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  • posted a message on [LTR][CUBE] Reprieve
    This seems better in white than in blue!
    Putting this in. Want to wait for better art/flavor, though. Art does not look like a counterspell.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Set (P)review - My top 20 Phyrexia: All Will Be One (ONE) cards for the cube!
    Seeing linear mechanics such as toxic, corrupted and oily, I was not hoping much from cube. Although we get powerful cube cards from individual, powerful cards designed for tournament play, seems that this is not the case as well for this set.

    Among your suggestions, for my 450 I may swap in Planar disruption in place of one of the Orings, to lessen the curve a bit and to have some variety in cards.

    Thanks again for the great read.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on [ONE] Necrosquito — Zbexx preview
    Cmon I understand the design choices, no need to explain to me. I just don’t agree with them.



    1) Because exist cards that cares about oil counters removed or added or present on permanents (Churning Reservoir, Magmatic Sprinter, The Filigree Sylex, Cinderlash Ravager etc ), creating new and unique design space to explore.
    2) Oil counters are more versatile than +1/+1 counters because they can also act as charge counters for non-creature permanents, creating once again new and unique design space to explore that +1 counters wouldnt fulfill.
    3) Oil counters are great flavor-wise and helps to add a distinct mechanical identity to Phyrexians like toxic, phyrexian mana, proliferate or poison matter cards.
    4) It's inelegant to track in one card multiple types of counters, so the less, the better, especially for limited environment. The fact that sometimes they are willing to add more counter-matter complexity like in Ikoria or New Capenna, doesn't mean must be the norm for every single set, and especially in this case where are mechanical and synergistic reasons to make massive use of oil counters.

    Just because you don't understand why they make certain design choices, doesn't mean there aren't any valid reasons behind it.


    1) As I said in my post, the cards that care about oil counters can care about +1/+1 about as well. The result is the same interaction in limited.
    2) I was not proposing to remove oil counters.
    3) #2
    4) as you said, they do it from time to time.


    Quote from Grixh »

    Most of them won't even be played outside limited. Why should they prioritize the constructed "feel" of cards that will never be played in constructed? Oil counters look like they'll be fun to play with in ONE limited and not having to worry about what color dice represent what counters will make it more fun.


    This I agree with. The cards were really designed for limited, both by mexhanic and power level. Still irks me though that they could have gone on the other end of design choice, and made some +1/+1 interactions matter.
    Posted in: The Rumor Mill
  • posted a message on [ONE] Necrosquito — Zbexx preview
    I really don’t get why ONE doesn’t use +1/+1 counters just like the rest of magic, where limited formats are a very short span compared to the entirety of magic. Design feels just so inelegant.

    They could easily use +/+ counters easily. Proliferate interacts already with it and for like the few cards that care about oil counters, they can just batch them (oil and +/+ counters) or just care about any counter. Not like they will be broken outside limited. I dunno why mixing 2 counters is too complex where we already have first strike counters.
    Posted in: The Rumor Mill
  • posted a message on [ONE][CUBE] Phyrexia: All Will be One Includes & Testing Results
    So far none for classic cube.


    For artifact cube though:
    Mondrak, Glory Dominus instead of Anointed Procession
    The Mycosynth Gardens

    Maybe
    Incubation Pod very low power level so I am waiting for more splicers.

    Argentum Masticore - I am aprehensove when there is not much synergy with artifacts (aside of course, that it is an artifact) but this is good removal.

    Looking at For Mirran! cards if they fit needed gaps in curve, but unlikely because Reconfigure plays better for me.

    Canlerbloom if I lean towards a proliferate theme, but not quite yet.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ONE][CUBE] Sheoldred's Edict
    Upsides and downsides to straight up targeted removal is clear. But for me I am sticking to the available targeted removal, at least for my 450.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ONE] The Mycosynth Gardens — @MTG_Arena preview
    Will get a lot of these. Works in an artifact cube and also 5th-6th artifact in decks that have key artifacts as components. As opposed to Sculpting Steel, this can be played as a land when needed and also takes up a land slot in deck building.

    Posted in: The Rumor Mill
  • posted a message on [ONE]@wizard_magic Vraska, Betrayal's Sting
    I kind of like her for Artifact Cube. Proliferate will matter and -2 removal is removal. Win con via ultimate is really lame (takes 5 turns) but promising in a proliferate deck.
    Posted in: The Rumor Mill
  • posted a message on [ONE][CUBE] Conduit of Worlds
    This card seems a bit slow/grindy. In slow environments I think this should work in which you could get repetitive value on a turn by turn basis. this reminds me of Birthing Pod.


    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ONE][CUBE] Cankerbloom
    Like Cratermaker, this is the aggro version of Rec Sage. Will likely put this in. I still have Sylvan Advocate in 450 if you believe that.

    I don't have green in my artifact cube and will reevaluate after MoM, but this will likely go in if green is back.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BRO] Levitating Statue — GamesRadar preview
    Quote from soramaro »
    Is this the first noncreature permanent to have flying by default? It's a weird design for sure.


    I guess this is based on vehicle design. Previously, the abilities are granted as part of becoming a creature.
    Posted in: The Rumor Mill
  • posted a message on [SCD] [BRO] [CUBE] Saheeli, Filigree Master
    Not for my regular cube.

    I kind of like this for my Artifact cube, if I want the thopter "skies" archetype for UR. Generally I like UR to be the ramp and of course broken combo but this may allow to shuffle around the archtypes. I like that emblem though, being easy to attain too.

    EDIT: non cube related : weird that the art does not match the ability; probably a last minute change in removing a copy ability into the token ability.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [BRO] Ashnod, Flesh Mechanist
    Will add in artifact cube, but not a fan of the attack requirement. Will just trade with a token.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BRO] [BRR] Feldon, Ronom Excavator, Mind's Eye and more — World Championship Day One previews
    Wow his ability simply encourages to to attack. Potential cube card.

    Also, nice Cane.
    Posted in: The Rumor Mill
  • posted a message on [BRO][CUBE] Phyrexian Fleshgorger
    Not too crazy about this, but yeah seems good. A bit french vanilla for a mythic though.

    For artifact cube it is better fit as there are not
    Much good black cards, and this works for reanimator/welder decks.
    Posted in: Cube Card and Archetype Discussion
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