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  • posted a message on M21 Previews and discussions
    Quirion Dryad downshift to uncommon is interesting.
    Posted in: Pauper & Peasant Discussion
  • 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
  • posted a message on M21 Previews and discussions
    So more or less in anticipation of what will be coming later today, but spoilers have tecnicaly started with:


    Not bad, but worse than Relief Captain I would say. Perhaps for bigger cubes that are really pushing the +1/+1 counter theme?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    Some of these are really beautiful, but I don't think they are available in non-foil?
    Posted in: Pauper & Peasant Discussion
  • posted a message on The very first commander legends teaser
    Quote from allred1234 »
    I'm hoping for a Magus of Eureka

    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?
    Posted in: The Rumor Mill
  • posted a message on Rare Lands in C/Ube?
    Why 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.

    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).
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rare Lands in C/Ube?
    I disagree that aggro is not viable.

    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.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cycling Archetype
    Zenith Flare
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rare Lands in C/Ube?
    Interestingly, 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.

    I've never moved in, but my thought would be if I'd go with rare lands to go with temples plus painlands.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    Saccing a dude. That's it, this is like Emerge.
    Posted in: Pauper & Peasant Discussion
  • posted a message on ikoria - quarantine of behemoths
    Is mutate a complete miss for cube?
    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.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The "overly romanticized cards from the past" Thread
    Lantern, 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.

    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.

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    At 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.

    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?

    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    So 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.

    The frog looks strong. Good early, relevant late.


    There is a cycle of lands I'd like to recommend to you guys, the storage lands from Time Spiral. Saltcrusted Steppe

    These are pretty powerful and often work playing off color. They're pretty cool.

    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.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    That's what I tried to write.

    Upside of Mogg Fanatic: the ability to ping when untapped and with no help in dying

    outweighs:

    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).

    Posted in: Pauper & Peasant Discussion
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