1. Could Aluren be interesting? Cavern Harpy is usually needed (best along with the Wardens), but I’m not sure if it’s worth a slot. Glimpse of Nature is another route. Kor Skyfisher(GW Storm incoming) , Barrin, Tolarian Archmage, Man-o-War variants do have interaction if we were to explore already cubeable cards. (Does Eternal Witness + Sac outlet combo off?) (Man-o-War/Skyfisher + Panharmonicon for the memes)
2. BTW, after you had toned down the persist/counter combo package, I recalled an old time favorite: Geralf’s Messenger. Wonder if he’s good enough with Solemnity, Broodmoth...etc.
Oh, BTW, since Flashing creatures isn't casting, any additional costs to cast are mitigated. e.g. Lesser Masticore. But not very relevant in your list.
Wonderful analysis. This is exactly what I expected from you (hence frequently throwing ideas your way ).
There's a reason Flash was banned/restricted in every format.
Griselbrand wouldn't work though (not a big deal). "If you choose not to pay, the creature is sacrificed immediately. No player will get priority in between the creature entering the battlefield and being sacrificed. Sacrificing the creature this way will trigger any abilities that trigger when it leaves the battlefield, and those abilities will be put onto the stack at the same time as those that triggered when it entered the battlefield."
I'm such a fan of your cube, going through the list/content every single day. So much cool/broken interactions! Love it!
I can’t help but think since now we have Worldspine Wurm(wonderful addition btw,) is it possible to explore Flash-Protean Hulk combo? Hulk can easily go with things like Sneak/Breach, but I think the main problem is the lack of good targets other than maybe Karmic Guide and the persist components. Enjoying the discussion. Would love to hear how this is a bad idea as well!
Very interesting... I will talk it over with my group and see if it's something we're interested in trying.
Btw, another card that’s good with Time Vault is Paradox Engine. Ever considered its applications in a combo-centric environment? It could go infinite with Sprout Swarm, and goes very well with Urza, Lord High Artificer. And maybe cards like Isochron Scepter. Oh, and, of course, Storm decks! Just to name a few.
Vampire Hexmage, IMO, is still a very playable/interesting cube card. It helps Thing in the Ice, too. Quoting Charlotte Sable, a Level 3 Judge, “It will transform the next time you cast an instant or sorcery. The transformation isn’t contingent on actually removing the last counter, just that there are no counters on it after you try to remove one.” (So if I have Thing in the Ice out, I use Vampire Hexmage to clear it off, will it transform the next time I cast an instant or sorcery or does it require there be a counter on it to remove to be able to do so?)
losaurus Shepherd G
Creature - Elf Shaman
Allosaurus Shepherd can't be countered.
Green spell you control can't be countered. 4GG: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
1/1
Whether or not to hose Counterspells comes down to personal preference. (I like it knowing that playing against heavy counters often gets frustrating.)
This can work in green aggro decks in addition to being a good ramp payoff similar to Craterhoof (Hoof is better I know), turning your mana dorks (consisting mostly of elves) into 5/5s the turn this drops (with 7 mana.) This doesn’t give trample, which is a huge down side, but it is repeatable, more flexible (ie mana sink for aggro/midrange strategies,) and can’t be countered (guaranteed activation given enough mana.)
Thoughts?
I think Cultivate and Kodama's Reach are better than this card because
1) They provide awesome mana fixing, which this doesn't do
2) They thin your deck of two lands, which is great for future draws.
This card's ok, but I'm not really interested in playing it.
I think this works kinda like Cultivate / Kodama’s Reach.
On the premise that most people won’t spend a card removing it nor counter it, this is better IMHO.
If it does get spot removed, which I think is a very weird play, well, you just replaced it. Unless you really really need the mana, then the Elf is slightly riskier than Cultivate. There will be people running Aggro decks that just will bolt it.
If it gets countered, which I think can be a good play sometimes, it’s still no more riskier than getting a Cultivate countered.
If it gets Wrathed, Cultivate is better obviously.
I think the better chance of recursive value should outweigh his flaws, especially in decks that can and want to abuse it.
With that said, I don’t run Cultivate/Reach so I’m not sure if I’d run this. It’s a good card nonetheless.
I guess it’s not really 4 for 1. I just imagine bouncing as a great advantage overall that’s maybe worth a card. I admit it’s not really card advantage (but tempo.) My point is, it will rarely be just an expensive dismiss.
Cavern Harpy is usually needed (best along with the Wardens), but I’m not sure if it’s worth a slot. Glimpse of Nature is another route.
Kor Skyfisher(GW Storm incoming) , Barrin, Tolarian Archmage, Man-o-War variants do have interaction if we were to explore already cubeable cards. (Does Eternal Witness + Sac outlet combo off?) (Man-o-War/Skyfisher + Panharmonicon for the memes)
2. BTW, after you had toned down the persist/counter combo package, I recalled an old time favorite: Geralf’s Messenger. Wonder if he’s good enough with Solemnity, Broodmoth...etc.
3. Loved your KHM review!
Correct. Basically, all you get are ETBs and LTBs.
There's a reason Flash was banned/restricted in every format.
Griselbrand wouldn't work though (not a big deal). "If you choose not to pay, the creature is sacrificed immediately. No player will get priority in between the creature entering the battlefield and being sacrificed. Sacrificing the creature this way will trigger any abilities that trigger when it leaves the battlefield, and those abilities will be put onto the stack at the same time as those that triggered when it entered the battlefield."
I'm such a fan of your cube, going through the list/content every single day. So much cool/broken interactions! Love it!
I’m curious about Staff of Domination. What are the decks that want it?
Edit: Wait. I think I see the potential. How did it perform?
Btw, another card that’s good with Time Vault is Paradox Engine. Ever considered its applications in a combo-centric environment? It could go infinite with Sprout Swarm, and goes very well with Urza, Lord High Artificer. And maybe cards like Isochron Scepter. Oh, and, of course, Storm decks! Just to name a few.
Vampire Hexmage, IMO, is still a very playable/interesting cube card. It helps Thing in the Ice, too. Quoting Charlotte Sable, a Level 3 Judge, “It will transform the next time you cast an instant or sorcery. The transformation isn’t contingent on actually removing the last counter, just that there are no counters on it after you try to remove one.” (So if I have Thing in the Ice out, I use Vampire Hexmage to clear it off, will it transform the next time I cast an instant or sorcery or does it require there be a counter on it to remove to be able to do so?)
Thespian's Stage this I don’t think is playable, though.
Dark Depths itself could MAYBE be a uncounterable long-term ramp payoff? Maybe? Or infinite mana payoff?
losaurus Shepherd G
Creature - Elf Shaman
Allosaurus Shepherd can't be countered.
Green spell you control can't be countered.
4GG: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
1/1
Whether or not to hose Counterspells comes down to personal preference. (I like it knowing that playing against heavy counters often gets frustrating.)
This can work in green aggro decks in addition to being a good ramp payoff similar to Craterhoof (Hoof is better I know), turning your mana dorks (consisting mostly of elves) into 5/5s the turn this drops (with 7 mana.) This doesn’t give trample, which is a huge down side, but it is repeatable, more flexible (ie mana sink for aggro/midrange strategies,) and can’t be countered (guaranteed activation given enough mana.)
Thoughts?
Oh yes fixing! Totally agree!
On the premise that most people won’t spend a card removing it nor counter it, this is better IMHO.
If it does get spot removed, which I think is a very weird play, well, you just replaced it. Unless you really really need the mana, then the Elf is slightly riskier than Cultivate. There will be people running Aggro decks that just will bolt it.
If it gets countered, which I think can be a good play sometimes, it’s still no more riskier than getting a Cultivate countered.
If it gets Wrathed, Cultivate is better obviously.
I think the better chance of recursive value should outweigh his flaws, especially in decks that can and want to abuse it.
With that said, I don’t run Cultivate/Reach so I’m not sure if I’d run this. It’s a good card nonetheless.