- Ulka
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Member for 10 years, 6 months, and 23 days
Last active Sun, Oct, 1 2023 18:49:46
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May 28, 2019Ulka posted a message on The End of an EraAnd as a reminder, We are currently working on the site for the community to follow to. We will be releasing more detains as we approach the release date.Posted in: Articles
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May 1, 2019Ulka posted a message on Treasure Cruisin' Amulet's EndThe prices were as of when the article was written, which due to some delays in publishing was around a month ago. Updated prices can be found on the link below the decklist.Posted in: Articles
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Grove of the Burnwillows - Probably too strong but I'd love to see this downshifted so I could make Punishing fires be the main win con of the lands decks that are almost there in terms of an archetype.
Hall of Oracles - I feel like this could be downshifted due to power and it would make for a cool add to most tempo decks which also being a minor downside due to only producing colorless mana without needing to filter.
The Biblioplex - The final card I think that could easily be downshifted as a land that would be a cool utility lane that mimics Library of Alexandria (which we can play but most don't due to power concerns) without said power concerns.
Mazes end and other mazes matter land cards gets a special mention as if they did downshift them it would be really cool I think in how it would play in the cubes.
The only card that is new for us seem to be the downshift of Tempt with Discovery.
Trygon Prime is amazing and feels good in a higher powered Peasant cube. I don't think its too bad for mid powered cubes but archetype focused cubes were power level of individual cards might be lower than par it might be a bit more oppressive but I haven't ever played it in those settings
For me the big black control finishers rank as the following: (yes I added 2 cards because I feel they need to be mentioned in this list)
1. Havoc Demon
2. Archfiend of Sorrows
3. Dusk Mangler
4. Goremand
5. Voracious Fell Beast
6. First-Sphere Gargantua
Additionally if we are looking to talk about reanimator and leaning into that as an archetype Scion of Darkness is one of my favorites that fits both archetypes but is very much primarily run as a reanimator target.
Toadstool Admirer: another Firebreather variant for the aggro deck however unlike Almighty Brushwagg the pumps are smaller but are permanent and this has Ward 2 which is huge on being defensive. Very much a testing card but seems alright.
Tough Cookie: I love abilities that turn artifact into creatures as there are a lot of artifacts in the cube so this can enable an army in a can.
Candy Trail: Scry 2 on ETB, 0 to tap and sac for 3 life and a card all for FREE. This seems way to good and I love it.
Collector's Vault: A rainbow mox that loots when you use it. Solid and will make the cube easily.
Scarecrow Guide: a free mana each turn on a medium body for free. I love it. This is the 3rd iteration of this card between shire scarecrow and Salvaged Manaworker and this one is the best by far.
I mean I do as they are common areas of complaint as they add unnessicary and unknown rules to the game. It a similar complaint many had when planeswalkers came out and for me I have found as long as you provide grace around the rules, people get a change to learn with them like token equipment, dungeons and monarch.
If we are looking at the following card:
2WW
Sorcery
Gain X life.
Draw a card
I think given that [[Dosan's Oldest Chant]] is the closest card I can find and its in green. I think that I would want 8-10 life to play the card as it would still act like a [[stonehorn dignitary]] like effect for a turn while replacing it self but I think that to make the cut for me I only would play this in a control shell where as long as it cantrips and is about twice the life of most top end creatures power I think it would see play but then again I have used Angel's mercy before in limited for a coreset draft and won because of it's ability to give me a turn on the aggro deck so I might also be more willing than others to run it from time to time in the right deck as I know I was the lowest number on the last part.
I honestly think 15 is all I would need to be content having it as the 22 or 23rd card in a deck. This effectively can be considered a fog effect at this point and often 15 is enough life to stabilize for 1-2 turns against midrange for you to try to hit something else. Again this is the assumption that this is in a more normalized cube or limited environment for me. Based on the fact that Angel's Mercy is an instant and I would want double the life to reduce the restriction of sorcery. That said if it said you gain 2 life. you gain 2 life. you gain two life, ect so that it would trigger life gain synergies I think only doing that 5 - 6 times I think would be the added bonus but I know that's not the question asked.
I find that it plays similar to card draw spell or an engine enchantment. It helps us stay alive or set up for the how we win rather than winning outright.
I just cut "Army in a can" but still run burning rage. Army in a can I had noticed either was getting blown out to easily or often didn't do enough to push through. Shrine probably will be on the chopping block eventually but I like the idea of the burn deck having slow inevitability as often they blow out thier own candle and need a few turns to get going again where as this just lets them wait.
This is my cool fact of the day I've learned.
Hypnotic sprite
Skyclave Aerialist
Skyship Plunderer
Stormchaser Drake
Zephyr Sentinel
Zephyr Winder
important Context:
I just made another thread for it as it was for sure removed.
Try to give a bit of context if you can around what you are looking for in that card slot.
Same. I've been championing Kirtar's and Rain of Daggers for peasant for a while