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  • posted a message on [STX][CUBE] Witherbloom Command
    It's really good and really boring. I'll play it if I get it, and if not, I won't be sad.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on KALDHEIM FINANCIALS ARE THE WORST
    Buy a box, wait five years, and have made more than your money back in value. This is true of all but the worst sets. Birgi, God of Storytelling isn't a 20$ card. Yet.
    Posted in: Magic General
  • posted a message on [TSR] Cranial Plating
    Old border always did look better.
    Posted in: The Rumor Mill
  • posted a message on Cards That Don't Let Anyone Have Creatures
    There's nothing that actually wraths every turn. Theoretically Novablast Wurm I guess. The closest to what you're looking for is probably Portcullis. It's an amazing card, and can completely shut many decks out.

    There's also Smokestack, but I don't think that's what you're going for.

    Ensnaring Bridge and Meekstone exist as well. And there's The Abyss. Every one of these cards is both very old and very expensive. They don't like to print control tools like that anymore.
    Posted in: Magic General
  • posted a message on Set (P)review - My top 20 Kaldheim (KHM) cards for the cube!
    I was happy to see Glorious Protector on the list because I haven't seen anyone talking about it, and I think it's quite powerful and versatile.

    I do also think that foretell cards will get hardcast at least half the time if not more. You usually do have something to do on turn 2 with your two mana.

    Because there are several powerful foretell cards, it's not hard to play three of them. Or even five or six if you want to. Saw It Coming is a card that by itself is not great, but alongside several other foretell cards, its effectiveness shoots way up. But I doubt many people are actually going to play more than one to three over the long term.
    Posted in: Articles, Podcasts, and Guides
  • 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 Card and Archetype 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 Card and Archetype 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 Card and Archetype 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 Card and Archetype 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 Card and Archetype 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
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