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    posted a message on [AER][CUBE] Disallow
    The Stifle is definitly better than Scry 1 to me. Main reason why is because it allows its caster to have more target options and to counter some crazy stuff that are normally uncounterable. Add to this the fact that Scry often whiff because when you look at the top card card of your library, it seems just fine as a draw. In those cases, the Scry part is dead wood. For those reasons, I don't think the 50% chance (or so) you have with Dissolve to try to upgrade your draw quality match the power level of the Stifle part.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [EMN] Wharf Infiltrator
    Quote from wtwlf123 »
    Quote from Metamind »
    The problem we had was that besides one drops, no creature was worse than a 3/2 with no abilities


    The problem with evaluating the creatures that way, is that you're not casting a 3/2 for 2 instead of that creature. You're casting a 3/2 and drawing a card for 2, since it satisfies your discard drawback for you. That's an enormous difference.

    Yeah, exactly what I was thinking when reading Metamind comment. Whit it, playing the 1-drop/2-drop creatures instead of paying the loot triggered ability is almost always the bad play.

    About our personnal experiences with the Infiltrator, we also think it's pretty solid. It's been a more versatile variant of Merfolk Looter and has provide tons of value in different decks. Really good on the play card.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [KLD] Cataclysmic Gearhulk
    Don't call people silly because you think what they say is untrue. This is simply unrespectful. Not the place for that. And yeah, there isn't that much difference between Bastion Mastodon and Cataclysmic Gearhulk when it's not in your opening. You can't be that much behind, without being already dead, to just be save by topdecking it either... If your opponent has 3 creatures on board, he'd still be able to keep two of them most of the time.
    Posted in: Cube Card and Archetype Discussion
  • 7

    posted a message on [KLD] Kaladesh: Includes and Testing Result
    W WHITE W

    Angel of Invention Check
    This new 5-drop seems like a perfect fit for the cube. It fills just so many roles at the same time. Need an army-in-a-can? Check. Need an anthem? Check. Need a flying lifelink better? Check. Definitely looks super strong. Simply the best none-Chandra card in the set IMO. Versatility is the key. For those reasons, I think it have a serious shot at replacing either Baneslayer or Cloudgoat Ranger in the long run.

    Fumigate Check
    I think this wrath is the best one we had since RTR Supreme Verdict. In fact, the significant amount of life it can provide seems to be the perfect way to balance the card for the extra mana it cost. I can see easily see this become a staple in any cube larger to 540. For those who still run either Rout, Hallowed Burial, Akroma’s Vengeance or Martial Coup, I think it’s a card that you definitely had to test.

    U BLUE U

    Torrential Gearhulk Yellow Check
    This one is real close. The fact that it's a reasonable Tinker target may force us to test it at some point. For now, we are going to pass on it, but we think it has a good shot at surpassing Frost Titan, which is not in the cube at the moment, in the blue 6-drop slot. If we need another one some day, we'll look at it with no shame. About the card, I can imagine scenarios in which it would shine when paired with Daretti or Goblin Welder. Trade a mana rock with it to get it back to the field and recast a removal spell or CA spell sounds crazy. The flash keyword makes it also pretty good at trapping creatures in combat.

    B BLACK B

    Scrapheap Scrounger Check
    Black 2-drops seems to have fall from the sky a lot recently, but still, I think this one will prove that he deserves a spot, even in most tight list. This little robot offers reliable recursion for stax strategies and, at the same time, a reasonable bodies for aggro decks. Seriously makes Despoiler of Souls looks silly… And don’t make the mistake to run that card into the colorless section, Scrapheap Scrounger is a black creature.

    Harsh Scrunity Check
    We’ve been looking for good one mana discard spell for a while now. As a functional reprint of Ostracize, with the addition of scry, it looks pretty interesting. I think black aggro decks that like to plan their turns and actions according to their opponent’s resources would like it and would enjoy gain extra value from the library manipulation. At 600, it’s definitely a test for us.

    Fretwork Colony Yellow Check
    With the ridiculous amount of black 2-drops we add in the recent sets (didn't know I was going to say that one day), it seems like there's no space for those little insects. Although, a few years ago, I could have imagine myself run that pseudo Scute Mob. Really close call. Competition is just too hard for it even at 540-630. Maybe this could be test at 720 for those who still run Knight of Infamy.

    R RED R

    Chandra, Torch of Defiance Check
    What to say about that card? It simply great. Great in all kind of red decks. From aggressive one to control one. The red Mind Sculptor will be a cube staple for a very long time. It can repeatedly provide card advantage. It can ramp you into your Wildifre-Upheaval stuff. It can kill creature, even the ones with big butt. It has a game ending ultimate that is realistically achievable. Nothing to say. That card is gold.

    G GREEN G

    None

    W/U mana AZORIUS W/U mana

    Dovin Baan Yellow Check
    I was definitely expecting more from this UW walker. Disappointed is the word. It’s certainly not bad as a card, but it just doesn’t seem to bring enough to the table for a guild card. In a pseudo way, it can protect himself from a board that is low on creature, but at the end, the only reward you can reliably get from it is a few extra cards. Overall, not enough impactful. Still interesting, but just not as strong as some monocolored comparable option, like Architect of Thought. If there was no RTR set in Magic, maybe this card could have a shot in some mid-large cube.

    U/R mana IZZET U/R mana

    Saheeli Rai Check
    I don’t really know what to think about this card. It seems playable and I assume it will make the cut for now, but at the same time, it seems to lack of versatility. Ping your opponent and scry 1 every turn could be decent. Unfortunately, only specific decks may want to use those effects. And copying stuff, while having the potential of being gamebreaking once in a while, can lack of consistancy in most average scenarios. The ultimate for its part seems like a nice ability to build around. The consensus is that it makes the cut. The question is for how much time.

    LANDS

    Fast Lands Check
    Enemy color fast lands. Please, yes. We’ve been looking for those since a long time. Orhzov, Golgari and Boros would enjoy receiving those. The Izzet one is also close, but URx control decks may be bother with them entering tapped after turn 4. Since we’ve just added an entire land to the cube, the first three would fit perfectly. At 450-450, I think they also, at some point, deserve a spot in cube that run all types of aggro deck and that don’t matter about colorless mana. Really satisfied with that printing. At first, I thought they was the Enemy battle lands, which would have been fine, but this is just even better!

    COLORLESS

    Filigree Familiar Yellow Check
    This little fox almost makes it. While having some part of Solemn Simulacrum and Kitchen Finks abilities is a nice start, I think it just doesn’t do enough to justify his inclusion in a cube under 720. Under that size, there’s enough artifact that are available to make the colorless section works just fine without it. Close call though. As a active cube manager, I’d keep an eye on it. Recurring Nightmare and Welder/Daretti interactions with it seems just so sweet.

    Smuggler’s Copter Check
    One of the few vehicles we add consensus to test. 2 mana looters are always good, and this one has flying and a monstrous P/T ratio. Plus, it can also loot from blocking in combat, which is awesome and unseen so far, while making as much efficient on defense than on offense. And it seems playable in a lot of different types of deck since the crew 1 looks very easy to activate. Really curious about this card.

    Fleetwheel Cruiser Check
    I think this is the best vehicle for cube by a significant marge. Being active on the turn you play it is what makes it great. And 5 trampling power looks appealing too. Though this should end up being an aggro card only, I think this is not that much of a deal. At 600, we do need more aggressive and efficient threat on the top of the curve. This also helps balance it out. Being colorless means it serves that role for any aggro decks, regardless of what color they play, and act as a aggro 4-drop addition for all colors at the same time. Our only concern has more to do with the vehicle's mechanic itself. Better, equal or worst than equipment? We’ll see. Our fear is that they end up dying to often in combat and been that way a huge tempo loss for their owners. At least this one will trade with anything that enter the field before it and the Copter has evasion to avoid that while it can also generate value during your blocking phase. Yeah, we'll see.
    Posted in: Cube Card and Archetype Discussion
  • 3

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  • 1

    posted a message on [650][Powered] ~ Zetsu's Cube ~ (HOU Updates!)
    It's been great! I like Devastation pretty much in a deck that use planeswalkers. Sun Champion, Knight-Errant, Gideon, Ob Nixilis, Kiora, both Sarkhan and all 3 Garruk fits well with it and act like effective wincons after it resolves. Mind Sculptor and Moon Sage are pretty safe with it too if you're planning to win with something cheap after it resolved. Koth isn't that bad either and Daretti can also helps by sacrificing rocks to bring back stuff that died to it. And finally, Venser could also makes it happen once in a time :p

    I used to have Xenagos and Assemble the Legions in there when the cube was unpowered and they worked well in that deck too. But they ended up being cut for guild reduction purposes.

    Devastation entered my cube when its size was at 720 and it held up the spot since then. I like that he helps red use Wildfire type of deck more often. It can also pair with it easily if you don't use creatures or very few ones.

    Control the board with burns, spot removals and wrath. Then drop a walker and devastate the field. That's pretty much the game plan. Few valable blockers may also help protect walkers. Courser of Kruphix is one of them. Wall of Blossoms, Wall of Roots and Wall of Omens are also sweet in there.

    Sarkhan Vol may also go in and help getting the trick done.
    Posted in: Cube Lists
  • 1

    posted a message on [KLD] Fleetwheel Cruiser
    Quote from voiddisciple »

    in combat with equipments you lose the creature, but not the equipment. With a vehicles it's just the other way round.

    That's also my concern. Isn't that thing going to die in combat pretty often? With 3 thoughness only, it seems really easy to kill. This is were the comparaison with Grafted Wargear bothers me. I do understand it when you're looking at an empty board, but I mean, that thing isn't indestructible.
    Posted in: Cube Card and Archetype Discussion
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