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  • posted a message on [CUBE][MOC] Death-Greeter's Champion
    Damn this might just be the best red 3 drop.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MOM][CUBE] Vorinclex
    I think this might be the best green 5 drop, especially with the new theory for green decks which is instead of trying to build a fully stream lined elves to Eldrazi ramp deck, the deck shaves from both ends and adds more midrange elements for consistency/ resiliency.

    I feel this creature plays very well into this strategy.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [MOM] Deeproot Wayfinder
    I could see this break legacy for the reason you describe ...
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [NEO][CUBE] - Shorikai, Genesis Engine
    I've been slow to cut Teferi, Hero of Dominaria, but looking back its the correct decision. I've had games where I was able to "stabilize" with a Jace/ Teferi, even in legacy constructed, but the other side was able to grind back with their Uro/Skullclamp/ Jitte etc. or resolve a backbreaking spell. The problem I've noticed is that your top deck isn't guaranteed to beat your opponent's topdeck, especially the dynamic between counterspells/ removal and threats.

    I think control decks should try to turn the tables 2-3 turns earlier and attempt to resolve something like Shorkai or Dragonlord Ojutai.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MOM] Invasion of Ikoria
    Looking at these battles, the backside often feel like Planeswalker ultimate. This is the only card where I feel the front half was really worth it and as people mentioned here, it can grab Vampire Hexmage, which can be pretty cool.

    My verdict is this is likely the only battle I'm adding into my cube as I do support creature combos (and the dark depths combo, but no hexmage). This could server as a strong enabler.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MOM] Invasion of Innistrad
    I think this might be the best Battle - Siege variants out there with the removal + flash making this the most realistic one to flip.

    However, I don't think this will be good enough, but I'm going to wait and see what other's say.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MOM][CUBE] Invasion of Shandalar
    I think the backside of these battle cards aren't that reliable unless its paired with something like Vampire Hexmage or Hex parasite.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MOM][CUBE] Chrome Host Seedshark
    This is awesome. Really looking forward to playing this with Gush / Treasure Cruise
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SLD] Doric, Nature's Warden
    My experience is green 3-4 CMC are at their best if they can provide some combination of ramp/ disruption/ threat. I think the threat of the activation + 6/6 trampler that can attack 2 turns early can be incredibly important to tie up the opponent's mana + put pressure on the opponent's life total/ planeswalkers.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MOM] Invasion of Ikoria
    Finale has been decent for creature combo decks, but otherwise its been too weak IMO.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MOM][CUBE] Wrenn and Realmbreaker
    Quote from MrConfusion »
    I have to admit I am a lot less enthusiastic about the new Wrenn than most people I've seen talk about it so far are. I think it looks like a decent card, and a nice option if you are struggling to find green 3-drops you like. However, I don't think it is anywhere near replacing any of my green 3-drops in my current 360 cube.

    I think it is easy to overestimate the card, because all of the abilities seem quite strong at first glance - but have some details that make them less interesting:
    • The static mana fixing ability doesn't seem super relevant to me, because Wrenn already costs double green. If it had been 2G, it would be much nicer in a 3-5C deck, but at 1GG it needs to be in a fairly green-based deck, which rarely struggle with splashing much to begin with in my experience.
    • The +1 would be strong if it untapped the land, but it doesn't. If you play Wrenn as a 3-drop, the +1 basically does nothing for you except up the loyalty - which is really not where you want to be unless your opponent is durdling. So to get value out of the +1 you need to cast this as a 4-drop. In addition, while a 3/3 can be nice to either defend Wrenn or slowly whittle at your opponent or their planeswalkers, Wrenn will never give you more than a single 3/3 at time. Unlike for example Nissa, Who Wins Games, which produces a new 3/3 every turn (or makes a single creature bigger). And while the Hexproof is very nice, it is not enough to weigh up for the fact that using lands to defend being risky. Playing Wrenn as a 4-drop and using the land as a defender sucks if your opponent swings in with a 3-power creature.
    • The -2 is card advantage, so that is nice. But the fact that you can only pick from the three milled cards is awkward. While whiffing on this effect seems very unlikely. I think it will often be a bit lackluster. If you could pick anything from the yard, I would be much more positive to Wrenn as it would be a great late topdeck.
    • I think the ultimate is what makes thing card slightly interesting, as it is a very strong effect. Starting at 4 loyalty and ulting at 7 also makes Wrenn a "must-answer" threat if you start plussing every turn. However, I don't think a strong ultimate after 4 turns is the same kind of threat it used to be way back, and the much faster pace of cubes today will have no struggle simply answering or out-pacing Wrenn.



    I will admit I might be very wrong here, and time will tell.


    Yah its not a slam dunk IMO, just marginally stronger than the other options.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MOM][CUBE] Wrenn and Realmbreaker
    The more I read this card, the more I think its pretty well designed:

    - Wreen can come down turn 3 to create a 3/3 (tapped) and pumps to 5 loyalty and can come down turn 4 to create a 3/3 (untapped) and pump to 5 loyalty
    - The land has haste, which I've found to be a fairly good keyword in green for sniping opposing planeswalkers, which green decks often struggle with
    - Her static helps green decks splash for a 3rd for 4th color, but requires a double green

    My bar for green 3-4 CMC is it needs to either be one of two things:
    - Combo Piece
    - Combination of ramp/ removal/ card advantage that can be a strong 3 CMC drop that bridge the gap between 1 CMC dorks and 5-7 CMC payoffs. (I've written about the importance of cards like Garruk, Oko, Uro, Tireless Tracker, Courser in these types of decks).

    I could see her fitting this role with her -2 helping to smooth out reanimator/ ramp deck and her +1 with helping to snipe early planeswalkers to buy time for the green deck.

    Definitely testing.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Nexus of Fate
    I'm wondering if anyone has any interesting Nexus of Fate stories? I'm considering swapping the Jace, Welder of Mysteries for a Nexus of Fate (Forbidden Combo)
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD][CUBE] - Chain of Plasma
    Quote from TheGroglord »
    My issue would be that in the more aggressive decks playing this, your opponent will happily pitch a card to kill a creature.

    It being a discard outlet is a double edged sword; when I'm just looking to get a creature off the board I'd rather not have to worry if my opponent will discard a fatty and dome me for 3 for 0 mana.

    It's definitely an interesting card, but overall, I'd probably just stick with one of the many lightning strike variants.


    If there was another lightning strike variant printed, I would glady play it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD][CUBE] - Chain of Plasma
    Chain of Plasma

    I been thinking about this card for a while now.
    1. Lightning Strike variants are traditionally playable. I been wanting an additional burn spell as their flexibility have been generally very strong.
    2. The discard can be a plus - You can target yourself with the first activation and discard a card to redirect it to your opponent's creatures. I've found that 2 CMC or lower discard outlets have been hard to find and I would love to +1 discard outlet.

    Anyone have any thoughts about this or is the drawback of your opponent discarding too severe in fair matchups.
    Posted in: Cube Card and Archetype Discussion
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