- steve_man
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Member for 10 years, 6 months, and 27 days
Last active Thu, Mar, 28 2024 18:00:47
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Alan Yuan posted a message on [WOE][WOC][CUBE] Wilds of Eldraine Includes & Testing ResultsThanks so much Steve!Posted in: Cube Card and Archetype Discussion -
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MadRobot posted a message on [MH2][CUBE] DamnHot Damn.Posted in: Cube Card and Archetype Discussion -
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TalosMaximus posted a message on [MH2][CUBE] DamnDamn.Posted in: Cube Card and Archetype Discussion -
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London's posted a message on This or That discussion.I've arrived at the conclusion that my black 2-drop section is one card short. I'm running 360 powered an find all of the remaining options so lackluster...Posted in: Cube Card and Archetype Discussion
I'm already running Dark Confidant, Bloodghast, Oona's Prowler and Pack Rat.
Are my next options really Nezumi Graverobber, Dauthi Horror or Pain Seer?
We've played all 3 of those cards with very lukewarm results. What are people's experience with these guys? Any other options?
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Aside from that, I've also recently cut Earthquake for Fiery Confluence. Am I crazy?
We're running the Wildfire package so we felt like 2 earthquakes + 2 wildfires + Confluence seemed like too many sweepers. Thoughts? - To post a comment, please login or register a new account.
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- It's pretty easy for Hullbreacher / Orcish Bowmasters / Sheoldred to be spread out across 3 or more drafters since players scoop those up very early and will play them regardless of them having a draw 7 to combo with. This puts A LOT of pressure on premium draw 7s like Timetwister / Wheel of Fortune.
- I want to support Fastbond more, which also highly prioritizes draw 7s. I don't want the Hullbreachers to hog all the draw 7s. Day's Undoing / Sail into the West help a lot since they're draw 7s that don't work with some of the creature halves of the combo. For example, Day's Undoing doesn't work with Sheoldred / Orcish Bowmasters, and the opponent can opt out of Sail into the West.
- Jar / Spiral / etc lose a lot of their luster if you're not playing storm. I prefer the other 3-4 cmc options like this / Day's Undoing / Windfall in my cube. The cheaper cost is more desirable when trying to keep up with things like initiative / reanimator / Thassa's Oracle / Kiki-Twin / etc. You can't go off on curve by turn 3-4 with the expensive enablers.
Those are better wheel effects, sure, but this allows you to combo out faster and doubles as a decent goodstuff value spell. This has a lot of versatility that pure draw 7 effects just don't have.
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Looking at past 283 drafts in my 3-0 archive since Jan 2022 (around the release of NEO), Rampaging Raptor has comparable representation to Hellrider. The kicker is that Rampaging Raptor wasn't released until April 2023, meaning it got comparable numbers in half the time and would probably have similar numbers to Questing Beast with the same amount of time. It turns out that a worse Questing Beast is still REALLY good, and is effective enough for me to consider it the best Hellrider variant in red. I'm assuming Scarlett will land in the top 2, meaning Hellrider is probably the #3 best Hellrider variant for me at this point.
Questing Beast: 24
Hellrider: 14
Rampaging Raptor: 11
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A 1 mana modal egg is something we've never really seen before. ETB surveil gives it a decent floor. Being able to make a 2/2 with ward 2 for just an additional 2 mana is pretty good since you're spreading out the cost of a disguised creature while getting surveil 1 and an artifact in your graveyard to boot, not to mention having other modes to choose from. Drawing a card is always nice, and goad is there when you need it. I'm always looking for more artifacts to find with Urza's Saga / replay with Lurrus, so I'll be testing this out.
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This is overthinking things, IMO. These are more than good enough for any cube that is willing to tolerate ETB tapped manland. It's just a matter of having / finding space for them.
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This can blow up Lotus Field since its triggered ability doesn't target.
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The draw 7 / Fastbond aspect is what's the most appealing to me since Fastbond is a card I've been trying to push lately. Draw 7s pair naturally with Fastbond, and Bring to Light can essentially function as a Time Reversal in these types of shells, while being able to grab other things. Most of the time I see Bring to Light relegated as "go fetch Chaos Defiler / Fractured Identity" in a 4-5 color deck, so it's very interesting to me to see a different application in only a 3 color deck.
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I'm also playing Spell Queller, which I do like more than this. I just want more of these. I currently like this as my 5th Azorius spell alongside Fracutred Identity / T3feri / T5feri / Spell Queller.
To be clear, I don't expect this to crack a lot of cubes. This is probably more appealing to me than most since I have a very specific agenda / scenario that this fits perfectly into.
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It's definitely not a sexy / exciting pick, but for me right now it's about solving a balancing issue. Proactive / offensive options are overwhelmingly superior and have so many better options in both quantity and quality than reactive / defensive options. This fits the bill perfectly in me trying to move the needle a little bit towards reactive / defensive options. I've never been very hung up on the whole "multicolored cards need to be cool and exciting to be worth a slot" train and see them just as merely an extension of what X/Y color combination can do.
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Azorius Mana Leak that exiles! A new good counter spell is tough to come by, seems like a strong option if people are willing to make room in their Azorius slot. My play group has been asking for more counterspells and I really didn't want to play Dovin's Veto, so this came at the right time for me.