I think this is one of the more exciting cube sets in a while, but I guess that is not exactly a hot take. My current test plan:
Ilharg, the Raze Boar
God-Eternal Kefnet
Krenko, Tin-Street Kingpin
Vivien's Arkbow
Saheeli, Sublime Artificer
Domri, Anarch of Bolas
Blast Zone
I cannot remember the last time I wanted to test 7 cards from a set; I am usually quite picky and I'd rather not spend the loot. Will be playing with 4 players on Thursday, hopefully I can report back then.
Blue decks that run this probably also run cards like Fact or Fiction, Gifts Ungiven, Gush, Dig Through Time, Bribery, Deep Analysis etc. I don't think you need to copy too many of those cards before it could be good. I think I can find space, as I'm phasing out draft-matters card (so I still ran Arcane Savant.)
A hard card to evaluate, but I'd rather not be too critical too early of token generators. Definitely interesting, and I think it should deserve some testing.
Quite interesting mechanic, not sure we have enough self-targeting cards in a standard cube for this to actually be useful. But a very cool card nonetheless that I may have missed some interactions with. Thoughts?
In a cube review I realised that I had 6 cards in my Dimir section, and the problem was that I had kept Psychatog in even though I'd removed it for Ashiok. Per the above discussion this still seems to be the right choice, and I don't feel like anything has changed in the last 3 years in that regards?
I really like this one, not for me, but I wouldn't blame anyone who wanted to go deep on counters. There are about 20 cards that are good enough in green that works with. Cards that have been in and out of my cube off the top of my head:
I run 24 1 cmc cards relevant for this guy, and that is - like everyone else's cubes - spread out over 5 colors. I have a hard time seeing much value from playing this guy, as I think it will be too situational to be consistently good.
I might just be poor at playing the game and/or drafting, but I've found myself out of steam relatively often in the ramp archetype, especially if it turned out to be difficult to get enough serious threats. This card singlehandedly can solve that conundrum, and given how fast ramp can go it should be able to dig 6-7-8 cards deep by turn 5 or 6. That alone, I think, makes it reasonably worthwhile in green for me. The fact that it adds interesting dynamics to all decks that want discard just makes it more interesting.
Planeswalkers are perennially difficult to evaluate, having 37 in one go and new static/triggered abilities on them is not going to make things any easier. I think we'll have to wait and see for some of them, but it is obvious that Mr. Rade should be close to a slam-dunk at 450, at least.
Hi everyone, finally pulled myself together and made a post. A cube inspired by the groupthink and endless stupidity of our boards members, in particular wtwlf, rant, Pringlesman, Steveman and other similarly misinformed posters.
Cube is 480 cards with 64 of each color, 90 multicoloured (includes 4 lands per colour) and 70 colourless. Yes, it's a weird number.
Singleton: Yes Balanced: Yes Misc. info: Alpha Black Lotus, rest of power is CE/IE. Approx 60% pimped or nicer-than-average edition (Unl. duals etc.) "Mangler" is missing in my native tongue, those cards are currently not in the cube for various reasons. Typical Draft Scenario: Rarely properly drafted, mostly played via packwars as only few people I know here plays MTG.
A few questions for you guys:
1. Except for the completely obvious (Clone is one of my favourite cards ever), are there any cuts you would make?
2. What recommendations do you have to speed up the cube play experience? When we do get to draft, games often go long due to a combination of inexperienced drafters and control styles being popular.
3. The following cards I'm thinking about adding - what would you add, and what should go out?:
Engineered Explosives
Legion Warboss
Daretti, Scrap Servant
Sarkhan Dragonspeaker
Judith, The Scourge Diva (Aristocrats is all the rage these days...)
Carrion Feeder
Ilharg, the Raze Boar
God-Eternal Kefnet
Krenko, Tin-Street Kingpin
Vivien's Arkbow
Saheeli, Sublime Artificer
Domri, Anarch of Bolas
Blast Zone
I cannot remember the last time I wanted to test 7 cards from a set; I am usually quite picky and I'd rather not spend the loot. Will be playing with 4 players on Thursday, hopefully I can report back then.
Quite interesting mechanic, not sure we have enough self-targeting cards in a standard cube for this to actually be useful. But a very cool card nonetheless that I may have missed some interactions with. Thoughts?
I think this is the right read - this card might make a green counter theme a serious possibility in Cube.
The Copenhagen/Cambridge Cubing Club
Cube is 480 cards with 64 of each color, 90 multicoloured (includes 4 lands per colour) and 70 colourless. Yes, it's a weird number.
Singleton: Yes
Balanced: Yes
Misc. info: Alpha Black Lotus, rest of power is CE/IE. Approx 60% pimped or nicer-than-average edition (Unl. duals etc.) "Mangler" is missing in my native tongue, those cards are currently not in the cube for various reasons.
Typical Draft Scenario: Rarely properly drafted, mostly played via packwars as only few people I know here plays MTG.
A few questions for you guys:
1. Except for the completely obvious (Clone is one of my favourite cards ever), are there any cuts you would make?
2. What recommendations do you have to speed up the cube play experience? When we do get to draft, games often go long due to a combination of inexperienced drafters and control styles being popular.
3. The following cards I'm thinking about adding - what would you add, and what should go out?:
Engineered Explosives
Legion Warboss
Daretti, Scrap Servant
Sarkhan Dragonspeaker
Judith, The Scourge Diva (Aristocrats is all the rage these days...)
Carrion Feeder