirst

    Kargan Intimidator
    Valakut Awakening

    Kazandu Mammoth

    modal DFC pathway lands



    (fringe)

    Fearless Fledgling
    Emeria's Call
    Luminarch Aspirant
    Maul of the Skyclaves

    Deliberate
    Jace, Mirror Mage

    Nullpriest of Oblivion
    Skyclave Shade

    Fissure Wizard
    Magmatic Channeler
    Shatterskull Smashing

    Turntimber Symbiosis

    Grakmaw, Skyclave Ravager
    Posted in: Cube New Card Discussion
  • posted a message on [SCD] - [CUBE][ZNR] Skyclave Relic
    I think Worn Powerstone, Hedron Archive, Thran Dynamo and Gilded Lotus are all substantially better than this card (obviously Coalition Relic is also many levels stronger). Just an unacceptable rate in both modes, and what good does indestructible do if it's a rock so bad no one would kill it? When it comes to my Manaliths, I much prefer Chromatic Lantern; when I'm drafting Artifact Ramp decks I tend to get less land fixing because I'm assembling many Mana Rocks, and Lantern allows me to more easily cast the few colored spells that are often spread across many colors (think Balance + Wildfire + Tezzeret Agent of Bolas, or Golos). Lantern is also fantastic with the best lands in the deck, Mishra's Workshop and The Tabernacle at Pendrell Vale.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    I must say I'm very intrigued how these lands will pan out. I often disagree with forum users about the power level of cards (and usually, I think a card is less good than people say it is), but seldom to this extent. I'd play one of these cards only if the spell side was playable in its own right, like I think Quench and Naturalize are. If it's not a decent rate, I don't see it. The green creature for instance is probably pretty good (the 3/3 landfall) because I'd gladly play that on its own, making the land part pure upside. But a three mana Regrowth? I also think Cycling is better than the ability to play something as a tapped land, because often neither a land or the spell is good enough! And I see that happening a LOT with these cards, a monocolor land that ETB tapped is awful and the spell side is overcosted. I'm so far on the other side of this argument that it's getting pretty lonely :p
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Shatterskull, the Hammer Pass // Shatterskull Smashing
    Let's leave the obvious Forgotten Cave comparison for a bit, and compare these cards to an actual Cube all-star: Karakas. It's always an untapped land, never costs you life (3 life is a TON) and has an actual (not always, but often) insane effect stapled onto it! I love Karakas way more than most, and I just don't see how these cards even stack up remotely to a land like that. In fact, you can make a similar case for pretty much all of the commonly played utility lands in Cube, these actually have desirable effects and you still play them as a land first, you get both!
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Shatterskull, the Hammer Pass // Shatterskull Smashing
    The consensus seems to be that this is the best one, but even here I don't see it. Are cube decks really so inconsistent that versatility trumps everything? This has three modes, but they are all terrible. We don't play every Charm ever printed either do we? When it comes to increasing the consistency of my Cube decks, I much prefer more cantrips. Tormenting Voice for instance is a card that I consider very underrated. I think this card is playable but will prove to be underwhelming, just like the others of its kind.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] [ZNR] Bala Ged Recovery // Bala Ged Sanctuary
    Not feeling these land/spell split cards. I like Tranquil Thicket and its brothers much more, and I haven't run those even in my huge cube.
    Posted in: Cube New Card Discussion
  • posted a message on Jumpstart Themes
    This is a great idea! It has a similar goal as a project I envisioned some years ago called Casual Cube Constructed (C to the third power), where I would design 40-card Highlander decks with a theme too niche to fit into my main cube. I had a ton of ideas but only managed to build two actual decks, which I then finetuned to be played against each other, ending up with basically Duel Decks (like the WotC product). Here are the lists, I encourage anyone to try them, the gameplay was excellent!

    Temur Energy: https://deckstats.net/decks/1121/926989-casual-cube-constructed-temur-/en
    Esper Dragons: https://deckstats.net/decks/1121/925647-casual-cube-constructed-esper-/en

    I wrote other ideas for decks like these down, and I'm sure some or all of them could also work in a Jumpstart setting:

    Turboland
    Enchantress
    Eldrazi
    Ninjas
    Goblins
    Soul Sisters
    Threshold
    Delirium
    Devotion (any color really)
    Morphs
    Nic Fit Rector
    Death's Shadow
    Domain
    Taking Turns
    Turbofog
    Mardu Warriors
    Bant Spirits
    ...

    The possibilities are endless! Smile






    Posted in: Cube Card and Archetype Discussion
  • posted a message on [IKO][CUBE]- Crystal Giant / Mechagodzilla
    Pretty good on turn 1 with Mishra's Workshop, but then again most artifacts are. It's indeed worse than Stonecoil Serpent, but that card is legit great. It's also a creature with CMC 3 or less with lategame power, which I like for my Vial/Company creations. Might give it a real chance!
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [IKO][CUBE] Vivien, Monsters' Advocate
    Seems really good to me. Excellent defensive ability, great card advantage potential, cool third ability. Likely the second-best Green 5CC Planeswalker after the complete monstrosity that is Nissa, Who Shakes the World. Seriously, have you played with that card?! I also still really like Nissa, Worldwaker and Vivien Reid (who has turned out waaay better than I expected), so likely I'll play these four in my larger cube, leaving Garruk, Primal Hunter out.


    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][THB] Nadir Kraken
    Edit: Misread the card (of course). Could be good!
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [M20][CUBE] Rotting Regisaur
    This card is bonkers. There's already some great Cube cards that incentivise you emptying your hand as fast as possible (Hazoret, Wheel, Scroll) and this fits great alongside them. I've enjoyed Heir of Falkenrath as a card that's decent in both aggro and reanimator, and while this is a turn slower for reanimator, it's actually better there because it's a threat that requires answering by itself! 7/6 is just absurd for so little mana, a token generator on the opposing end will happen often but even then the WCS isn't close to something like Master of the Feast. Discarding yourself isn't nearly as big a deal as letting the opponent draw cards. Possibly the perfect Black 3-drop.
    Posted in: Cube Card and Archetype Discussion
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