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  • posted a message on [KHM][CUBE] Usher of the Fallen
    Well it's easily the best card in the set across peasant, budget, and really everything. But I'm still not excited for it whatsoever. It's just another great Savannah Lions variant after all.
    Posted in: Cube New Card Discussion
  • posted a message on [KHM][CUBE] Kaldheim: B-List and Almost Playables
    Looking mostly at cards that don't have threads and may yet be useful particularly for budget or weaker cubes.

    Changeling is one of the most synergistic abilities in the game. I'm always looking for good ones.


    Maskwood Nexus
    Wow! Not only does it turn on every tribal interaction, it's also a slow token engine! I like it!

    Efficient Changelings:

    Orvar, the All-Form, Bloodline Pretender, Guardian Gladewalker, Moritte of the Frost, Masked Vandal, Realmwalker, Mistwalker

    Inefficient Changelings:

    Littjara Kinseekers, Arachnoform, Littjara Gladewarden

    Foretell is a simple, mechanically useful ability-- you don't have to play a lot of it for the cards to work. But it does get better in larger quantities due to the mystery factor. It would be logical to add a small-medium sized foretell package. It turns out there are quite a few efficient cards with foretell, so you don't need to play bad cards. Even the weakest section has some worthwhile options with cards like Dual Strike that have serious potential.

    Good foretell cards:

    Sarulf's Packmate, Behold the Multiverse, Ravenform, Poison the Cup, Glorious Protector, Doomskar, Battle Mammoth, Starnheim Unleashed

    Medium Foretell Cards:

    Alrund's Epiphany, Augury Raven, Iron Verdict, Saw It Coming, Demon Bolt, Mystic Reflections, Scorn Effigy, Vengegul Reaper, Dwarven Reinforcements, Struggle for Skemfar

    Dubious cards:

    Gods' Hall Guardian, Tergrid's Shadow, Kaya's Onslaught, Mammoth Growth, Dual Strike, Shepherd of the Cosmos, Return Upon the Tide, Depart the Realm, Haunting Voyage, Skull Raid, Doomskar Titan, Jarl of the Forsaken


    Lords:

    Cosmos Charger, Vega, the Watcher, Ranar the Ever-Watchful
    Also, sort of Alrund, but he comes later. Wow, that's a lot of cards for one set and one mechanic. Most of them are baseline decent, and the lords mean that you could even build it in as a real archetype (you'd also use Karfell Harbinger). I could also see a weaker cube built around Morph that also uses foretell cards to further lend to the mysterious play environment. I once theorycrafted a morph cube. It's not great looking back, but foretell could help liven such an environment up.


    Dream Devourer
    I wasn't sure where to put this guy. He's interesting, but probably all but unplayable.



    Reidane, God of the Worthy // Valkmira, Protector's Sheild
    Assuming the snow text is irrelevant, this is still a powerful card. The tax on the front half isn't that onerous, but it will come up, and the creature is decent on its own. The back side is not as relevant as often, but it can shut down aggro decks and token armies in their tracks. And it's nice to see a playable Urza's Armor effect. I think this card is awesome.


    Tergrid, God of Fright // Tergrid's Lantern
    Tergrid kinda wants to be at the helm of an archetype. The effect is insanely powerful, although the body is merely okay, and fails the Doom Blade test. The lantern is Torment of Scarabs plus upside, which seems pretty decent. If you get to big mana, you can start untapping it, and it starts to play a bit like Capsize. In the end, the card is too inefficient for most, but it's also super cool, and quite tempting.


    Birgi, God of Storytelling // Harnfel,Horn of Bounty
    Even without trying to storm off, I can see the mana production leading to some pretty walloping turns. The boast ability isn't going to mean much, but Centaur Courser stats are an okay base. The horn itself is pretty odd. You're paying five mana for this thing, and then it wants you to discard cards to get any benefit. But it's probably better than it looks, and being a random alternate mode means it's all upside.


    Esika, God of the Tree // The Prismatic Bridge
    She's kinda like a much worse Yavimaya Elder with a super cool RWUGB option. The double green is a bit awkward with what the card's trying to do, but I'm a sucker for this kind of thing.


    Righteous Valkyrie
    This is on the list for stats alone. It also plays in a life-gain archetype, but I think that archetype is dubious in cube.


    Stalwart Valkyrie
    The backup mode is Assault Griffin, and a 3/2 flying for 1W is good. This is a weaker Bone Picker, and that card isn't super powerful to begin with, but it's not bad, and pauper legal.


    Starnheim Courser
    I love it. Wild Griffin stats and an amazing ability that works across various archetypes all on a common. Delightful.


    Cyclone Summoner
    Well it misses cheat effects, but mass bounce is a big swing. I think I'm going to end up playing this.


    Renegade Reaper
    2/3 for flying 2B with upside is new. This is sort of a sidegrade to Gorging Vulture.


    Axgard Cavalry
    Not the best, but downright okay, and pauper legal.


    Calamity Bearer
    It functions like double-strike, and it can get double-strike on top of it. This guy hits pretty hard. Plus random tribal upside (+changelings).


    Not the best hasty 5-drop dragon, but absolutely playable.


    Magda Brazen Outlaw
    Curves into Captain Lannery Storm for a sweet little subtheme.


    Maja, Bretagard Protector
    There's no mystery here. It's a go-wide card. Great for an uncommon.


    Sarulf, Realm Eater
    This grows super fast. Usually it eats removal before you get to do anything too cool, but it's capable of some cool stuff.



    Saves the creature from removal, and keeps the counter to boot. It's a powerful trick if you can spare room for one.


    Seize the Spoils
    Three mana is worse than two, but you get a shiny treasure!


    Bind the Monster
    At the end of the game, this can become uncastable, but one mana to tap and hold down a creature is worth a bit of life. It's not a blue Swords to Plowshares, but it is decent removal.


    Crippling Fear
    It's a selective four mana wrath. Better than Languish... eh, that's debatable, and it probably isn't. Still pretty decent. Black wraths are still not the best.


    Weigh Down
    This might seem weigh down there on removal, but it's not necessarily worse than Disfigure/ Dead Weight.


    In Search of Greatness
    It's a powerful card. It's not exactly geared towards cube, but it's worth mentioning.



    Valkyrie Harbinger
    I don't really like this, but it's a decent b-list curve-topper. It needs to untap to pass the Doom Blade test unless you have some other way to gain life, but if it ever attacks or blocks, odds are you're getting a Serra Angel. It's a powerful, but fair finisher, and fine for weaker cubes.


    Surtland Flinger
    Likewise, this is a decent card when you untap with it. The stats are not bad, and the ability is conservative, but abuseable to a point. It's a basic ol' b-list playable. Good with changelings.


    Sigrid, God-Favored
    She's worse than Fiend Hunter when you get down to it. Nonetheless it's still a decent card in a vacuum despite the various better versions.


    Fynn, the Fangbearer
    If you run poison, there are only so many options.


    Vault Robber
    It's dubious red ramp. Strictly not bad.


    Alrund, God of the Cosmos // Hakka, Whispering Raven
    Man, for the god of the cosmos, this is one janky card! Syr Elenora, the Discerning was never very good, and this is sort of a side-grade. The foretell upside is barely even that effective when if you're playing foretell in your cube. The good news is his last ability is far from useless, and is often quite a bit better then Elenora's cantrip. Draw for lands to hit your six-drop, creatures if you need them, artifacts if you're digging for something specific, yadda yadda. Or use scries to get free cards. Hakka is even jankier than Alrund, but it has a few roles as an air blocker, an inefficient scry engine, and a source of etb triggers. It does none of those things well. The whole combination is really janky, but probably really fun to play, and better than it looks.


    Svella, Iceshaper
    Who doesn't want to make icy manaliths?

    Auras and Equipment Archetype:

    This is nothing new in RW, but they've pushed the idea along a little bit.



    Pyre of Heroes
    This is an insane card in various formats, but jank at best for all but the most tribal of cubes. Nonetheless, the power is obvious, the interaction with changelings is great, and the card can work with a single-tribe theme-- for example a cube that supports allies or humans in various colors. Even there, it's jank.


    Reflections of Littjara
    As above. Crazy in some formats. Only borderline good even in a tribal cube.


    Resplendent Marshal
    It's efficient, but not the most exciting.


    Elvish Warmaster
    It's an early beater with an invoker-like ability that has a powerful interaction with the best green tribe. A good card to serve an elf theme, since it's useful early as a bear, midgame as a token generator, and late as an overrun. Not really worthwhile without a dedicated theme though.


    Tyvar Kell
    It's not purely parasitic, since the 0 makes elves. But it's pretty parasitic. Much better than Nissa Revane though.


    Elderleaf Mentor
    Better for most cubes than Tyvar Kell.


    Harald, King of Skemfar
    Well, it's better than Lathril, Blade of the Elves.


    Skemfar Avenger
    Not bad if you want to support elves in black. I'm not sure why you'd really want that though.




    Wow. It is frankly astonishing how bad these are. Not more than two or three of them are even vaguely worth considering even at lower power.



    These are a bit of a hard sell. They're cool, but the activation costs are all quite high, and there are a lot of great utility lands out there, especially after the latest Zendikar set.

    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][KHM] Dragonkin Berserker
    I'll be playing this, I'm sure. It's an aggro beater that also plays well in non-aggressive decks. First strike is excellent on defense, and a bit of late-game action is very welcome on a cheap creature.

    I'm really not interested in cards that are only for aggro, so I like this better than a lot of red two-drops people play.
    Posted in: Cube New Card Discussion
  • 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
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