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Oct 20, 2018Yeah, cube cuts aren't always just as simple as the next card on a "to be added" list. My own cube and wtwlf's are pretty similar, but even comparing the two using CubeTutor doesn't point out an obvious suggestion for what should be in over something like Eternal Dragon, which I don't run. That card does a very specific job, so even as a pet card, if you wanted to replace it, you'd need to decide what type of effect you need or want on that replacement card. Do you want another Wrath effect? Maybe go with Fumigate. Feel like you need more white aggro support? Maybe look at Savannah Lions or Adorned Pouncer. You could also use that slot for one of your own pet cards. There's several ways you could go and every one of them depends on the specific needs of a cube being played by your specific group.Posted in: Cube Lists
Oct 11, 2018I think she's two mana too expensive to be a slam dunk and one mana too expensive to be a fringe inclusion. Five mana is a lot to ask for a 3/3 with a landfall trigger in cube.Posted in: Cube Card and Archetype Discussion
Oct 10, 2018Posted in: Cube ListsQuote from tjbizzle95 »Hey, wtwlf123! Big fan. After looking at a ton of cubes for inspiration, I decided that yours was the one that I wanted to replicate the most. I trimmed your most recent 540-list into 450 cards (and then added 1 more multicolor card to each guild - I just like too many multicolor cards).
If you're looking for a great 450 list that's very similar what wtwlf is doing with his current list, check out rantipole's 450 cube. That cube would be my starting point if I were looking for a 450 list and I don't believe wtwlf would take any issues with me recommending rant's cube here.
Oct 10, 2018Again, I agree with steve_man. I wish colorless six drops were good enough to push out the harder to cast colored ones, but unfortunately that's just not the case. Wurmcoil is the only true staple colorless six drop with anything beyond that being a much much lower power level. Even at 720, you'd maybe want one more colorless six drop and, even then, you might even prefer something like Precursor Golem instead. And honestly, even the colored six drops drop off pretty quick beyond the ones you normally expect to see in each color. So I stand by my statement. The cube would need to be pretty darn big before I wanted more than a couple colorless six drops.Posted in: Cube Card and Archetype Discussion
Oct 10, 2018calibretto posted a message on [Strictly Average MtG] Peasant Cube on a Budget - WhiteGreat article, man! Personally, I disagree on a few of the specific choices and I never really cared for forcing a numbers split between creatures/spells, but this is an excellent starting point. I think peasant is a perfect place for new cube builders to start, especially if they want to cube because they love limited. I'm looking forward to the blue write up.Posted in: Articles, Podcasts, and Guides
Oh, and you should cross post this over in the peasant forum. You might get more traffic.
Oct 9, 2018I'd second steve_man's suggestion of Scuttling Doom Engine for tier 2 six drop of choice. FWIW, I like Soul of New Phyrexia more as well. How big does a cube need to be to want three or more colorless six drops? I'd say pretty darn big.Posted in: Cube Card and Archetype Discussion
Sep 28, 2018Posted in: Pauper & Peasant Discussion
I actually just cut Promise with my GRN update. It found it to be super slow and clunky. Also the spirits don't fly, which honestly caused confusion and feel bads. At 360, I don't think it makes the cut. I swapped Conclave Tribunal in for it.
Sep 22, 2018calibretto posted a message on Set (P)review - My top 20 Guilds of Ravnica cards for the cube!I always look forward to these. Great article.Posted in: Articles, Podcasts, and Guides
Sep 19, 2018calibretto posted a message on Guilds of Ravnica for Peasant Cubes (Common/Uncommons only)I'm at 360 and I'm looking at swapping in these:Posted in: Pauper & Peasant Discussion
Sep 19, 2018Not being able to replenish the counters or add to the initial number to keep the damage going is a huge detriment to this type of creature. It can't be blinked or reanimated. I don't think it's bad per se, but I think it's just short of good enough to keep it out of most cubes.Posted in: Cube New Card Discussion
Sep 16, 2018This card looks fine, but Dimir is too stacked for a card that's just fine. I'm at five in my section and this doesn't compete with any of those, including the new split card. This might make number 7, but I'd probably run Ashiok over this if I wanted a repeatable mill three.Posted in: Cube New Card Discussion
Sep 16, 2018Posted in: Cube New Card DiscussionQuote from AntiPox »
I think the bottom line, at least for me, is that;
1. This card is not powerful enough to justify needing reliable access to triple blue.
2. This card becomes too weak of a cube card if I can't reliably target most of the spells that I play in my deck.
I think these are fair arguments against it in terms of the mana cost. I still think it deserves a test, though, to see just how often the heavy blue requirement is detrimental. The effect is powerful, so I think that alone means this warrants a test in medium to larger lists.
Quote from wtwlf123 »You go from a ~75% chance of having the mana you need to ~60%. So ~15% of the time? That is statistically significant to me, and it shows in practice as well as in theory with regularity.
I think this is where we have to chalk what shows in practice up to different experiences and move on. Like I said before, I'm not advocating trying to splash Cryptic Command off three blue sources. I try to use the math and statistics to build what I feel are educated mana bases and exclude CC cards when I can't justify them in my deck. But I don't personally see a 15% statistic as super relevant in terms of how the games actually play out. Occasionally I'll get color screwed and it'll cost me the game because I needed to counter that finisher on turn five. Occasionally I'll get color screwed and it won't matter because I didn't even see Counterspell. Most of the time, though, it'll play out just fine. I guess I just feel like it's not that serious.
Sep 16, 2018Posted in: Cube New Card DiscussionQuote from steve_man »I heavily disagree. A 2-cmc CC spell really has to be worth it for me to even consider running it. A lot of 3 drops are 1CC, and it can be really problematic if your 2-drops / 3-drops are like UU / 1WW / 1BW / etc.
While I agree that cost is certainly a factor in card evaluation and a card needs to be good enough to warrant that CC cost, I don't think a CC cost should be the sole reason it doesn't make the cut. A slam dunk at 1U should is not just fringe playable at UU, imo. It's certainly somewhat worse because of that, but that doesn't suddenly make it unplayable.
In that example, assume you're playing a UW deck splashing Vindicate or something. If we assume that you've taken those mana requirements into account when drafting/building, then we have to assume that you've put a mana base together that will work with those requirements in most cases. Most likely you don't need UU on turn two for that Counterspell (or Mission Briefing to keep it on point here), so it's ok to just play a second color. Your deck probably has other 1U and 1W cards it can play anyway. And if the splash is Vindicate, you probably don't have to have a black source on three. Games of Magic all play out differently. I'm not trying to down play the requirements of putting all those cards in the same deck, you do have to take that into account when putting the mana base together, but I think that if you've put together something reasonable for your mana base then your deck will probably play out just fine. It's not going to be game after game of color screw because you could only fit eight blue sources in the deck instead of ten.
Quote from wtwlf123 »It's actually just statistics and probability. It takes roughly twice as many sources of blue to use a UU spell on T4 than it does to use a 1U spell on T4. It's the difference between needing 10 sources of blue to effectively cast the spell reliably and only needing 5. If that doesn't seem significant to you, I think you're undervaluing the importance of mana demand.
Right. I get the math and the statistics. My point is that even if the stats say I need ten blue sources to reliably cast a UU spell on turn four, how often will that actually come up in game play if I only run eight sources for my one UU card? How often will I be sitting on Counterspell on turn four with only one blue source in play? How often will you not have the two blue, but also not have the Counterspell? The inherent variance of Magic needs to play some part in the evaluation of these cards, not just the math and the statistics. Obviously there will be some amount of times where you lose because of mana troubles, but that would be true even if you had perfect mana based on the percentages and statistics.
And again, I'm not discounting double color costs as being meaningless to your mana requirements. There's an obvious cost to including cards like that in your deck, but it's not a cost that's impossible to pay. And in most games of Magic, it probably won't even come up assuming you're not trying to splash a UU card off three Islands.
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