Emrakul, the Promised End SA
- calibretto
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Member for 17 years, 6 months, and 15 days
Last active Wed, Apr, 17 2024 17:11:10
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Chained to Life posted a message on [Official] Altered/Pimp Cube Cards ThreadI bit the bullet: woo!Posted in: The Cube Forum -
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wtwlf123 posted a message on Card Æsthetics Evaluation ThreadYes. Yes you are.Posted in: The Cube Forum -
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Sparki posted a message on [Official] Altered/Pimp Cube Cards ThreadFor the cuuuube!Posted in: The Cube Forum -
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Spike Rogue posted a message on Creatures With Retconned Creature TypesIn 2007 with the printing of Lorwyn, there was a massive update to the creature type lines of over 1200 cards with many creature types added, removed, and obsoleted. This only affects a few cards in most traditional cubes, but there are some common tribal actions which might not be obvious if you're running older versions of a particular card. Having running a version with clear and current wording on all your cards can help prevent confusion and disagreements among players, and let everyone get the most out of the cards they draft. I'm only focusing on cards run in traditional cubes, but if you're building or managing a tribal cube, there are far more card updates you'll want to be aware of (here's a comprehensive article on the Grand Creature Type Update)Posted in: Cube Card and Archetype Discussion
Here's the list, most of these do have a version available in print with the updated creature types, I've marked the ones that do not with an asterisk (*):
Creatures Updated With "Human" Added to Their Type Line
Common Tribal Interactions: Stromkirk Noble, Falkenrath Aristocrat, Champion of the Parish, Mayor of Avabruck, Silver-Inlaid Dagger, Mikaeus, the Unhallowed
Mother of Runes
Academy Rector*
Braids, Cabal Minion
Nekrataal
Grim Lavamancer
Imperial Recruiter
Keldon Vandals*
Avalanche Riders
Yavimaya Elder
Other Relevant Tribal Additions (the most common cube interactions are in parentheses)
Karmic Guide - Angel (Restoration Angel, Archangel Avacyn)
Ghitu Encampment - Warrior (Blood-Chin Rager)
Faerie Conclave - Faerie (Spellstutter Sprite)
Waterfront Bouncer* - Merfolk (Coralhelm Commander)
Dauthi Horror* -BeastDauthi Horror (Thing in the Ice)
Stronghold Assassin - Zombie (Gravecrawler, Graveborn Muse, Relentless Dead, Cemetery Reaper, Kalitas, Traitor of Ghet, Sarcomancy, and see Cadaverous Bloom's post below for more example of Zombies-matter cards) While there are plenty more Zombies that are more commonly played in cube, this is the only retconned one I could find that might be considered for some cubes. Or at least it was until Cadaverous Bloom pointed out this one....
Coffin Queen - Zombie Wizard (See above for interactions)
Wall of Blossoms - Plant (Avenger of Zendikar)
Wall of Roots - Plant (Avenger of Zendikar)
Solemn Simulacrum - Golem (Blade Splicer, Precursor Golem)
Sundering Titan - Golem (Blade Splicer, Precursor Golem)
Darksteel Colossus - Golem (Blade Splicer, Precursor Golem)
Other Retconned Cube Cards That Probably Don't Matter (Yet)
For the sake of thoroughness, here are some cube cards that have updated types in their Oracle wording that probably won't matter, but might if you're running something like Adaptive Automaton or other unusual tribes matter cards, or if new tribal enablers are printed.
Savannah Lions -LionsCat
Soltari Monk* - Soltari Cleric
Soltari Priest* - Soltari Cleric
Soltari Trooper* - Soltari Soldier
Soltari Champion* - Soltari Soldier
Dauthi Horror* -BeastDauthi Horror
Dauthi Slayer - Dauthi Soldier
Dauthi Marauder* - Dauthi Minion
Fire Imp* - Imp
Birds of Paradise -Mana BirdsBird
Elves of Deep Shadow -ElvesElf Druid
Fyndhorn Elves -ElvesElf Druid
Jungle Lion* - Cat
Llanowar Elves -ElvesElf Druid
Krosan Tusker - Boar Beast
Treetop Village - Ape
Masticore - Masticore
I've tried to be as thorough as I can, but I'm sure I've missed something. If anyone can think of any more potentially relevant tribal updates to cube cards please post them here.
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wtwlf123 posted a message on Random Cube Card of the Day ThreadPosted in: Cube Card and Archetype DiscussionQuote from Spike Rogue »What am I missing here?
The value of increasing your WCS and ACS cost/damage output ratios. Chainwalker trades with every piker/bear body in the cube as a mana-neutral play with no value or guaranteed damage, often for negative equity as the body it trades with also generated another effect for the opponent already. When that happens (which is often) you haven't gotten anything for your mana. With the Marauders, they can't profitably block, so the opponent takes more damage. They also have to take a minimum amount of damage, which even if they body is dealt with or blocked, that you always get. Outside of situations where you cast Chainwalker on T2 and back it up with bountiful removal for every body the opponent can get to the board, the average amount of damage it deals to the opponent will be lower than that of the Marauders. Not to mention the fact that the direct damage can be dealt to 'walkers, and the body can be abused, blinked and reset for additional value and attack steps with it. The opponent isn't given a profitable block with the Marauder on the board like they are with the Chainwalker (this is important, as you can pretty much count on the opponent taking 5 from the Marauders ...whereas I have no idea what kind of damage I might get from the Chainwalker). Burn heavy red decks are looking to maximize their explosive early damage potential because it raises the equity of the other burn spells in your deck. It makes the reach function on the burn spells more relevant. 3-power 2-drops with 1-2 toughness that don't have any evasion or ways to generate value outside of combat just aren't good in a format with so many value bodies floating around they trade negatively with. Aggressive decks need to maximize their cost/damage ratio, and they need to do as much damage as fast as possible. And non-evasive 2-drops that trade themselves away poorly aren't the way to do that. They trade away their blocker for the Chainwalker and you didn't pull ahead. If they chump the Marauders you still get in for 2 damage and kill a blocker. If they don't, you took 25% of their life away for 1R and no work. It's beyond win/win, and it's an effect I can reliably count on. Chainwalker might be better against a creature-light control deck that can't put blockers in its way ...but your red aggro deck already has a matchup advantage against those decks. You need a card that can push damage through in your bad matchups, and get you to a situation where your hastey and evasive creatures can drop the midrange opponent into burn range. It's one of the few ways you can actually win that disadvantageous matchup, and the reason why the reliable damage-source "player-only-burn-in-the-form-of-creatures" are better than the generic 3/2 bodies. They're better when you need them to be. -
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Altaurus321 posted a message on [Official] Altered/Pimp Cube Cards ThreadAltered Mox Diamond, by Bigup. Yes, the diamond itself is foilPosted in: The Cube Forum -
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wtwlf123 posted a message on Card Æsthetics Evaluation ThreadI meant as a tribute to Christopher Rush. This year/set in particular. Eternal Masters would be a fitting place to showcase a classic Rush piece.Posted in: The Cube Forum -
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wtwlf123 posted a message on Card Æsthetics Evaluation ThreadHuge fail that they didn't use the Christopher Rush art on the Brainstorm.Posted in: The Cube Forum -
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Salmo posted a message on [[SCD]] Winter OrbI would not be against a free Sol Ring, but I also wouldn't be opposed to never dying, becoming invisible, or learning how to fly.Posted in: Cube Card and Archetype Discussion - To post a comment, please login or register a new account.
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This is why they invented doggy style and backwards cowgirl. And paper bags.
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I think I'd take Lava Dart over Bushwhacker.