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  • posted a message on Unsanctioned- Preconstructed Silver Border decks
    I really want a Foil Jack in the mox though.


    Check out :

    https://oracleinserts.com/

    Its pretty cool to "foil" cards simply via sleeves.

    Satisfying enough in lots of cases.


    While not personally my jam, I can think of lots of people who'd really appreciate this, so thanks for sharing such a cool thing!
    Posted in: The Rumor Mill
  • posted a message on A whole bunch of commander products coming.
    For me as a player, personally, I'm not too fussed on us revisiting old planes or visiting new ones. Planes I didn't like can have new spins that I might like, planes I already like I'm always happy to revisit, and new planes offer possibility.

    Mainly, I'm more interested in wether the cards are enjoyable to play with. Mechanics or environments that don't play well, or generate unfun play experiences will deter me from that set, but wether I enjoy it's theme and lore decides wether I like that plane or not.

    For instance, I greatly disliked the play experiences of the original Innistrad, but greatly enjoyed it's world. On our return, it's play experience was slightly different to my enjoyment, and so for me I dislike the first Innistrad block, rather than the plane itself.

    Similiarly, there is many parts of Dominaria's long history that I've not enjoyed playing through, and many more that I have. I have no issue or preference on Dominaria as a plane, but strong opinions on certain blocks and sets that happened within it's lore. Similiarly I strongly dislike the original Mirrodin block, loved the New Phyrexia block, have mixed feelings on Mirrodin/New Phyrexia as a plane.

    I'm just happy to have some cool mechanical, fun play experience cards, and have Legendaries feature various characters wanted by the community. Don't need a deck devoted to a plane, just a deck devoted to a good time, rewarding play experience and a feeling of awesomeness bringing old characters some new life.
    Posted in: The Rumor Mill
  • posted a message on My Little Pony silver-bordered crossover set releases Oct 12
    Quote from buffntuff »

    That's "Equestria," Eternia is the he-man world.


    Sorted. Don't know how I got them confused. Too much listening to Jim Sterling I think.
    Posted in: The Rumor Mill
  • posted a message on My Little Pony silver-bordered crossover set releases Oct 12
    For those struggling with terminology, allow my experience of having a daughter to help:

    Night-time: Dark outside
    AnyPony: Any Player
    Friend(s): Player's who contributed mana towards Nightmare Moon's ability cost. See: Join Forces
    Pegasi: Pegasus
    Applejack, Fluttershy, Pinkie Pie, Rainbow Dash and Rarity: Creature cards (or toys) for the five 'Friends of Equestria'.
    Nightmare Moon: Goddess of Night
    Princess Luna: Nightmare Moon before becoming evil.
    Princess Twilight Sparkle: The lead character of My Little Pony, she trains to replace Princess Luna's vacant position.

    Posted in: The Rumor Mill
  • posted a message on [ELD][CUBE] - Bonecrusher Giant
    Quote from steve_man »
    I've always wanted an updated Fire Imp that can hit any target or have bigger stats, but this fits the bill quite nicely. What I like most about this card is that it finally gives red an answer to a blocking True-Name Nemesis.


    I assume you mean for the first part of the instant, as TNN would have protection from player, so it couldn't be targeted.

    Outside of that, the card seems good, as in a way, it's a psuedo-card draw for Red, which has been it's thing for a while now.

    The real question becomes wether people start slotting in adventure cards as spells, or as creatures. I think that's going to be an interesting facet of how people organize their cubes now.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ELD] Lovestruck Beast
    I run tokens in R/W, so spamming 1/1's isn't that hard. But 1/1's can easily be pumped via varied anthem effects or other means. It's also quite easy to kill a 1/1 to shut this thing off.

    I also always measure cards by their floor, not their potential ceilings. The floor is consistent, the ceiling is not. The floor of this, is beautiful flavour, but essentially a 5/5 defender that can turn sideways in a deck spamming tokens, which seems unlikely given it's colour. And even with a larger cube size, it's doubtful to make it in on power level considerations (the only reason we'll try is because of its Beauty/Beast flavour, for our romantic players).

    And TBH, if I have to wait until turn 5 to swing with it, after 'maybe' getting another card to produce tokens, then I've failed my draft in my eyes, as turn 5 I should have way, WAY better 5cmc options to be playing with than 'make a 1/1 so Beast can attack'.




    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ELD] Lovestruck Beast
    If you're running a Selsenya tokens deck, this card can slip in well enough. Outside of that, it's essentially a green 5/5 defender for 3CMC, which is probably too underpowered for smaller, powered cubes.

    For those with larger cubes this is a tough include to find a cut for. Only real reason to include it is it's fantastic, on point flavour.
    Posted in: Cube New Card Discussion
  • posted a message on Newish cuber
    I'm not the best of cubers, and small cubes you'd be looking more for wtwlf123's and Steve-Man's style of cubes as an example to learn from.

    What I can do is list an example of the archetypes I see in cubes of all themes, sizes and power levels. I hope it helps in some small way in balancing the archetypes of your cube, as well as finding any that may overlap across multiple colours. (I can't remember archetype names well, so may list by mechanical name).


    Weenie (Small, cheap creatures. Go wide. Anthem effects).
    +1/+1 Counters (Various creatures that gain counters).
    Tokens (Weenie using token generating cards).
    Lifegain (Absurd life gain strategies capped with Felidar Sovereign type cards).
    Blink (Exile to return spells with ETB creatures).
    Skies (Flying creatures and anthems).


    Combo (Any combo lock (soft/hard) achieved with 2 or more cards).
    Control (Counterspells, bounce cards, card draw, Upheaval)
    Merfolk (Various merfolk and merfolk synergies)
    Artifacts (Varous artifact synergy cards).
    Skies (Flyers and anthems).
    Spells Matter (Storm, Prowess, '# of Instants/sorceries').


    Reanimator (Self-discard, self-mill, reanimation spells and big creatures).
    Discard/Rack Attack (Davriel, The Rack, and enough discard to mind bleach a dragon).
    Aggro (Black value creatures, removal).


    Red Deck Wins (The best of Red).
    Artifacts (Saheeli's engine welder)
    Goblins (Dance, magic dance, ...)
    Tokens (Tokens and anthems)
    Spells matter (Storm, Prowess, Spellgorger Weird)


    Elves (Lorwyn Block)
    Ramp (Land search, fatties)


    Skies
    Artifacts


    Vampires
    Tokens
    Life Tax (Lifegain with sap life effects)


    Zombies
    Mill
    Reanimation


    Artifacts
    Spells Matter
    Blink 'n' Burn


    Aristocrats
    Aggro
    Madness/Hellbent


    Graveyard Matters
    Artistocrats
    Elves
    Saprolings


    Aggro
    +1/+1 Counters


    Aggro
    +1/+1 Counters
    Skies
    Artifacts
    Tokens


    Elves
    Tokens
    +1/+1 Counters
    Lifegain


    Merfolk
    +1/+1 Counters
    Card Advantage King (Ramp + card draw)




    Posted in: The Cube Forum
  • posted a message on Hybrid Mana and Split Cards
    With the recent influx of new hybrid cards from War of the Spark and Modern Horizons, including the hybrid planeswalkers and Nature's Chant, my group has done much discussion on how redo the hybrid's within our (rather large) cube.

    Originally we split guild sections to have X number of hybrid cards, X number of split cards, X number of mono-cards with off colour abilities and X number of 'gold' cards. This suited us as not all guilds had great hybrids or gold cards, and with the larger cube size, we could afford larger guild sections (I didn't make these rules). But over time different people want to pull the cube in different directions, and with this more regimented structure it's artifiically limiting what can be included.

    As such, my group has decided to omit hybrid cards, split cards and cards with off colour abilities from guild considerations at all, placing them in colour slots as if they were mono cards. While this may give clear preference to certain colour combinations, with our larger cube size and easy to draft deck archetypes, we believe it would make the cube more fun overall, giving people more overall options in the draft. I would personally hypothesis that as more hybrid and off colour ability cards are created, many people will start to slot hybrid cards into their mono sections, with Nature's Chant commonly replacing Disenchant, cards like Dryad Militant in green for cubes with green aggro, Judge's Familiar in some blue sections, or even Turn To Mist in white sections that have blink decks.

    The most notable Hybrid cards I can recommend from The Nonsense based on their use and the decks they're normally used in are:

    Dovin, Hand of Control: General Use - Tempo, Artifact

    Inkfathom Infiltrator/Deathcult Rogue - General Evasion - Black Aggro, Tempo Blue

    Ashiok, Dream Render - Disruption - Control Decks

    Footlight Fiend/Rakdos Cackler - Aggro 1 drop - Aggro decks using Red or Black

    Mercy Killing - Sac Outlet - Token decks, Warrior decks and Green overrun decks have all used this card to surprising effect, though caveats of situational use are there.

    Slitherhead - Pump, Ability Trigger, Combo - Dredge, Graft and Ramp have all used this, as it can add +1 counters to an Incubation Druid if it dies turn 1 or 2 or provide sneaky boosts that are easily forgotten about by the opponent. Useless to powered, small cubes, but considerable for more unorthodox cubes.

    Kiora, Behemoth Beckoner - Draw Engine, Combo - She plays nice for green as ramp boost or psuedo vigilance, but blue has also enjoyed her for combo.



    Posted in: The Cube Forum
  • posted a message on Two Slivers and Two Changelings
    Well I love the changelings and having them back is a huge win for those who like tribal decks, and an increase in them helps many formats where some more obscure tribes have just a few to little pieces to make them work.

    However, my gripe is the slivers: sure, the 'art' design is back to normal, but Wizards has failed to correct the thing that made a lot of people truly unhappy with the last set of slivers, the design change from ''all'' to ''you control''. And while they argued it was easy to distinguish because they're two different types of slivers as shown by the latter's anthropomorphic design, these slivers have the textbox design of the latter with the art design of the former.

    Lots of cool choices for slivers in this set, but I'll be using non of them because they're not the slivers I know and love, they're just the modern, unliked ones with art from the old type stuck over the top, meaning they'll play just like 'tribe #473', with all the same problems and loss of uniqueness that the modern slivers have.

    End rant, more changelings please, and more low cost angels. Honestly, outside of the botched slivers, this set is pretty good for most people. Like that knight gets totally broken if you've a changeling in play, which I find totally hilarious.
    Posted in: The Rumor Mill
  • posted a message on Cube feedback
    I did a draft. Left a comment on the deck page.

    My main problem was a lack of overlap between archetypes. Not sure if I'm too used to nonsense's easily overlapping archetypes, but this felt like there was a cluster of cards focused purely on supporting their one type of deck, rather than having wider application. Made it hard to find good mid-range and aggro cards not tied to a linear theme.

    Curve wasn't too bad though, but there was little mana-fixing to encourage shards/wedges or goodstuff, which combined with the aforementioned, made signalling difficult and forced me into a deck type.
    Posted in: The Cube Forum
  • posted a message on [CUBE][MH1] Urza, Lord High Artificier
    Don't normally post in this forum much, but my group proxied this in the Nonsense to test it as we've a dedicated W/U artifact shell for it to slide into. What we found was:

    Without the artifact deck: Essentially an expensive wall that generates a blue Llanowar Elves. While people could use it's 5 cost ability they'd normally have better cards to play, and it obviously has the risk factor of hitting a land as much as an Kederekt Leviathan. Was ok, but non-artifact players quickly passed on it alot.

    With the artifact deck: Hahahaha. This guy gets pretty funny if you've got plenty of tokens kicking about. Essentially works like the golem creating cards, with a mana sink to funnel excess mana into at the end of your opponent's turn, which while hitting a land can be awful, dropping a Darksteel Forge or Scourglass can be hilarious. However, it didn't do much proactively outside of that, and if it gets nuked off the board it's done little other than make a golem.

    I don't think I'd recommend it to anyone not running an artifact deck of some type, and even then, I don't think it would replace Whirler Rogue in it. It's more like a mid-tier piece for artifact deck, or a flashy blocked outside of it. He does really like the Shaeeli cards though... just saying Wink

    Posted in: Cube Card and Archetype Discussion
  • posted a message on Lightning Skelemental
    Just to let you know, this does have trample, so it's probably much better than Blightning in most decks.
    Posted in: The Rumor Mill
  • posted a message on Monocolour Devotion Cube
    Quote from Dunharrow »
    I don't want it to be a 4 pack draft, so to ensure that there are enough cards when two people are in the same colour, I think I need to have a lot of hybrid.

    If I lean on hybrid cards that have a lot of mana symbols, it makes it harder to just play all the good multicolour things.
    Divinity of Pride is going to be good in monoblack and monowhite, and could be played if someone wanted to play black and white, but it would be really bad in a deck that was trying to play any other colours. You aren't playing Divinity of Pride and Deus of Calamity in a Red-Black deck.


    During Shadowmoor block, there was A LOT of hybrid. WOTC supposed it would encourage mono-colour decks. It did the opposite. With so much hybrid, people just took 'the best' cards, then smashed basics together from 3-4 colours, as they'd almost always have something they could play with the varied mana. And it wasn't uncommon to see draft decks with cards like those two smashed together.

    Hybrid has long been one of my favourite game elements since it's inclusion, but it's a very double edged sword. Not only is there is colour pie philosophy to consider when designing cards, but also it's game play impact.

    A more accurate statement based on yours would be, 'I need hybrid cards with a lot of mana symbols'. Those cards are great at the top end of the curve for the mono-colour experiment, but too many smaller hybrid cards on the curve before and people will go multi-colour.

    Quote from Dunharrow »

    Running some numbers in my head.
    360 cards. Let's say I have 10 lands.
    That leaves 70 cards per colour.
    Or... if I have 5 hybrids for each colour pair... it is more like 80 cards per colour.

    Obviously, this needs testing. I just feel like the better starting point is more hybrid cards and to tone it down if that really causes people to play multicolour.

    I would need to make sure that there aren't a lot of cards that are easily splashable. You are not likely to play Goblin Chainwhirler and Benalish Marshal in the same deck, even if you have a Nobilis of War. For this reason I think the cube could support a lot of hybrid cards without making multicolour viable.


    It's entirely fair to start high and chip away, that's a totally fair argument and I'm all for practical testing, as we can't truly know who is right until it's constructed and tested. However, I can assure you I would run both Marshal and Chainwhirler in the same deck if I got a Nobilis of War, and would be aiming for that deck with the goal of using easier to play (hybrid would allow this) cards to replace them.

    I mention this because Boros Aggro is pretty popular in cubes that support it, even the Nonsense in my sig supports iterations of it.

    I've decided to compile a temporary list on CubeTutor of all the suggested cards from all parties, so I can more easily see the curves and structure in a literal sense so I can offer more card suggestions and observations when I'm around. This is a very curious project to me, as I enjoy the unique, and think such projects can be great community learning experiences for everyone who joins in.

    I too would also be willing to nominate time to testing your cube alike JinxedIdol, as I wholeheartedly support the idea of community collaboration across Magic's various formats. Thank you for providing this oppourtunity to engage with a unique project Dunharrow.
    Posted in: The Cube Forum
  • posted a message on Monocolour Devotion Cube
    Quote from Dunharrow »
    I am just trying to figure out how I make it draftable by 8 people if I only make 5 archetypes. It feels like 2 people would draft unopposed alone in their colours, which is not ideal.

    So I am trying to figure out how to make additional archetypes that can be drafted. Do I go with thinks like Wilt-Leaf Liege? I am really unsure, which is why I am here for help. I am afraid of making 2-colour archetypes and then ruining the point of the whole thing.



    That's why I said it was a thought experiment. If it works, it should be repeatable. You want multiple deckarchetypes in each colour that overlap 'within' the colour, but not with other colours. For example, White Weenie, White Tokens, Soldiers, +1/+1 counters and Flying Matters all easily overlap within white, but can also be their own decks. Likewise green can do Elves, Beasts, Ramp, Aggro, Pod? (I think it's called Pod). Red has goblins and burn off the top of my head.

    Plus, the idea was to test if it's doable to build the archetypes in monocolour so it's easier to figure out which archetypes could easily be supported in mono-cube without having too much accidental overlap with other colours.

    The user before did list many good suggestions for Chroma/Devotion like cards. These are a good way of encouraging rather than forcing players to draft monocolour. Similarly, there is likely to be cases where people really need to draft a two colour deck, so when they do it should still be manageable.

    The two main reasons I see people go for multicolour decks in cube, psychologically speaking, is a desire to play ''all the best'' cards, mixed with what is often a high level of access to manafixing. Naturally this varies from cube to cube, but the player profiles that WOTC uses do come into draft, and understanding them does help: Make your big curve toppers look splashy for Johnny, include a handful of fun/unique/qwerky cards for Timmy, and then drop some powerful pieces along the curves for Spike.

    I'd say make a draft cube with what you know you want in it on something like CubeTutor, test it, see where things get nudged into multicolour, and figure out if there is a regular number of mono-colour decks per average in say, 5 drafts, and if not, which cards really pull people across colours. Plus 50 fun points if you do it in person for more group-involved fun.
    Posted in: The Cube Forum
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