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Jun 5, 2020JovianHomarid posted a message on [M21] Vito, Thorn of the Dusk rose (flavor text tomorrow)Saw someone tweet the combo with Revival // Revenge.Posted in: The Rumor Mill
Jun 5, 2020So more or less in anticipation of what will be coming later today, but spoilers have tecnicaly started with:Posted in: Pauper & Peasant Discussion
Not bad, but worse than Relief Captain I would say. Perhaps for bigger cubes that are really pushing the +1/+1 counter theme?
May 28, 2020Some of these are really beautiful, but I don't think they are available in non-foil?Posted in: Pauper & Peasant Discussion
May 25, 2020Posted in: The Rumor Mill
It's not exactly the same, but Elvish Piper kind of fills this space.
I think Natural Order is a good choice, as is probably Channel. Beyond those already mentioned, I could perhaps see Magus of the glimpse?
May 11, 2020Why is Force of Will a "technical uncommon"? Alliances had real rares, I believe. In 12-card boosters if I remember correctly. But I still think each booster had dedicated rare-slots.Posted in: Pauper & Peasant Discussion
And I think Purple's points are good:
-Aggro suffers more from the good removal (specially 2-for-1) than from a lack of fixing, IMO.
-Aggro can often play ETBT-lands without massive drawbacks (although sometimes they will bite you, of course).
May 8, 2020I disagree that aggro is not viable.Posted in: Pauper & Peasant Discussion
RW in particular, and also RB, can have very good aggro decks. Often, I have been on the receiving end of these and found that my random grizzly bears don't stem the bleeding as planned because of stuff like Ahn-Crop Crasher, Territorial Hammerskull, Madcap Skills, or even just a Kongming, "Sleeping Dragon" coming down and making my blocks bad.
And while tapped fixing is suboptimal, particularly for aggro, most decks and games don't play out exactly on curve, so going two-drop into two-drop+tapland into four-drop is a good line too.
I know people on here have also had good results with pushing blue aggro.
May 7, 2020Interestingly, like how the shocklands aren't really that powerful without fetchlands, the oposite also holds true. Fetchlands with no fetchable duals are fairly weak; they only "tap for a single colour". It is the combination of the two that takes things way above the top, a few duals and suddenly your fetchlands can get 3-4 colours. So if you wished to push landfall or up the amount of shuffle-effects, I don't think going with just fetches would give "too good" mana.Posted in: Pauper & Peasant Discussion
I've never moved in, but my thought would be if I'd go with rare lands to go with temples plus painlands.
Apr 2, 2020Is mutate a complete miss for cube?Posted in: Pauper & Peasant Discussion
As a mutating creature spell resolves, instead of entering the battlefield, it merges with its target into one creature. Its controller chooses to put the resolving mutating creature spell on top of its target or underneath it. You'll end up with a pile of cards (or tokens—we'll get to that in a second) that all represents a single creature.
As I understand this, the whole pile of mutants dies at the same time, so why would I mutate? I can choose to have a 3/2 with vigilance and a 5/4 with reach, or a 5/4 with vigilance and reach. Wouldn't it be correct to choose two separate creatures in 99+% of normal circumstances? I guess within Ikoria, the "whenever this creature mutates" stuff may be enough of an incentive, but there is no way that there will be enough powerful cards for that to be viable in most cubes unless you completely overhaul your cube to accomodate it.
Thinking a bit: I guess small creatures with relevant abilities could make it worth it to mutate over having two bodies. Like a Flying Men that can act as a Flight on your 5/5 later.
Cool to see cycling return. The red two-drop (1Rfor 2/2 with cycling:1) and "whenever you cycle another card, this does 1 damage to opp.") actually seems decent, but not quite there for cube I suppose.
Apr 1, 2020JovianHomarid posted a message on The "overly romanticized cards from the past" ThreadLantern, you mention Chemister's Insight: Isn't that just the upgrade to Deep Analysis you want? It still "rewards" self mill, but is better on the front end.Posted in: Pauper & Peasant Discussion
And Kryptnyt: On turn 4 you can happily play Hymn into a morph, as unless they were ramping they won't have the 1U available to unmorph.
I don't think Hymn is good for the gameplay experience. There is something about nostalgia and about playing with the most powerful broken cards and so on. But that much power combined with that much randomness isn't my cup of tea.
Interesting on Cultivate, but as I love 4-colour green, I still value it over Rampant Growth.
Mar 17, 2020At what point is the "fixing" on these lands worse than a basic though? It is not free to put Cloudcrest Lake in your deck, and certainly not Aysen Abbey and friends. At some points a basic plains will be a better draw since it at least taps for one of your colours for free.Posted in: Pauper & Peasant Discussion
If the fixing in a cube is so bad, then in two colour decks it is probably correct to just stick to basics. And it may even just be incorrect to play 3+ colours, since the "fixing tax" isn't worth the improved card quality of a splash.
The ramping aspect is somewhat nifty I believe, but the environment must somehow support it. I.e. your games must go long enough so that storing mana is viable, and there must be something to spend that mana on. If you have somehow crafted an environment in which Worldspine Wurm is a feasible ramp-target, then the lands probably work. I don't think they would work in my Cube though.
I like the mana batteries in principle. I'd love to see slightly stronger versions, but I'm not sure if there is a place where they'd be worth it over other mana rocks without them just being too powerful. Maybe at 3 to cast and 1T to store?
Mar 13, 2020So Merge is like a bestow that you first cast as a creature and then attach it to something? That sounds kind of strong in a vacuum. The reusability of equipment, plus it is not a blank with no other creature or if you can't fit in the time to pay to equip.Posted in: Pauper & Peasant Discussion
The frog looks strong. Good early, relevant late.
Anyone else tried these? I have looked at them, but always looked at them as too slow. As straight fixing, they are almost like worse Unknown Shores, a land that is generally seen as not good enough even in most retail limited decks/formats. Although I guess you can pay the 1-tax on a different turn than when you cast your spell.
The storage-function also seems kind of slow. You have to spend two turns storing before you net 1 mana, so it doesn't really seem functional as simple ramp. I imagine it would be more of a "throw the spare mana over here" kind of use, but you effectively need two mana for that, and on most turns before turn ~5 you don't just play that much off curve. Into the late game, I guess it is somewhere to dump mana, but your deck then needs a Blaze or an invoker to take advantage of silly amounts of mana..
This is all theorycrafting. Real experience would be appreciated.
Feb 25, 2020That's what I tried to write.Posted in: Pauper & Peasant Discussion
Upside of Mogg Fanatic: the ability to ping when untapped and with no help in dying
haste (Fanatical Firebrand, who cannot ping when tapped)
and the ability to take out an X/2 (or sometimes two X/1s) via combat (Goblin Arsonist, who cannot ping with no help in dying).
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