Well, I run Invigorate, and have run it essentially since the beginning of my Cube but I have yet to face it personally so I cannot even saywhether or not it has seen play. It probably has. For the most part, of course, when Invigorate is played, it is essentially a spot removal on a blocking creature. However, such an effect in green and for free is strong, as Mutagenic Growth has shown.
Fathom Seer seems like a card not too many people would run. I have yet to see it in action, but it ties in with the morph cards Tarkir has to offer, its morph cost does not cost mana, and Gush is a very decent card to begin with. Plus, it allows feeding one's extra lands to retraceable spells in the late game.
Portent, maybe to a degree. I run a lot of cantrips in blue - quite possibly the greatest amount of all Peasant cubes on this site. Particularly if one also counts Mystic Speculation, now that I added it pre-emptively as a support card for spells matter and prowess in particular. However, on the first turn, Portent is equal to Ponder and later on, it may be used to disrupt an opponent if need be.
Putrid Imp, I suppose, although I have also seen it on other lists. It is a nice, quick way to allow fast reanimating but it also works as an evasive 1-drop with 2 power later on.
Spiteful Returned does not seem all that hot to most people, but I adore bestow as a mechanic, and this card represents a lot of potential damage, both when bestowed and when the opponent's blockers are cleared.
Worm Harvest is a card which has provoked a lot of discussion, and most seem to agree that enabling it is too much of a hassle. However, I really like it as a dredge "target" because it is repeatable and represents a lot of value.
Ingot Chewer is my choice of artifact destruction in creature form because of its flexibility. However, others seem to prefer cheaper alternatives which function as creatures more often.
Dynacharge and Weapon Surge have a place in my heart because they are flexible and particularly the latter allows for utter blow-outs. I simply like overload as a mechanic a lot, although there are relatively few playable overloadable cards.
Flame Jab. I like retrace because of the spells matter archetype, and this is a decent enough removal spell against aggressive decks in its own right.
Skarrgan Pit-Skulk, I suppose, since it is not a 'real' 1-drop most of the time. However, it remains a powerful card due to its form of evasion and because it represents a 2/2 for 1 often enough.
Werebear. While I am not the only one to run it or to consider running it, it has been in my cube from day 1 and not left once because I really want to support graveyard decks and a 4/4 for 2, particularly one with some utility in the early game, is nothing to snuff at.
Tempting Licid is such a unique effect, particularly due to its repeatibility. However, most seem to deem it too inefficient. I simply cannot bring myself to cut it. I dream of a day when a monstrous Nemesis of Mortals becomes enchanted with this card, although other good targets also exist.
Centaur Chieftain is a hasted attacker in green and its effect provides support for tokens and graveyard decks. I really, really, like its design for some reason.
Nucklavee seems to be the only multi-color card I would classify as a true pet card, although some other choices might also be deemed interesting or even questionable by the community. However, it provides a lot of value and a decent body, not to mention how it is a hybrid card to boot.
Although I do not currently run it, I am always attempting to justify re-including Bullwhip. In the meantime, I suppose Leonin Bladetrap is my colorless pet card. Because, come on, how many colorless sweepers are there, although as conditional as this? Particularly when it may even be deployed as a surprise against a careless opponent.
Updated to include lands (not including Library of Alexandria - does anyone actually not "ban" that? And/or exclude for budget or whatever?)
That is quite the round-about way to ask 'does anyone actually run Library of Alexandria?' And yes, I do. However, it has yet to see too many drafts simply because summertime was particularly bad for assembling our playgroup, and it is already hard enough.
The CUbe has been undergoing quite a few changes. Its multicolor sections are reduced to a husk of their former selves, and blue has finally received support for more aggressive tempo decks. A few reinforcements in the form of a blast from the past also arrived in the form of Juzam Djinn, Serendib Efreet and Serendib Djinn.
In anticipation of Khans of Tarkir, the following changes will be made as soon as the cards become available:
- Panoramas will be replaced with wedge trilands. They are currently mere placeholders.
- Generator Servant -> War-Name Aspirant
- Mogg Fanatic -> Monastery Swiftspear
Well, I included mana-fixing lands as well. Because they come in cycles a lot of the time, only specific cards were mentioned. Although I do find Karoos in general worth mentioning.
Pawn of Ulamog is an interesting card and might work fine with the sacrifices.deck, but its limitation to non-token creatures keeps it from being really bonkers with those decks because most of the time exactly those are what is being sacrificed. Of course, I know this keeps it from comboing with itself but it remains relevant.
I use a Conspiracy Box. Works quite fine, although I felt I needed to tape the bottom shut to fortify it a bit.
I would also say that vigilance goes up in value. I was reminded of this by Knight of Obligation's being mentioned. After all, you may attack without having to worry about retaliation. Plus, with multiple players, the retaliation might easily be much heavier than with 2 players if you are left open.
Well, yes, I understood that they are not utterly horribad in your opinion either. In this regard we agree: like I mentioned, they are on the edge of the cutting board and will be replaced as soon as anything better arises. Thus, I would not run them under other circumstances either. The difference is between what one wishes to accentuate: color balance or power level. The example you gave is exactly why I prefer this settlement although most naturally only in my own case because it is a matter of taste.
Well, I am quite neurotic about each color having an equal opportunity in this regard. I currently run 15 hybrid cards, split into five groups of three which share at least one color and allocated according to that color. In this system, there are a total of 30 color "slots" and each color has a representation of 6 (thus, being one of the colors for six cards). I find this the fairest allocation, and while this fairness might be breached by the power level (or color commitment) of individual cards. As I said, those two are not utterly hopeless. Most of the time, Deathcult Rogue is an unblockable 2/2 for 3, which is decent enough (particularly in combination with the flexibility being a hybrid offers). Scarscale Ritual, on the other hand, has a few redeeming qualities in combination with Undying and Unleash in particular. And, once again, being a hybrid card remains a boon in itself.
Which reminds me: Hag Hedge-Mage was one of the discoveries I made when trying to balance these hybrids. How does it seem to others? I would say that at least the green recursion is decent enough, and if the black discard effect is also enabled, it almost adds up to Eternal Witness in some regards. Of course, the quality of the provided card advantage is often lesser, and having to wait a turn prevents certain shenanigans. But then again, Eternal Witness is pretty damn good.
Well,
although I already list Juzam Djinn, actually I still have Marsh Flitter on that spot. So she is almost there.
Also, the hybrid system I use requires me to use a few Dimir hybrids if I wish to include all the cards I do. Thus, I have a few sub-optimal cards due to those restraints. Namely, Scarscale Ritual and Deathcult Rogue. Luckily they are not utterly horrible.
I also wish I could get a few better multicolored cards. At the moment, those which are on unstable grounding include Glassdust Hulk (was added recently for splicer interactions), Tracker's Instincts (I somehow always find other alternatives even less fulfilling), Horizon Chimera (poor Simic), Izzet Chronarch, and maybe Orim's Thunder.
Oh, and then there's Myrsmith. Its situation is made worse by the fact that I ordered one but was informed that it was not found. Thus, I would have to make a separate order to actually receive one. It might just be interesting enough, though, until white receives a more interesting and sufficiently aggressive option. Dregscape Zombie might suffer the same fate. (Both were added when I removed all color-specific protections. Namely, they hastily replaced Knight of Glory and Knight of Infamy.)
Fathom Seer seems like a card not too many people would run. I have yet to see it in action, but it ties in with the morph cards Tarkir has to offer, its morph cost does not cost mana, and Gush is a very decent card to begin with. Plus, it allows feeding one's extra lands to retraceable spells in the late game.
Portent, maybe to a degree. I run a lot of cantrips in blue - quite possibly the greatest amount of all Peasant cubes on this site. Particularly if one also counts Mystic Speculation, now that I added it pre-emptively as a support card for spells matter and prowess in particular. However, on the first turn, Portent is equal to Ponder and later on, it may be used to disrupt an opponent if need be.
Putrid Imp, I suppose, although I have also seen it on other lists. It is a nice, quick way to allow fast reanimating but it also works as an evasive 1-drop with 2 power later on.
Spiteful Returned does not seem all that hot to most people, but I adore bestow as a mechanic, and this card represents a lot of potential damage, both when bestowed and when the opponent's blockers are cleared.
Worm Harvest is a card which has provoked a lot of discussion, and most seem to agree that enabling it is too much of a hassle. However, I really like it as a dredge "target" because it is repeatable and represents a lot of value.
Spikeshot Goblin does not seem to be too liked by others but I love how its capacity to ping scales upwards and it also ties in with similar cards in other colors - particularly Old Man of the Sea, Deftblade Elite and Skarrgan Pit-Skulk.
Ingot Chewer is my choice of artifact destruction in creature form because of its flexibility. However, others seem to prefer cheaper alternatives which function as creatures more often.
Dynacharge and Weapon Surge have a place in my heart because they are flexible and particularly the latter allows for utter blow-outs. I simply like overload as a mechanic a lot, although there are relatively few playable overloadable cards.
Flame Jab. I like retrace because of the spells matter archetype, and this is a decent enough removal spell against aggressive decks in its own right.
Skarrgan Pit-Skulk, I suppose, since it is not a 'real' 1-drop most of the time. However, it remains a powerful card due to its form of evasion and because it represents a 2/2 for 1 often enough.
Werebear. While I am not the only one to run it or to consider running it, it has been in my cube from day 1 and not left once because I really want to support graveyard decks and a 4/4 for 2, particularly one with some utility in the early game, is nothing to snuff at.
Tempting Licid is such a unique effect, particularly due to its repeatibility. However, most seem to deem it too inefficient. I simply cannot bring myself to cut it. I dream of a day when a monstrous Nemesis of Mortals becomes enchanted with this card, although other good targets also exist.
Centaur Chieftain is a hasted attacker in green and its effect provides support for tokens and graveyard decks. I really, really, like its design for some reason.
Nucklavee seems to be the only multi-color card I would classify as a true pet card, although some other choices might also be deemed interesting or even questionable by the community. However, it provides a lot of value and a decent body, not to mention how it is a hybrid card to boot.
Although I do not currently run it, I am always attempting to justify re-including Bullwhip. In the meantime, I suppose Leonin Bladetrap is my colorless pet card. Because, come on, how many colorless sweepers are there, although as conditional as this? Particularly when it may even be deployed as a surprise against a careless opponent.
That is quite the round-about way to ask 'does anyone actually run Library of Alexandria?' And yes, I do. However, it has yet to see too many drafts simply because summertime was particularly bad for assembling our playgroup, and it is already hard enough.
In anticipation of Khans of Tarkir, the following changes will be made as soon as the cards become available:
- Panoramas will be replaced with wedge trilands. They are currently mere placeholders.
- Generator Servant -> War-Name Aspirant
- Mogg Fanatic -> Monastery Swiftspear
02 Skullclamp
03 Library of Alexandria
04 Loxodon Warhammer
05 Grafted Wargear
06 Isochron Scepter
07 Dismember
08 Maze of Ith
09 Strip Mine
10 Bonesplitter
11 City of Brass
12 Porcelain Legionnaire
13 Mutagenic Growth
14 Gemstone Mine
15 Artisan of Kozilek
16 Terramorphic Expanse / Evolving Wilds
17 Ulamog's Crusher
18 Darksteel Sentinel
19 Thunderstaff
20 Sensei's Divining Top
I use a Conspiracy Box. Works quite fine, although I felt I needed to tape the bottom shut to fortify it a bit.
Which reminds me: Hag Hedge-Mage was one of the discoveries I made when trying to balance these hybrids. How does it seem to others? I would say that at least the green recursion is decent enough, and if the black discard effect is also enabled, it almost adds up to Eternal Witness in some regards. Of course, the quality of the provided card advantage is often lesser, and having to wait a turn prevents certain shenanigans. But then again, Eternal Witness is pretty damn good.
although I already list Juzam Djinn, actually I still have Marsh Flitter on that spot. So she is almost there.
Also, the hybrid system I use requires me to use a few Dimir hybrids if I wish to include all the cards I do. Thus, I have a few sub-optimal cards due to those restraints. Namely, Scarscale Ritual and Deathcult Rogue. Luckily they are not utterly horrible.
I also wish I could get a few better multicolored cards. At the moment, those which are on unstable grounding include Glassdust Hulk (was added recently for splicer interactions), Tracker's Instincts (I somehow always find other alternatives even less fulfilling), Horizon Chimera (poor Simic), Izzet Chronarch, and maybe Orim's Thunder.
Oh, and then there's Myrsmith. Its situation is made worse by the fact that I ordered one but was informed that it was not found. Thus, I would have to make a separate order to actually receive one. It might just be interesting enough, though, until white receives a more interesting and sufficiently aggressive option. Dregscape Zombie might suffer the same fate. (Both were added when I removed all color-specific protections. Namely, they hastily replaced Knight of Glory and Knight of Infamy.)
I added an important word (in bold) which I think you might have forgotten. Or mayhap there is more than meets the eye to this sentence?
02 Lightning Bolt
03 Shower of Coals
04 Pyrohemia
05 Jackal Pup
06 Shrine of Burning Rage
07 Chain Lightning
08 Staggershock
09 Stormblood Berserker
10 Fire Imp
11 Arc Trail
12 Hellspark Elemental
13 Avalanche Riders
14 Reckless Waif
15 Stonewright
16 Brimstone Volley
17 Arc Lightning / Flames of the Firebrand
18 Young Pyromancer
19 Aftershock
20 Spikeshot Goblin
02 Eternal Witness
03 Pelakka Wurm
04 Joraga Treespeaker
05 Rancor
06 Briarhorn
07 Regrowth
08 Grizzly Fate
09 Sylvan Library
10 Blastoderm
11 Utopia Sprawl
12 Arbor Elf
13 Phantom Centaur
14 Acidic Slime
15 Jade Mage
16 Sakura-Tribe Elder
17 Harmonize
18 Experiment One
19 Shinen of Life's Roar
20 Centaur Chieftain
02 Demonic Tutor
03 Pestilence
04 Skinrender
06 Curse of Shallow Graves
06 Necromancy
07 Animate Dead
08 Go For the Throat
09 Crypt Rats
19 Diabolic Servitude
11 Ultimate Price
12 Gray Merchant of Asphodel
13 Snuff Out
14 Reanimate
15 Vampire Nighthawk
16 Hypnotic Specter
17 Darkblast
18 Gnarled Scarhide
19 Quest for the Gravelord
20 Doom Blade