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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    So what do you guys think about graveyard and artifact hate? How much do you guys play, and what sort? I have found the initial build of my new cube to be a little light on both.

    For artifact hate, I think I'll just re-add Manic Vandal and call it a day.

    The graveyard is a five color theme in my cube, so I think I need more easily available grave hate. I'm playing Phyrexian Furnace and Vessel of Endless Rest, and I think I'm going to add Bojuka Bog and Relic of Progenitus. I think Tormod's Crypt is just a little too useless on its own. Maybe I should acquire an Ashiok, Dream Render instead of playing Bojuka Bog.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Is ___________ good in Peasant?
    I got a little testing in, and Flood and Jeweled Amulet both performed pretty well. Skywise Teachings rode the sideboard, and I'll probably end up cutting it unless it shapes up quick.

    I'm still playing Reincarnation and Spore Frog, and I'm not interested in cutting them yet. Most of the cards I asked about didn't make it into the finished version.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Cubing with Two: A Guide to Two-Player Draft Formats
    Quote from noratora »


    Thanks for sharing! This sounds like a lot of fun - I added it to "Geometrical Drafting." If I ever get to draft IRL again, I'd be inclined to try this out. Do you have any shapes/patterns you've found work well?


    We try to change the pattern every time so you don't get confused from round to round. The best patterns tend to be those that naturally space the cards so they're not in large clusters that are difficult to remember. Actually the squid pattern is a pretty good one, because the tentacles form columns that space the cards pretty well. If you want to go geometric, I recommend two or three card columns.

    The last two times my sister and I drafted, we just made an eight person pod and each of us controled four decks. It's an effective way to see what a cube has to offer, but the dynamic makes drafting really different. The problem is that it takes a long time. It's not a very elegant drafting solution, but it's an effective one.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    You don't have to play useless cards to build an archetype. One With Nothing is a great example of a card that belongs in no cubes. There have to be a dozen cards that fulfill the same purpose without wasting a precious cube slot just to play a funky card. Great cards you're probably not playing, like Putrid Imp, Tortured Existence, Undertaker, Olivia's Dragoon, etc.

    Tortured Existence is an awesome engine card that can be used in a number of different places to much greater effectiveness than One With Nothing. Putrid Imp is just a straight up better card, and isn't any kind of overpowered. Or if you want a weaker card with some pizzazz, play any of the wacky, janky spellshapers. They range from Notorious Assassin levels of pretty good to Greel, Mind Raker levels of total jank. They can all coexist at the same level as Kjeldoran Skycaptain. All One With Nothing has going for it is the swag of being legendarily bad. Heck, One With Nothing is unplayable in "Bad On Purpose" cubes. It's hard to even design a less playable card.

    There's nothing wrong with playing banding cards. That's a viable choice as long as creature quality is low. Lots of people play old-school cubes with banding creatures. There is something wrong with spending space on One With Nothing. Wasting one slot like that is okay I guess, but wasting several is a problem.

    I've never been a proponent of playing a traditional, high-power, goodstuff cube, but playing cards like One With Nothing is not the way to rebel against that paradigm.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    If you're just trying to play stuff people hate, you'll end up with a pile of Strip Mines, Chalice of the Voids, and Bridge From Belows. Nobody will ever win, and everyone will be mad about it. All things in moderation.

    Grief cards have their place, as do archetype cards, but the environment needs to be built on the back of baseline playable cards, just like any draftable set should be. Pure build-around cards need to be rare. You can really have your cake and eat it too if you construct carefully. Make sure your goodstuff is also kinda synergistic and your synergy is also kinda goodstuff and you're golden.

    Slots are few and precious. Cut the ultra-specific build-around in favor of the more draftable card on the same theme. That doesn't mean you need to listen when people say "that's not playable because X, Y, and Z are staples and they're better." Those people may be right, but that doesn't mean whatever card is bad. Just don't play cards that have a bad floor and require very specific lines of play.

    Years ago, in the early days of my cube, I played Primalcrux, though my sister protested. I wanted somebody to be able to build monogreen someday and win! Someday somebody did build monogreen, and they didn't get Primalcrux. In fact, I realized that the deck didn't need it at all. Everything Primalcrux can do, that deck could do better. The only thing it had going for it was that it was super cool to play a 6xG card. Karametra's Acolyte was the card that made the deck, and that card is very playable outside of monogreen. We must cut the proverbial Primalcrux, and play the proverbial Karamatra's Acolyte.

    People might tell us that Acolyte is unplayable, but they're wrong. They're wrong because Acolyte has a decent floor and a high ceiling. It's a synergistic card that promotes turbo-ramp, and works wonders with untappers while synergizing generically with all manner of good green cards. It may not be playable in tier 1 cubes (I don't really know), but it's a great card. But Primalcrux and cards like it really are harmful to the environment. Not because they can't ever work, but because they seldom do.

    If you are playing a cube that actually makes Bridge from Below work, it's almost certainly a gimmick cube. Pawn of Ulamog will almost always play better. I theorycrafted an all-black cube that plays Bridge, and I think it really works there, but I doubt I'll really ever build that cube. I'd never get anybody to draft it. It's not a bad thing to build a gimmick cube, but you need a lot of friends who are open to really wacky games of Magic. That's a social requirement most of us probably can't fill.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    Phase 6: The End

    For those who never posted their last cards, I judged more or less as if the cards were done, but the general consensus is of course that the card didn't feel quite finished for a legendary creature (with the exception of Moppe + Broom which is already as complicated as they need to be). All of your cards feel fine nonlegendary, so the penalty of missing the deadline (by a lot at this point) is losing legendary status. All of your characters lived out their stories, but their names were lost and never glorified. Nobody ever even knew Moppe had a name, and Smiles was probably dubbed "Smiles" by the necromancer. Siddiq was never famous, and never sought glory.

    I wish you'd gotten to come up with your own endings, but I don't blame anybody for not posting earlier. Life gets in the way, and this is just a silly online game. I enjoyed the whole process. I might host another iteration with slightly different rules in the future. Probably on Nexus, because this place seems to be a ghost town now (at least the custom cards forum, the cube forum is still great here). If anyone is curious, I found cardsrealm.com to be the best place to easily get card illustrations without downloading or uploading anything.

    Siddiq, Child of Asha 1WW
    Creature - Human Knight
    Vigilance
    2/2

    ------------>

    Siddiq, Child of Asha 1WW
    Creature - Human Knight
    Vigilance, Renown 1
    Heroic: Gain 3 life or Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
    2/2

    ----------------->

    Siddiq, Child of Asha 1WW
    Creature - Human Knight
    Flying, First Strike, Vigilance
    Heroic: Prevent the next 1 damage that would be dealt to up to 3 target creatures this turn. Draw a card.
    2/2
    ---------------------------------
    Final form missing
    -----------------------------------

    Well, the card is unfinished, and you can feel that. Nevertheless, it's a strong keyword soup card. The obvious comparison is Aerial Responder, and by comparison, this is better if you are actually triggering Heroic, and significantly worse otherwise. I don't know what you would have done at the end, but only a small tweak could have really made it feel legendary. Something like "Sacrifice an aura: Draw a card" could make this a really interesting commander for mono-white (though there's no obvious flavor reason for that). As is, this feels a lot like Danitha Capashen, Paragon. Like Danitha, she fits as an uncommon legend, and will be decent anywhere she isn't directly outclassed by Aerial Responder. She'll mostly just be good in draft.

    Siddiq has had a harder time than some of the other characters. Unfortunately for her, that was only the beginning of her troubles. As a guide, Siddiq was shot, stabbed, beaten, bitten, trampled, poisoned, mauled, and robbed several times over the course of her career. Many times she managed defeat her assailants. Other times, she was left for dead, and saved only by the favor of the angels. She got a reputation as a sturdy guide, but Siddiq was always humble, and never craved any glory. She gained the respect of many pilgrims and travelers who owed her their lives, but she never won the glory or fame of a sigiled knight of Bant.

    Siddiq lived to the ripe old age of 41. She was to convey a famous poet through the saltwater bayous far southeast of Topan, and she blocked a bite from a Saltwater Yath with her body. She saved the poet, but she knew there was no cure. Nevertheless, she managed by the will of the Amesha to stay alive and keep him safe until they reached his tiny village, where she died in the village gate. The poet had never asked her name, but did eventually write the Ballad of Asha's guide. It was entirely fictitious, and it was not one of his popular works.

    However, Siddiq isn't without a legacy. She lived a full life, and was even married once, though not for as long as a decade. Her husband disappeared while she was on a long pilgrimage, and was presumed dead. She was left with a son. A quiet, self-reliant fellow with almost no sense of humor. He was six when his father disappeared and thirteen when his mother never returned. Nevertheless, he was stoic, and had learned many survival skills from his mother. He followed in her footsteps as one of Bant's more intrepid hinterland guides.

    Hassan, Child of Asha 1GW
    Legenday Creature- Human Knight Scout (R)
    When Hassan becomes the target of an aura spell, draw a card and gain 1 life.
    (G/W): Hassan gains your choice of Flying, First Strike, Vigilance, or Trample until end of turn. Prevent the next 1 damage that would be dealt to Hassan this turn.
    2/2


    [note]: You may not have seen Siddiq as a lifelong Bant Wilderness Guide, but that's certainly what this story turned out to be about. I hope you're not too bothered by the creative liberties I took with your character. I think it's an interesting other side to Bant than what we've seen on cards, which is mostly ritual combat for glory and sigils. I haven't read any of the books, so I only know what's on the cards, but it makes a lot of sense that there's a lot of wild space out there.

    Moppe, Enthusiastic Custodian 1RW
    Legendary Artifact Creature - Gnome
    Protection from rats, spiders, and insects
    "You forget to close one little teleportal and off it goes, sweeping right into the painforges of the archzebrademons. I wonder how far it got?"
    --Luka Pnyx, Laboratory Assistant

    0/1

    --------------------->
    Moppe, Enthusiastic Custodian 1RW
    Legendary Artifact Creature - Gnome
    First strike, haste, protection from Rats, from Spiders, and from Insects
    (Melds with Demonbristle Broom)
    "I forgot to close one little teleportal and off it went, sweeping right into the painforges of the archzebrademons. I wonder, how long could it have survived in there?"
    --Luka Pnyx, Laboratory Assistant
    0/1

    +

    Demonbristle Broom 1R
    Artifact - Equipment
    Equipped creature gets +3/+0 and has "R: this creature gets +1/+0 until end of turn."
    Equip: 2
    RW: If you both own and control Demonbristle Broom, and it is equipping a creature you both own and control named Moppe, Enthusiastic Custodian, exile them, then meld them into It That Pans the Dust.
    Restrictions breed creativity. Of course, having plentiful magical materials to hand and access to hellfire-fueled forges doesn't hurt.

    =

    It That Pans the Dust
    Color Indicator: Red and White
    Legendary Artifact Creature - Gnome
    Double strike, haste, protection from Rats, from Spiders, from Insects, and from Demons
    (R/W): It That Pans the Dust gets +1/+0 until end of turn.
    When It That Pans the Dust enters the battlefield it deals damage equal to its power to each creature you don't control.
    Moppe turned toward its demonic captors with a righteous fury it had never before known. At long last it had completed its weapon and cleared the dungeons of vermin: now it was going to take out the trash.
    3/1

    ----------------------
    Missing phase 3 and 4
    ----------------------

    I was sorry to see you not return, but sometimes real life gets in the way. As is, this feels like a finished enough pair of cards. My main issue is that this is a broom, and it's giving you a Greatsword's level of power. Then with It that Pans the Dust, the three damage is not too much mechanically, but it is too much in flavor. It that Pans the Dust seems like it should be It that Rains the Doom. Anger of the Gods is a bit much for a gnome with a broom.

    Nevertheless, taken outside of the flavor, the designs do feel about right. Demonbristle Broom is a powerful colored equipment, and it justifies playing weird little Moppe by melding into a thing you are rewarded for melding into. The broom would be a pretty high pick in draft, but it's not overly good for an uncommon. Moppe will be a jank rare, but obviously there will be an equipment theme in the set they're from, so it fits as an archetype card. Also the fact that the rare is the lower pick in draft increases the odds that it will be available later in the pack to the person who took the broom early for value. My only issue is that the flavor doesn't match the effects. It's kinda like how Thieving Amalgam is a 6/7 even though it looks more like a 3/3. It's not wrong wrong, but it's a little wrong.

    To complete Moppe's story:

    Moppe really believed that it could defeat Zeikai, the Archzebrademon. The modified Moppe struck when Zeikai was drunkest, and certainly surprised the demon. However, Zeikai was too drunk on bloodwhiskey to really understand the situation. He struck out at whatever was attacking him and obliterated poor Moppe and the broom.

    Ultimate Disregard 2WB
    Instant (R)
    Attacking creatures lose all abilities. Destroy those creatures and all equipment attached to them.
    "Yaigh?!" -Zeikai

    With one disintegration sneeze, Zeikai unmade half of the room, and more than one Zebrademon. Bits of things were blown out for miles. That was the end of it. Or at least it should have been. But somehow, some small part of the tenacious gnome survived, blasted way out into the desert. It constructed some semblance of a body for itself out of rubble. Then it began to clean up.

    Scrap Gnome 0
    Artifact Creature- Gnome (U)
    T: Exile target artifact or land card from a graveyard.
    "Would you look at that! I think it's trying to tidy the desert." Pygar the Scavenger
    0/1

    Smiles, The Skeleton 2BB
    Legendary Creature - Skeleton
    "It's perpetual smile could kill anything."
    5/2

    ---------->

    Smiles, Sturdy Skeleton 2BB
    Legendary Creature - Skeleton
    3: Tap Smiles, Sturdy Skeleton. It gains indestructible until end of turn.
    "Undaunted by threats, it could wait out obstacles for eternity."
    5/2

    -------------->

    Smiles, Spiny Skeleton 2BB
    Legendary Creature - Skeleton
    Wither
    3: Tap Smiles, it gains indestructible until end of turn.
    It is said that the skeleton use to have a master. But its journey being so long that time was minuscule.
    5/2

    -------------------
    Phase 4 Missing
    -------------------

    The design for Spiny Skeleton feels like a powerful uncommon, but there's certainly no reason for it to be legendary. Phase 4 would have really made or broken this card. I can't really imagine exactly what it would have been.

    Story wise, Smiles never really had an arc. All Smiles wanted to do was to go. In fact, Smiles didn't even really care about that. After all... it's a skeleton. Eventually of course, Smiles will crumble away to nothing.

    Ancient Skeleton 2BB
    Creature- Skeleton (U)
    Indestructible, Wither
    Vanishing 4
    "I swear it's smiling. I know skeletons always smile, but this one's smiling!"
    6/1


    Posted in: Custom Card Contests and Games
  • posted a message on [[SCD]] Kiora's Follower
    I play and like the card. I think it is less powerful than Kiora, Behemoth Beckoner or Vizier of Tumbling Sands, but I also play both of those. I also don't play time vault, and have never wanted it. The floor of a mana dork is just not bad, and the ceiling is quite a bit higher even without Time Vault.

    But I have a lot more free guild slots than most cubers.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    There are definitely degrees. Just because something supports a specific archetype doesn't mean it's useless everywhere else. This discussion started with Mesa Enchantress, and I think that's a good example of an archetype card that is totally unplayable anywhere else. If it manages to be playable, it's because you forced GW or Bant enchantress to be a buildable archetype. Whereas Eidolon of Blossoms (pretending it gets downshifted, which isn't impossible) is an entirely different story. It's playable with blink synergy, and it's decent as a generic midrange card. If you have a lot of enchantment based removal, you don't have to change your strategy to get value. Sure you'll change your picks, but you don't need to assemble all the cookie cutter pieces of the supported enchantress deck like you do with Mesa Enchantress. You don't even need to have those cards in your cube, you just need decent enchantments. I found enchantments to be an unbuildable theme without rares because the support looks more like Mesa Enchantress than Eidolon of Blossoms.

    This friction is natural. Guttersnipe is a staple because it's just good. It's not only good in a spells archetype that you have to build intentionally into the cube. Young Pyromancer and Murmuring Mystic too. Pyre Hound and Spellgorger Weird are on the same spectrum, but they cling harder to the archetype. You need to build around them to make it work, and it'll feel a bit more like you're building the same deck in different drafts. The difference is more subtle than people are making it out to be. It has to do with a card's floor more than anything else. Mesa Enchantress has a laughably bad floor. But Spellgorger Weird and Guttersnipe have the same floor, and Weird's trigger is even easier to achieve. It turns out that Guttersnipe is the more universally playable card, but it's not completely clearcut, and it's not inherently obvious.

    I think infect is a perfect example of this concept, since it seems like it should be really parasitic, but that's not my experience. I was drafting back in SOM days, and "infect lite" was extremely common. There are a few infect card in my main cube, but it's not even close to a buildable archetype. Phyrexian Juggernaut still wins games. That's just because of the individual build of the card, and doesn't have to do with how an infect archetype works. Now Glistener Elf is a different story. Either it's a 1/1 wither that can't damage the opponent (still not awful) or you are building an archetype, and it's probably going to feel like you are trying to get the same Hatred or infect deck every time you draft it. Energy is another easy example, since it's the textbook parasitic mechanic. Aether Chaser is perfectly viable without any additional energy in the environment. Thriving Grubs is not. Aether Chaser is potentially part of a clearly parasitic archetype, but it's not parasitic in itself just because it's good. Actually, it supports aggro, swarm, and even artifacts, so it's a multi-synergistic card, which is the opposite of parasitic.

    It's all up to individual card quality. People have mentioned Exhume as a parasitic card. Maybe that's true, but nobody is arguing that Animate Dead is parasitic because it isn't. Animate Dead goes in all kinds of non-reanimator decks. On the face, these cards serve exactly the same function. It's just that one in better than the other in a vacuum. I'll note that I added Exhume to my new cube, but that's just because I don't have an extra copy of Dread Return, Victimize, or Diabolic Servitude.

    It's also not obvious or inherently true that Exhume only works in blue black reanimator. You only know that because you have experience with it. It seems strange to me that it would be unplayable in other color combinations if reanimator is viable in those colors. That seems like something that's specific to the cube environment. Green and red have plenty of ways to fill the grave early. But I'm not saying it's untrue. Certainly, it's one of the weaker reanimate effects unless you are actually getting it on the first few turns.
    Posted in: Pauper & Peasant Discussion
  • posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    Phase 5: Final Judgment

    Here are my evaluations of the finished cards. I'll post evaluations of the ones that missed finished versions tomorrow. (That gives stragglers another chance to post!) My evaluations will be based on the most recently posted version of the card.

    Everyone who has made it to the end will definitely be immortalized in the legendary hall. None of the cards are overpowered. Several are low on the power spectrum, but I think they all manage to justify their existence.


    Naki 1RG
    Creature-Elf Monk
    First Strike
    2/1

    --------------->

    Naki, Life of the Party 1RG
    First Strike
    RG: Target creature gets +1/+0 until end of turn.
    "C'mon, friend! One drink can't hurt!"
    2/1

    ------------------>

    Naki, Wild Fist 1RG
    Creature-Elf Monk
    First Strike
    R:Naki gets +1/+0 until end of turn.
    G:Naki gets +0/+1 until end of turn
    2/1

    ------------------------>

    Naki, The Performance Fighter 1GR
    Creature- Elf Monk Rouge
    First Strike
    RR: Target creature gains +2/+0 and gains haste until end of turn.
    RG: Target creature gets +1/+1 and gains trample until end of turn.
    GG: Target creature gains +0/+2 and gains hexproof until end of turn.
    2/1


    I really enjoy the logical progression here. It seems like a simple evolution, but the cards all work really differently. Life of the Party is a less efficient Ghitu War Cry on legs. Wild Fist has a classic Viashivan Dragon build. Performance fighter is more reminiscent of Order of the Ebon Hand, or maybe Torchling. All the cards are reasonable for their mana cost. Even level 0 Naki is decent common chaff (though it wouldn't be legendary).

    Design-wise, I think the main issue is that the final card doesn't quite feel legendary. He has loads of abilities, but they are basically combat focused, and none of them say "build around this". It actually feels like it would be part of a rare cycle in Invasion block if you replace hexproof with shroud text.

    It's the kind of rare that is strong in draft, and strong on the kitchen table, but played nowhere else because it's just too fair. There's nothing wrong with that kind of card.

    I've enjoyed Naki's personality, and I think I had more fun with his rival than anyone else's. I also think it was a strong character moment when he killed Kero. He could have just beaten and humiliated him, but Naki didn't hesitate to run him through in the square. I didn't expect him to end up being a full-time D&D type adventurer. I would have seen him becoming a wealthy merchant, or remaining a lone wanderer, or becoming a jovial hermit. But I suppose it's nice to see him no longer alone.

    Naki still feels the poison when it's going to rain, but he's used to it. Really, this is just the beginning of his adventures. He and his crew have some good years in them before they eventually die or retire.

    Ritsuko, Storm Watcher 3UR
    Legendary Creature - Moonfolk Shaman
    Flying
    3/3

    ------------->

    Ritsuko, Storm Watcher 3UR
    Legendary creature - Moonfolk Wizard
    Flying
    2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
    3/3

    ---------------------->

    Ritsuko, Storm Caller 3UR
    Legendary creature — Moonfolk Wizard
    Flying
    When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to any target.
    2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
    3/3

    ------------------------------>

    Ritsuko, Storm Caller 3UR
    Legendary creature — Moonfolk Wizard
    Flying
    When Ritsuko, Storm Caller enters the battlefield, it deals damage equal to the number of cards in your hand to each opponent who has less cards in their hand than you.
    2, Return a land you control to its owner's hand: Return target creature to its owner's hand.
    3/3

    It's odd that the final iteration is decidedly weaker than the previous one, at least in two player. Maybe it's better in multiplayer, but I'm not completely convinced. I looked it up, and only combat damage counts for commander damage. She really just needs a little push to be good, and I want her to be a little more powerful. But I do see what you did with the flavor there: the change mechanically represents Ritsuko's growing hubris. I like that, and I like where you took there character, but I want the card to be more playable. 3RU for a 3/3 are just not great stats, and bounce ability doesn't quite make up for that. Is it too much to give the ETB ability a cantrip? I think that would make it a viable commander.

    BUT If this is an uncommon legend rather than a rare, that changes things. A repeatable bounce engine at uncommon is well worth it, and 3/3 flying for 5 is not a terrible rate. This is about the typical power level for an uncommon legend: it does something powerful and worthwhile as a build-around, but it's costed very conservatively.

    I was glad to see somebody take their character to a place of defeat and tragedy. Ritsuko could have been a great sage of the moonfolk, but instead, she stood against them and squandered everything she had earned. Indeed, her name was lost to time, but in Kamigawa's equivalent of Kabuki theater, there is a classic play heavily dramatizing the story of the East Wind Sage. In the play, the East Wind Sage is the most skilled and most learned of the sages. She then falls in love with a mysterious, brilliant scholar (who of course turns out to be a dragon in disguise). The dragon betrays her to learn her family secrets, and she seeks vengeance. She kills the dragon, but to gain the power to do so, she betrays her family and her honor. The fifth act is a bit of a jumble, but in the end she realizes that she has betrayed all she believed in, and she kills herself in shame. It's a popular play.

    Fall of the East Wind 1RU
    Enchantment- Saga (U)
    1: Return a land you control to its owner's hand. Return target nonland permanent to its owner's hand.
    2: Target creature gains flying until end of turn. At the beginning of the next end step, Fall of the East Wind deals 4 damage to each creature with flying.
    3: Return any number of lands you control to their owner's hands. For each land returned in in this way, return target nonland permanent to its owner's hand.

    Basander, Forlorn Pilgrim 2WB
    Legendary Creature - Kor Cleric
    Lifelink
    He left the enclave as much to find himself, as he did to lose the others.
    3/3

    ---------------->

    Basander, Stoic Pilgrim 2WB
    Legendary Creature - Kor Cleric
    Lifelink
    2W: Basander, Stoic Pilgrim gains indestructible, has base power and toughness 0/2, and is an artifact in addition to their other types until end of turn.
    The stoneform spell is not the most impressive feat of lithomancy, but it is far more useful than it appears. While uncomfortable it allows practitioners to weather miserable travel conditions and even rest in plain sight without fear of bandits or beasts.
    3/3

    The card never got finished, but I do like where it was going. Bassander's name is lost and gone. His card is not legendary. It is simply Stoic Pilgrim, and it is a solid uncommon. Here is his final iteration:

    Stones of Nessos
    Legendary Land (R)
    T: Add C.
    5: Stones of Nessos is no longer a land and becomes a 3/3 Kor Cleric creature with lifelink and "2: Stones of Nessos is no longer a creature and becomes a land."
    "I hurd some o' dese rocks is really lithomandies. Ain't true though." -Volrog, Goblin Guide


    Caumotch, the Murder-Mouth 2BRG
    Legendary Creature - Devil Avatar
    Deathtouch
    No one can sate him, and no one should want to.
    1/6

    ------------------------->

    Caumotch, the Murder-Mouth 2BRG
    Legendary Creature - Devil Avatar
    Deathtouch, protection from Angels
    If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
    No one can sate him, and no one should want to.
    1/6

    ---------------------------------->

    Caumotch, the Murder-Mouth 2BRG
    Legendary Creature - Devil Avatar
    Deathtouch, protection from Angels
    If a creature dealt damage this turn by Caumotch would die, instead exile that creature and its controller loses 1 life.
    BRG, T, Sacrifice another creature: Caumotch deals X damage to any target and you add X mana in any combination of colors, where X is the sacrificed creature's toughness.
    No one can sate him, and no one should want to.
    1/6

    +

    Foreboding Flight 3B
    Enchantment - Aura
    Enchant creature
    Enchanted creature has flying.
    B: Enchanted creature gains indestructible until end of turn. Tap it unless it's named Caumotch, the Murder-Mouth.
    B, Pay 2 life: Put a +1/+1 counter on enchanted creature. If it's named Caumotch, the Murder-Mouth, put two +1/+1 counters on it instead.
    Leathern fluttering hearkens to the next stage of terror.

    The final ability really ties it all together. It works with the deathtouch, it works with the exiling bit, and it just makes sense that Caumotch eats your stuff too. My main complaint is that Forboding Flight feels a little random now that the card is finished. When it was first posted, it really looked like it rounded the card out well, but now that Caumotch is a fully realized card, it just seems like win-more to put this on Caumotch. You might actually rather put it on another creature, pump it full of +1/+1 counters, and sacrifice it for lethal to Caumotch's ability. In the end, I think that Foreboding Flight would be in the same set as Caumotch, and would feature him in the art, but would lose the Caumotch matters text. Both cards are fine without it. Regardless of that, I think that this final card is very well put together, and the design seems quite intentional. This absolutely feels right for a rare legendary creature.

    I was a little disappointed in your resolution for Caumotch storywise. He certainly wasn't going to stop eating, but I figured something would eventually stop him. There is nothing subtle about Caumotch, and he's not without weaknesses that could be exploited by those he oppresses. It seems like his arc has to end with him eventually meeting his comeuppance. But if nothing else will do it, Enantae the angel will eventually return in an entirely new form:

    Bonds of Retribution 6W
    Enchantment- Aura (U)
    Enchant creature
    Enchanted creature can't attack or block, and its activated abilities can't be activated.
    Bonds of Retribution costs X less to cast, where X is the toughness of the creature it targets.

    Arabal, the Shining Fist 1URW
    Legendary Creature - Human Monk
    3/2

    ------------>

    Arabal, the Shining Fist 1URW
    Legendary Creature - Human Monk
    When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
    3/2

    ----------------->

    Arabal, the Shining Fist 1URW
    Legendary Creature - Human Monk
    Protection from black
    When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
    3/2

    ---------------------------->

    Arabal, the Shining Fist 1URW
    Legendary Creature - Human Monk (M)
    Protection from black
    When Arabal, the Shining Fist attacks, tap up to X target nonland permanents, where X is Arabal's power.
    As long as an opponent controls 4 or more tapped nonland permanents, Arabal has double strike.
    3/2

    Triple Fiend Binder (plus hitting artifacts) is quite an ability. Plus it can tap more if you pump it, which gives you something to build around. The double strike also really justifies the red mana, and in multiplayer EDH, it turns on pretty easily, allowing you to go for commander damage. Protection from black is actually further evasion. All told, this is probably the most powerful card of the final submissions. It earns its legendary status, and it earns mythic rarity. It's a rock solid design, and it's impressive that you managed not to overpower the card after adding that powerful tap ability so early. It's not a card I'm particularly drawn to play, but that's not really a strike against it.

    The only thing that bothers me is that Arabal still isn't powerful enough to defeat Vixyath, Spirit of the Woods, even with his double strike active unless he also had a Bonesplitter or something. But perhaps Arabal has grown as a person, and learned not to be so vain as to assume he should be able to vanquish any foe. As Arabal ages, he'll come to realize that he's done much more good in sculpting young minds than in all the glorious victories of his youth.


    Zemoo, Irresponsible Inventor 2UR
    Legendary Creature - Human Artificer
    2/4

    ------------->

    Zemoo, Irresponsible Inventor 2UR
    Legendary Creature - Human Artificer
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    2/4

    -------------------->

    Zemoo, Indentured Pumble 2UR
    Legendary Creature - Human Artificer (R)
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    Bands with Cats.
    2/4

    ----------------------------------->

    Zemoo, Pumble Freedman 2UR
    Legendary Creature - Human Artificer
    Activated abilities of Artifacts controlled by players ~ is attacking cannot be activated by their controller, but can be activated by you.
    Whenever you activate an ability of an Artifact, if ~ is blocking copy that ability, you may choose new targets for the copy.
    Whenever ~ deals combat damage to an opponent, create an artifact token named Fool's Lotus with Vanishing 2 and "T Sacrifice this add two of any color"
    2/4

    This is such a weird weird card. It's certainly a more interesting artifact-matters commander than Jhoira, Weatherlight Captain. But... it's so weird. You want to steal their artifact abilities when you attack, and have artifacts that you can double the effects of-- but you have to block to get that, which requires the enemy's assistance unless you are forcing attacks. It also requires the benefits to be useful at instant speed. Getting Fool's Lotuses is actually the most grockable ability. They make big mana, but Zemoo's got no evasion, and they don't stick around forever. It's a pretty cool commando ability, and the vanishing makes great mechanical sense as well as flavor sense. You're not made to be able to stack up five lotuses, but you can get double mana out of them if you block.

    This card is so strange that it has to be legendary, and it has to be rare. It's really awkward how much it's trying to both attack and block without vigilance. In the end, I really doubt this card would get played a lot, but it would be a lot of fun when it worked. "Bands with cats" was hilarious.

    I like Zemoo's character arc quite a bit actually. By the end, he's still exactly the same guy, but he's been forced to become more mature by the nature of his captivity. It feels like the right direction for Zemoo. But he's certainly still an irresponsible inventor. I also like that we never actually see the legendary Black Lotus. Maybe it wasn't out there at all.

    Of course Zemoo's best frenemy was sent to kill him, but that was mostly just an inconvenience.

    Joru, Vengeful Gahl BWR
    Legendary Creature- Cat Warrior
    T: Destroy target Human.
    Joru gets +2/+2 and vigilance as long as he is equipped.
    3/2


    More tomorrow. Thanks all.
    Posted in: Custom Card Contests and Games
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I wanted to make some cheat targets available in every color, but most of mine are rares, since they don't make as many uncommon fatties. I'm playing Krosan Tusker, Archetype of Endurance and Breaker of Armies at uncommon, and I'm thinking about adding Ulamog's Crusher, since it's a pretty fair annihilator. I really like Artisan of Kozilek, but I don't have an extra one. I know that Pelakka Wurm and Plated Crusher are kinda considered standard big-mana cards.

    Thorn Elemental and Slinn Voda, the Rising Deep also come to mind as uncommon options.

    For really REALLY big creatures, you have to use rares. I know you play rares anyway. Desolation Twin is nice and big, but unfortunately you don't get the twin unless you hardcast it. There are a lot of jank rares that cost seven or more mana. But most of them are really pretty bad. End-Raze Forerunners is cheap and ends the crap out of games.

    I find blue to be the best color for fatties outside of green. From my main cube, Phyrexian Ingester, Goliath Sphinx, Colossal Whale, Diluvian Primordial and Stormtide Leviathan are all good and fair cards in blue. Inkwell Leviathan is not as fair. White has the fewest options. Red has some big, dumb dragons, and black has some big, clever demons, but they don't have nearly as many good budget options as blue or green. That sucks because black is the best reanimate color, and red is a great color to support reanimator. Metalwork Colossus and Sphinx of the Guildpact are nice colorless ones. I haven't tried Meteor Golem, but it looks good to me. Sundering Titan is the real deal, but it's a little less fair. I think everything I've suggested is pretty cheap.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Ranking Project 2019 - RED Results
    Top 20 underappreciated red cards from my cube. I had to dig a little deeper on the last few slots this time.

    1: Moltensteel Dragon
    2: Impending Disaster
    3: Blast from the Past
    4: Jokulhaups
    5: Goblin Sharpshooter
    6: Thermo-Alchemist
    7: Brimstone Volley
    8: Hellkite Charger
    9: Sudden Demise
    10: Fire Ants
    11: Breath of Darigaaz
    12: Red Sun's Zenith*
    13: Aether Flash
    14: Orcish Cannoneers
    15: Kazuul, Tyrant of the Cliffs
    16: Fireslinger
    17: Devil's Play
    18: Genju of the Spires
    19: Fire Servant
    20: Hungry Flames

    When I added Red Sun's Zenith, it was just because fireballs are good, but through testing, I've learned its greatest power above the other Blazes is as a control finisher. If the game goes long, it's not uncommon to cast this three times, especially since blue decks can always find it. Two fireballs to the face are usually lethal. It's late game, you have a thin deck, they have a low life total, and you Zenithed a creature earlier. You topdeck Zenith and win. I've seen that scenario at least a dozen times.

    But I will note that my cube is slower than most, which makes fireballs more effective.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Is ___________ good in Peasant?
    How do you guys feel about Skywise Teachings and Goblinslide?

    Has anyone tried Flood? That card has been very good in my main cube. It's a lot better than Thassa's Ire.

    What about Jeweled Amulet?

    I just cut Killer Bees, and I'm sad to do it. Anybody had luck with that card?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [C19][CUBE]- C19 Almost Playables
    Leovold is a totally solid card in cube, but so is Muldrotha, the Gravetide and Tasigur, the Golden Fang. Volrath just means that there is yet another good option.
    Posted in: Cube New Card Discussion
  • posted a message on The Legendary Hall of Legendary Deeds [Phase 6: The End]
    I'll give the stragglers another day. I'll start phase 5 tomorrow.
    Posted in: Custom Card Contests and Games
  • posted a message on [Cube][C19] Elsha of the Infinite
    3/3 for 2CCC is just a bad rate. The ability is very powerful, but Kykar, Wind's Fury and Mantis Rider are both much safer cards. Actually, I think this is close to, and a little better than Warden of the Eye. I think that card is underrated, but it's certainly not mainstream cubeable.

    I would still play this if someone handed me a copy, which isn't true of most of the new tri-color legends.
    Posted in: Cube New Card Discussion
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