2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [KHM] Bind the Monster— CovertGoBlue preview
    They've really started stepping up on blue removal since the days of Paralyzing Grasp.
    Posted in: The Rumor Mill
  • posted a message on [KHM] Ascendant Spirit— Raphael Levy preview
    That is one grumpy spirit. Looking at those ice wings like "You'd better form and give me flight, or you'll rue the day!"
    Posted in: The Rumor Mill
  • posted a message on [KHM][CUBE] Karfell Port
    Hot damn! Reanimate on a land? Count me in!
    Posted in: Cube New Card Discussion
  • posted a message on [KMH][CUBE] - The World Tree
    I like this card. The ten mana ability might do something once in a blue moon, and six lands isn't hard to get to. The more Joiner Adept abilities, the better. I support five-color stuff as a deck. I'm all about it. I didn't figure most people would be interested though, and the above two comments sum up why.

    If I open a copy, I'll gladly play the card, but I won't seek it out unless it's under two dollars.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] Narfi, Betrayer King— Olivia Gobert-Hicks preview
    Almost fits if not for caring about snow creatures.
    Posted in: The Rumor Mill
  • posted a message on [KHM] "Smashing Success"—MagicBlogTK preview
    How bad did your draft go?


    Well I played this, so it was not a Smashing Success.
    Posted in: The Rumor Mill
  • posted a message on [KHM] [CUBE] Egon, God of Death // Throne of Death


    Interesting one. Rotting Regisaur is the obvious comparison, but the two are very different. You aren't necessarily expecting Egon to go online on turn 3. But the one mana option means he's never dead early.

    The backside can drop on turn one and grind out a lot of advantage in the right deck. Or you can drop it out whenever you have an extra mana. It's pretty much always gonna help you out assuming you have any graveyard theme at all.

    Egon himself is just a 6/6 deathtoucher-- not actually all that exciting. And unlike Regisaur, exiling from the graveyard is always a downside. However delve cards have shown that many decks can easily fill the graveyard, and Egon very graciously gives you a card when lose him.

    You can also play him turn three just as a blocker against an aggressive startup. He won't last more than a turn or two, but he'll give you a sweet cantrip for your efforts, and can make attacks very unprofitable on crucial stabilizing turns.

    Late in the game, the creature side seems like the obvious choice, but sometimes a draw engine for your excess mana is what you need, and a big creature would just be locked down. This is very versatile, and is cheap on both sides, unlike any other god yet.

    I'm really not sure about this guy, but I think it could be good.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] Harald, King of Skemfar— Dana Fischer preview
    These elves are like He-Man characters. Everyone in the entire world is ripped with rippling muscles.
    Posted in: The Rumor Mill
  • posted a message on [KHM][CUBE] Tibalt's Trickery
    What even is this thing?

    I love the idea of playing an odd, janky counterspell in red, but this is just too janky and unpredictable. Yeah, they could flip into a whiff, but they probably won't. It's probably good in some matchups, but it's too narrow without a backup option.

    I will say, countering your own spell when you don't have much else to do is actually good tech with this.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM] [CUBE] Snow in Kaldheim
    We all know the drill on snow nowadays: it offers some extremely efficient cards at the cost of playing all snow basics. There hasn't been much reason to talk about it here, but we just got the snow god, so I figured the time had come.

    First off, ten fetchable taplands!

    You're sacrificing some power to add the snow supertype compared to other fetchable lands, so it's not for everyone. But fetchability is something that has never before been available below rare, and these are super-budget cards. Their existence is a wonderful thing.

    Best Payoff:

    Jorn is not actually bonkers with snow basics, but he is decent. Like Sword of Feast and Famine, he gives you your mana during your first main phase, then again in the second. And a Centaur Courser with pseudo-vigilance isn't a terrible rate. The BU side is basically Crucible of Worlds for basics. The more snow you play, the better it gets, obviously. It's not a bad card, but the whole package is kinda awkward. What slot do you even play it in?


    This is a super powerful card. Note that non-snow lands can still pay for generic costs. 4/4 is an okay rate, and the card is overall decent. But what kills it for mainstream cubes is that the guy has to be alive for you to cast the creatures from exile. If not for that, this would be amazing, and it's still not bad.


    Good-Fortune Unicorn in mono green. You might miss the buff due to tapping with non-snow nonbasics every once in a while, but it's pretty reliable. But it doesn't enable the persist combo, since they only get the counter when you cast the spell.


    This card is good! Prey upon is already good enough for weaker cubes, so a strictly better version is worthwhile.


    Not quite there:


    It's some jank, but it's some fun jank that makes snow mana, and isn't strictly terrible.


    Four mana is just a touch too expensive. But this is a powerful ability.


    This is a pretty good card, but triple snow is hard to make even with snow basics. Changeling is fun though.


    You gotta be pretty deep in the snow for this.

    Random nonsense:

    A Bad lightning bolt, a bad Rime Tender, a better Dungeon Shade, and a random beater.

    There's also a Fertile Ground for 2g. Definitely not worth it.


    Hey look, Snow:

    It has the marker on it, but doesn't care about snow at all. Pretty good card, and has a thread.
    Posted in: Cube New Card Discussion
  • posted a message on [KMH][CUBE] Esika's Chariot
    Quote from BlackWaltz3 »
    Quote from Morphling »
    I think crew 4 will prove to be very prohibitive.


    Well, it conveniently produces exactly 4 power worth of tokens when it comes into play so why do you expect this would be any sort of problem? Just use the tokens. Shrugs


    Because when someone wraths the board you've got a vehicle that takes as much power to crew as it has power and no tokens to replicate. This one is a really easy pass for me. If Crew 3 has proven to be a high enough burden to cause Skysovereign, Consul Flagship to miss most cubes, this isn't even close.

    I do think crew 4 is prohibitive, and it's a bit optimistic to assume you'll be able to keep using the tokens to crew it. Nevertheless, the value in this is much more wrapped up in the ETB trigger than with Skysovereign. 5 for a weaker lightning bolt is much worse than 3G for 2 2/2s. This card absolutely dominates that comparison.

    That said, I don't think this is a small-cube staple or anything. It's never really going to be broken.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Toralf, God of Fury // Toralf's Hammer
    Quote from wallycaine »
    Maybe I'm dumb, but I had to read this card several times to fully understand it. Some cards in this set are incredibly complicated... I would consider testing if the pump were not only for legendary creatures.


    You're not wrong. There are some funky cards this time around. I totally missed that the hammer only pumped legendaries. Also this guy himself has trample, so if he is blocked by a 1/1, I assume the damage tramples over to the player, but the ability also lets him deal 4 to something else-- which is good, but not intuitive. It's a super weird card.

    It's not a bad card, and I think people are more down on it than it deserves. The god has blowout potential and is all around a solid four drop, if not staggering. It's true that the hammer is clunky as hell, but a bad reusable lightning bolt is still something. At least you can split the cost.

    But it's true that the end result is pretty awkward, and not something that begs to be played.
    He's got a "noncombat" clause on his ability, so it has no interaction with his trample. Additionally, he actually doesn't interact well with non-combat sources that actually have (effective) trample, such as Ram Through, because the excess damage isn't dealt to the creature, it's dealt to the player instead.


    Yep, I missed that little word. It only proves the point that this card is easy to misinterpret.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Moritte of the Frost
    Every so often, a non-broken looking card will come around, and I'll raise an eyebrow when someone says it may be broken. Usually it turns out to be because of persist combo.

    This really is an ugly text box. Two Rules Lawyers died on this card, and they never even cleaned up the bodies. The bit about it being legendary is confusing too, but apparently the legend rule won't hit it if it copies a nonlegendary.

    Personally, I don't like infinite combos, so I don't actively cultivate them. I do like this card mechanically, but as a fair card, it's not super great. 5 mana with three pips, and it only hits your stuff. I love me some changelings, but I'm not totally convinced this is better than Altered Ego. That said, it does enough unique things that I'll consider it. Uncommon is always a bonus.

    If you're playing it for the persist combo, I expect it to be decent, but compared to some ridiculous nonsense like Oko, or Uro, or Hydroid Krasis, or Nissa, this seems awfully fair unless you're going off. But I don't really know how persist combo plays in cube to be fair.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Toralf, God of Fury // Toralf's Hammer
    Maybe I'm dumb, but I had to read this card several times to fully understand it. Some cards in this set are incredibly complicated... I would consider testing if the pump were not only for legendary creatures.


    You're not wrong. There are some funky cards this time around. I totally missed that the hammer only pumped legendaries. Also this guy himself has trample, so if he is blocked by a 1/1, I assume the damage tramples over to the player, but the ability also lets him deal 4 to something else-- which is good, but not intuitive. It's a super weird card.

    It's not a bad card, and I think people are more down on it than it deserves. The god has blowout potential and is all around a solid four drop, if not staggering. It's true that the hammer is clunky as hell, but a bad reusable lightning bolt is still something. At least you can split the cost.

    But it's true that the end result is pretty awkward, and not something that begs to be played.
    Posted in: Cube New Card Discussion
  • To post a comment, please or register a new account.