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  • posted a message on Secret Lair x The Walking Dead
    Quote from ChariSays »
    I don't think it is toxic to point out whining. I don't think it is toxic to point out entitled behaviors. Being whiny, and behaving as though you are owed things that you haven't earned? That is toxic.

    And I don't think it's toxic to call out hypocrisy or narcissism. I don't think it's toxic to raise criticisms of a design, or air distrust in the direction a product is taking. I think it's far more toxic to call people 'whiners' or 'entitled' because they aired a criticism and you took it personally (like a narcissist), with the dubious argument that someone else's criticism somehow devalued the purchase you made... which is kinda sad, if you're enjoyment of a product is based in taunting others that they don't have it.

    Don't think anybody has whined in here that they're owed anything. Most criticism is either 1) they're mechanically unique cards released on a limited timeframe, and 2) some people are skeptical about the precedent it creates regarding future IP crossovers. That you try to dismiss those criticism as 'whining' - while hypocritically sitting there whining yourself that not enough people are treating you like a celebrity because you endorse the product - is a self-defeating argument that will not earn you respect here.

    And as presented across platforms the number one reason for people being annoyed by limited time releases isn't cost, or 'not earning it', it's just being punished because your payday/rent day/whatever falls just before/after when this week-sale begins, making it a forced missed oppourtunity. Unless people are willing to make poor life/financial decisions, which tends to be a narcisisstic behaviour that leads to whining in public spaces (such as shops or forums) that not enough people are celebrating their purchase... oh, wait...
    Posted in: The Rumor Mill
  • posted a message on The Polymorph Deck
    Quote from oakcitylarry »
    Has anyone tried Yidaro, Wandering Monster?

    We don't support this archetype in the giant cube, but we do have this card. I can feedback that our experience with it as follows:

    Giant cube has it listed as a 1R Instant for slots. Functionally, the group treats it as 1R: Draw a card. If third time activating this, gain a 8/8 Trample + Haste. As a self-recurring draw spell has been the primary function of the card, which works well in almost any deck built with red. The times three trigger happens rarely, but is exceedingly fun when it does.

    It's also been hard cast as a value beater, been Sneak Attacked in, is popular in the GR Ramp decks.

    It's a nice card, regardless of if you put it in your 2 CMC or 7 CMC slots. I strongly applaud it.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    I was hoping to get this up before WTL's article, but hey ho, late as always Weird

    The list of includes on a larger basis I've put in spoiler tags, as this set was really good for the extra large (1440) cube. A lot of cards helped support the tribes-that-bind that make the cube operable, and the party mechanic adds value to decks that don't pursue a particular tribe. Some cards also were essentially swapped just to freshen up the cube by rotating out cards that don't see enough play (for whatever reason).

    There is a number of cards I've singled out for comment though, as these are cards that in testing were a tad more impactful than the other bread & butter cards.


    Angel of Destiny - Being an angel it works with Lyra Dawnbringer, being a cleric is also interesting. Being a life gain machine that's also a double-striking flyer is also interesting. I imagine this card would be good for smaller cubes with a BWG life gain package or just for those with a life drain archetype. For us, it's an interesting value card that can be built around.

    Maul of the Skyclaves - For those with RW equipment support, or who just want some value equipment, this is pretty good. I've seen it played on turn three after a turn 2 creature was removed, allowing it to attach to a 2/1. Suddenly that 2/1 is a 4/3 flyer, which is difficult for a tapped down control player. I've also seen it stolen with Vulshok Battlemaster, which like any good play with that card, was utterly backbreaking. As far as equipment goes, this attach-on-enter variant of Living Weapon is great for those aggressive decks.

    Luminarch Aspirant - At first this didn't really stand out to us. Then someone remembered we have cards like Isamaru, Hound of Konda, Mirran Crusader and High Sentinels of Arashin, all of which work well with +1/+1 counters. And then there's Kitchen Finks, which this got frustrating to deal with really, really quickly. If you've a persist package or +1/+1 theme, this card is great, without it's a good option for value creatures.

    Squad Commander - RW tokens wants to say hello, because this card rocks in that deck. Maybe not a consideration for smaller cubes, but for larger cubes this can easily knock out 2/3 tokens on entry, and when that second clause gets going (especially with something like Najeela, the Blade-Blossom or Legion Warboss on the board, it can be a really annoying 'everyone's a Gideon' effect.


    Confounding Conundrum - This is anti-sacland tech. It's anti ramp tech. It gives blue an option for fighting ramp and aggro decks that's not just counters, and forces my opponents to think. The usefulness of this card does seem proportional to the density of Cultivate/Rampant Growth and sacland effects in the cube, but with a high enough density, this card does create some interesting tension.

    Glasspool Mimic - I am aware of many people's feelings on this card. I'm aware of why they feel that way. However, this card has been VERY interesting for us and hard to evaluate when it's come up. As a creature, it's incidentally been good for rogues, been handy for randomly cloning True-Name Nemesis off a top deck, even making a second Etherium Sculptor in the artifact deck has been useful. But what's really been interesting is that it's covered blue from land screw a few times: players have dropped this turn 3 after keeping a 2 land hand, where they've been able to pass priority through turn 3 because they've a 2CMC counter in hand. Because of that alone, this card has made for far more interesting games.

    Thieving Skydiver - Whatever I say will likely just reiterate the thoughts of WTL, so just click here to go to his article. Aside from that, stealing Moxen, stealing Talismans, stealing Swords of This and That; in the end, it all leads to stealing the game (and possibly your opponent's sanity).


    Nullpriest of Oblivion - An early game aggressive creature that outpaces Child of Night in every way. Great for Vampire players, Cleric Players, but best of all, those who enjoy value. Being an early game card that gains life and evades is great, turning into a reanimation spell late game is great, and that reanimation spell doesn't break the bank either. Definitely a card I expect to be seeing in cubes of all sizes.

    Nighthawk Scavenger - Vampire support, Rogue support, and a direct upgrade for those with Vampire Nighthawk who don't want to play them side by side. This grows quickly though, like a Tarmogoyf that flies and gains life. An absolute nightmare when equipped with Lightning Greaves.

    Bloodchief's Thirst - This has been a nice little value card. It's handy for MBC, shutting down some irritating early aggro pushes and utility creatures. Later in the game, it's a fair removal spell. The reason I've mentioned it is because in larger cubes the cards that have two modes of play are increasingly valuable as they can functionally fill a gap the draft may have created: this card helps alleviate that in spades.


    Cleansing Wildfire - There is a lot of utility lands that can be shot down with this. From Maze of Ith to City of Brass, this can slow your opponent's mana down, buying you time. If that player got greedy and didn't put basics in their deck? Well... you just got a cantripped Stone Rain at 1R. And that's what makes this better than most of its cousins, the cantrip: drawing a card to replace this means it rarely feels bad, and regardless of what you snipe, it's likely to at least disrupt the opponent the majority of the time.

    Valakut Awakening - At worse, this card is 2R: Draw a card. At best, you can pitch a dead hand to the bottom of your deck to try for better (which also triggers any 'when you draw a card' effects). You can also play it turn 1 as a land when you're playing RU Spells decks, and alike most of the MDFC, this is where it's strength has lay, enabling hands that otherwise wouldn't be kept, increasing gameplay tension and the meaningful decisions players must make.

    Shatterskull Charger - This card has been ridiculous. 4/3 Trample + haste for 1RR is big for aggro. It also plays well with Purphoros, God of the Forge and Terror of the Peaks. Even getting a 5/4 Trample + Haste for 3RR isn't bad. Strap on Giant and Warrior for those were it's relevant, and you've got a really tasty red beater, especially when combined with...

    Kargan Intimidator - The other great red beater this set brought along. The top line might be a throwaway much of the time, but for anyone with a higher density of changelings, this messes with them so hard. Even on it's own, it's modality on turn 3 is brutal: trample over walls, walk past things that can kill it, or pump itself vs an empty board. This isn't going anywhere for a while I don't think, and I'd be surprised if this doesn't barge it's way into smaller, more powered cubes as well.

    Fireblade Charger - Is it Goblin Guide? No. It's a goblin card that supports warrior and equipment decks. What is also is, is hilarious: Dropping this turn 5 off a top deck, auto equipping Obsidian Battle-Axe to it, then paying for the Loxodon Warhammer as well, is nasty (6/2 Trample, Lifelink, Haste), and then if it dies... it deals 6 damage to whatever you want. The trick with this card is timing: play it early for Footlight Fiend style shenanigans, or play it late to grab a weapon and swing/self detonate. Not sure if it'll make it into the most tight of cubes, but those with Goblins, Equipment or who like shenanigans should consider it.

    Moraug, Fury of Akoum - Ok, here it comes.... this card, is weird. I know most people don't like it. I know the problem with it not creating an additional main phase. I also know I've seen it kill on turn 4. How? Player A got Sneak Attack on the board turn 3 when Player B tapped out. On Turn 4 Player A used Sneak Attack to throw down this and Combat Celebrant. So what happened? Well, they attack, with Moraug and the Celebrant that exerts, mowing down the blockers and getting some damage in, with a second combat phase for Moraug from the Celebrant. Then they play a land during their second main phase. Then they attack with both this and the just untapped Celebrant (it can't exert). Then they kill their opponent. Witnessing that, says to me to that while the card is unlikely to be amazing on it's own, it's interactions with exert creatures, saclands and Sneak Attack alone are so ridiculous, that when it does work, it's literally game-breaking.


    Tajuru Paragon - It's a 3/2 elf for 1G. That makes it good for aggro decks who wanna keep swinging. It also boosts multiple tribes (six of them, all relevant). It also has a kicker effect that while not fundamentally busted, can be useful if this is a late game top-deck (dig for the big thing). A very good value card, like a personal gift for tribal or large cubes, and should definitely be considered for those looking for more green aggro options.

    Turntimber Symbiosis - As before, WTL likely has already explained this card better than me (I've not read their article yet). Lest to say, when pulling out Troll Ascetic or Drana, Liberator of Malakir is as good as spawning Wurmcoil Engine or King Kong the card is great. But the ability to keep an opening hand that's got only 2 lands because you can drop this as a land turn 1 if necessary is nuts. Get this in your cube because I can't envision it coming back out again.


    Myriad Construct - This breaks when in play with Urza, Lord High Artificer and Tolarian Academy. I don't feel the need to expound on that fact any further.

    The list below is the bread & butter cards for those interested:


    Sure-Footed Infiltrator > Academy Elite
    Expedition Diviner > God-Eternal Kefnet
    Cascade Seer > Spark Double
    Tazeem Roilmage > Kadena's Silencer
    Anticognition > Spell Rupture
    Merfolk Windrobber > Distortion Strike
    Zulaport Duelist > Controlled Instincts
    Umara Wizard > Dreamtail Heron
    Windrider Wizard > Teferi's Protege
    Nimble Trapfinder > Mass Diminish
    Enigma Thief > Frozen Aether


    Malakir Blood-Priest > Fallen Askari
    Expedition Skulker > Extremely Slow Zombie
    Nimana Skitter-Sneak > Undercity Scavenger
    Feed the Swarm > Mire In Misery
    Taborax, Hope's Demise > Slate Street Ruffian
    Demon's Disciple > Kheru Mind-Eater
    Shadow Stinger > Silversmote Ghoul
    Drana, the Last Bloodchief > Doom Blade
    Thwart the Grave > Torment of Hailfire
    Scourge of the Skyclaves > Nether Traitor


    Goma Fada Vanguard > Blood Aspirant
    Grotag Bug-Catcher > Bloodrage Brawler
    Rockslide Sorceror > Tectonic Giant
    Scavenged Blade > Temur Battle Rage


    Scale the Heights > Harrow
    Inscription of Abundance > Track Down
    Tajuru Blightblade > Scute Mob
    Veteran Adventurer > Vorinclex, Voice of Hunger
    Strength in Solidarity > Sprout


    Rockslide Sorceror > Burrenton Bombardier
    Angelheart Protector > Zhalfirin Crusader
    Kor Blademaster > Knight of the Holy Nimbus
    Kor Outfitter > Old Guard
    Warrior en-Kor > Tithe Taker
    Tazri, Beacon of Unity > God-Eternal Oketra
    Shepherd of Heroes > Knight-Captain of Eos
    Emeria Captain > Sanctifier of Souls
    Archpriest of Iona > Nyxborn Shieldmate


    Cleric of Life's Bond > Arvad the Cursed


    Zagras, Thief of Heartbeats > The Scorpion God


    Kargan Warleader > Outlaws' Merriment


    Zareth San, the Trickster > Extract from Darkness
    Anowon, the Ruin Thief > Etrata, the Silencer


    Sea Gate Colossus > Pathrazer of Ulamog
    Stonework Packbeast > Pili-Pala
    Relic Vial > Heraldic Banner
    Relic Axe > Heart Piercer Bow


    Base Camp > Unknown Shores

    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    Quote from Fredo »
    @LeyShade: very insightful, thanks. I think this is a good way of looking at these ETBT MDFCs when considering whether to include them or not.

    Edit: holy *****, 56 posts in 14 years? You should definitely open your mouth more often!

    My account got lost in the great Twitchgeddon. My prior post count was much higher. Though I generally keep stump outside this forum section because I seem to upset people a lot and would prefer to avoid confrontation.

    I'm glad I could contribute positively in this discussion though. Thank you for the positive words Smile
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    To add to the discussion on MDFC cards as the resident idiot in this forum, I would like to propose an alternate way of evaluating these cards.

    Much alike how my group treats Hybrid cards within our larger cube as either A or B when finding slots rather than gold cards, perhaps it would be useful for people to think of MDFC cards as lands first, spells second. As in, the question should be, "Is the possibility to play XY spell worth this land entering tapped". For instance, cubes that are heavily reliant on basic lands matter cards (Spitting Earth, Aven Trailblazer) would find lower value in these cards. Heavily multicolour cubes would find higher value (incidental mana fixing).

    For the average cube designer, I would suspect that evaluating these cards as lands first would simplify the 'cubeable' checklist too, 1) Does my cube have this effect? and 2) Does entering the battlefield tapped effect the tempo of the decks playing it?

    If one is no (I don't have this effect), then the MDFC card is almost a shoe in: As WTF mentioned, it improves the viability of opening hands, while not changing or impacting upon cards already in the cube. If one is yes (I have this effect), then it becomes a matter of taste (wether your group/cube interact better with cycling or mana fixing).

    If two is no (This doesn't slow down the decks playing it), then the MDFC card is almost a shoe in for the same reason as 1. If two is yes, and the ETBT clause would slow down a deck (Aggro mostly, I presume), then maybe the MDFC isn't right for your cube/group.

    I think by evaluating things this way, as lands first and spells second, it would improve the understanding of what these cards are aiming to do design wise so we can make more nuanced decisions, as the cards themselves are largely good (lands that are spells are innately good), so I believe decisions come down to interaction with individual cubes and play scenarios than it does the raw power of the cards themselves. Something we should be happy for, that we have enough good cards to be deciding on preference.

    Or disregard this, because I'm an idiot and should be awarded a literal Jester's Cap everytime I speak Grin
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Leak- Potential Nissa Zendikar Rising PW Card
    That people are judging the card solely on it's ability to drop creatures from hand is sad, because it misses the point of the black part outright reanimating dead creatures which in non-standard formats is more easily enabled.
    Posted in: Speculation
  • posted a message on [CMR] Gavin is showing some commander legend cards next week!
    It's a forum for discussing MTG. Your argument is inherently flawed to call out my on-topic discussions of Theros, while quoting my post criticizing off topic content. You shouldn't need that explained.

    Forcing Theros into every conversation about any other topic, and then attacking traits of a people that exist outside of the game, is exactly what the problem is. It's not inherently flawed to point out that you demanding opinions contrary to yours are silenced is wrongful, wether those opinions are based on Theros or real world issues.

    It's called reaping what you sow: if you go around being hostile to people about elements of their persons, in return you can only expect people to be intolerant of elements of your own. Which is, ironically, part of the theme during the second outing of Theros.
    Posted in: The Rumor Mill
  • posted a message on [CMR] Gavin is showing some commander legend cards next week!
    No one cares. We're here for cards. 2020 is an awful year and everyone is sick of politics everywhere. MTG or go away. Take all your values, intellect and political crusades to political forums. Or social media, like just about everyone else but me, evidently.

    Sorry, but no. These issues are things that are part of the very identity of people, as much as your love for Jace or Theros is a part of you. To simply demand people remove elements of their very personage because 'you' don't want to deal with them is an affront, as not everyone is "sick of politics" when those politics are attacking or debating their very right to exist as people.

    The problem is people's attitudes, not their identities. The age-old adage of "If you've nothing nice to say, then say nothing" is one that would go well towards solving the problem. As in if people don't want to associate with someone, they can simply 'block' them, instead of posting antagonizing, hateful responses or baiting comments re: diversity within the MTG community or MTG lore.

    Silencing the person being attacked for defending themselves is the action of an abuser. If you don't want to deal with others posts, block them. If you feel they break forum rules, inform a mod. But telling people to 'MTG or GTFO' is rude, especially when, in my experience, you carry that same attitude towards those who disagree with you re: aspects of MTG.

    And honestly, I don't need a response. I know you well enough to know you will feel compelled to give one, and I'm happy to block you myself if necessary, to serve the point. Because, in your own words, "MTG or go away".
    Posted in: The Rumor Mill
  • posted a message on Set boosters (yet another new type of booster)
    Well, this is another great idea executed in a terrible way.

    Sure, people want booster sets that aren't designed for draft. The argument for them being that draft boosters are often stuffed with cards that see no play or value outside of that draft environment. It seems Wizard has obliged. However, in the process of obliging, they've stuck two fingers up to the same people: they've increased the booster cost, lowered the number of cards you get, and then 'the set is not intended for drafting, but was designed so you can draft it if you want'. The most infamous excuse for stuffing a set with junk, so they can keep what sells for later cash grabs ancillary products.

    This will not do well. On the cost to card ratio, casual players who aren't invested in news will be uninterested. If they then stuff it full of rejected cards from this years various hit-or-miss products, it's going to do even less well because singles sellers and collectors won't be seeking it. Topped with the old metric of asking a random person in the card shop whether they'd rather two boosters of: boosters with 15 cards that are usable in STD and most LGC formats, or pay extra and receive less cards that are only legal in older formats, but are unlikely to be actually played in them? I don't see those pedestrians opting to buy this over the more immediately accessible normal boosters or Jump Start.

    They should of just made Double Masters the 'not designed for draft' set. Then that wouldn't be half crammed with useless, unwanted cards under the auspicious claim of 'but draft needs it', and people would have had an actual reason for inflated prices while chasing cards they want. As it appears to me they don't even bother focus testing or researching these ideas anymore, as it seems they're just throwing any idea at the wall to see what makes the most money. Not what's best for consumers, best for the game or best even for newer players: literally just what makes the most short term profit regardless of damage it does to confidence and long term game support.
    Posted in: The Rumor Mill
  • posted a message on Cube drafting bots
    I'm afraid the only ones I know of are the CubeTutor bots. However, access to them requires becoming a patreon subscriber.
    Posted in: The Cube Forum
  • posted a message on [M21] Barrin, Tolarian Archmage - Tolarian community college
    The best part of Barrin's card is the second effect, namely that it directly links back to the Ice Age methodology of 'at the end of your turn'.

    Because cool mechanics are great, but great theming is marvelous...
    Posted in: The Rumor Mill
  • posted a message on [M21] Mistral Singer— Good Morning Magic preview
    Damnit, WotC, stop making me sexually aroused by non-humans.

    Suit yourself, but as an anime fan, I am 100% ok with sexually arousing animal-girls Grin

    Also, this is good card. Nice staple basic all round... until the inevitable return of Wind Drake...
    Posted in: The Rumor Mill
  • posted a message on The Polymorph Deck
    The good thing about the Polymorph deck is that it plays well in cubes that support a red based token deck. A lot of the cards for one feed into the other. The problem with the Polymorph deck is that it only plays well in cubes that support a red focused token deck because it needs a lot of the same cards. It's a nice bonus to a token deck, but it's narrow, and doesn't support goodstuff cubes.

    Oath of Druids, Red Polymorph and enough R/G token making cards might work. Both tackle the same plan from a different angle, but could overlap too heavily.

    Unless a cube already features support for tokens and OoD decks, I don't see Polymorph decks having enough speed/support to push into most cubes yet.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on [IKO] [CUBE] Lurrus of the Dream-Den
    Quote from Cythare »
    Quote from LeyShade »
    As of now, Lurrus allows you to cast X spells from your graveyard with a value of whatever you like. Because X returns a value of 0 to Lurrus' ability when checked, the ability doesn't check how much mana is actually paid for the spell.

    People are running Stonecoil Serpent in the deck for that reason in Arena and MTGO. Just to make it known.
    As noted by jamis, this is a bug. It's even explicitly called out in the Release Notes for the set with the exact same text as jamis linked above.

    Good old spaghetti code.

    Duly noted. I mostly brought it up as it would be my conjecture that many players will rely on how the computer interprets things to decide what is and isn't acceptable within the rules, because they likely don't check the release notes (myself included). Thank you for bringing this to my attention.
    Posted in: Cube Card and Archetype Discussion
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