- Visserdrix
- Registered User
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Member for 7 years, 9 months, and 24 days
Last active Wed, Apr, 24 2024 12:35:12
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- 1,080 Total Posts
- 228 Thanks
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MadRobot posted a message on [LCI][CUBE] Cenote ScoutIf this were a straight up 2/2 with surveil 1 it would be absolutely nuts, but the fact that it's a 1/1 ~40% of the time hurts its viability significantly. If I'm playing aggro, I do NOT want my Isamaru turning into an Elvish Visionary instead. And if I'm playing midrange, I would rather have a dork than either an aggro beater or a +1 CA. Don't get me wrong, this card is incredibly solid. But the competition among green 1-drops is so ridiculously stiff that I can't see Cenote Scout displacing any of the current ones.Posted in: Cube Card and Archetype Discussion -
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meltingsho posted a message on [CUBE][WOE] Regal BunnicornPosted in: Cube Card and Archetype Discussion
Best ever Tarmogoyf? -
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Fredo posted a message on [CUBE][WOE] Twining TwinsPosted in: Cube Card and Archetype DiscussionQuote from Visserdrix »Side note: this art will forever bug me because the spiral pattern they are making is not possible based on the contrails of the glow coming off their hands going in opposite directions.
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Dammit, now I cannot unsee it -
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asmallcat posted a message on [CUBE][WOE] Restless BivouacI still can't imagine wanting a tap land in Boros, and this doesn't convince me otherwise.Posted in: Cube Card and Archetype Discussion -
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Mangolassi posted a message on [CUBE][LTR] Dawn of a New AgePosted in: Cube Card and Archetype Discussion
If you play this on an empty board I don't believe you get to gain 4 life because you need to remove a counter and then you get to do the life if there are none.
I'd guess you do gain the life. This kind of "Remove a counter. Then, if there are none" effects trigger even if there were no counters to remove (otherwise it'd be "if you did"), and the "If you do, draw a card" between the two sentences shouldn't affect this. -
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Islamabad posted a message on [LTR][CUBE] Palantir of OrthancSo I read some opinions and gave this card a little bit more thought. I think 99% of the time you will scry 2 and draw a card after the third counter is placed on this card. No matter what type of deck this is played on or how you decided on your scrys. I can't imagine that an opponent will risk the game to deny you a card.Posted in: Cube Card and Archetype Discussion
Interesting are the first two turns.
The first turn you are still more in control. If there is one card in the top 2 that you really want to draw, just put it second from the top. You will draw it either way.
That doesn't really work after the second counter, but you can still punish your opponent by aiming for the highest mana value possible.
I think that because the player controlling the Palantir has more information, the opposing player has a higher chance to make a mistake.
There is also always the possibility to hit Uro, lingering souls or other similar cards. It's also never bad to fill the graveyard (Delve, escape etc.).
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steve_man posted a message on [LTR][CUBE] The One RingI've recently added this as part of a Mishra's Workshop package and this has been a solid performer so far. The protection helps mitigate a good amount of the life loss, and the card draw is pretty outrageous. It's a very "greatness, at any cost" type of card, which are always fun.Posted in: Cube Card and Archetype Discussion -
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Sliver Lord posted a message on [ONC][CUBE] Glimmer LensPosted in: Cube Card and Archetype Discussion -
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asmallcat posted a message on [DMU][CUBE] Serra ParagonPosted in: Cube Card and Archetype DiscussionQuote from Visserdrix »Probably cut starnheim unleashed for this.
Not the worst idea, I may do the same. -
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steve_man posted a message on [[SCD]] Imperial RecruiterPosted in: Cube Card and Archetype DiscussionQuote from Visserdrix »I'm not sure its even a must have for splinter twin. Those decks run fine without it.
Blue and red don't have any other direct tutors to search for any of the combo pieces. Recruiter often finds both combo pieces by finding Kiki-Jiki to copy Recruiter to find the other combo piece. Sure, blue and red can rely on cantrips / looting, but it's always ideal to have Recruiter of the Guard in a Kiki-Twin shell (the exception being if your only combo pieces you drafted were Zealous Conscripts / Splinter Twin or something). - To post a comment, please login or register a new account.
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I like it a lot more than mazemind tome and was wondering if anyone else is taking another look given it's recent success in other formats or has already been playing it.
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It's been a bit of a rough year for cube for me with a newborn and XMage not having any new releases since it's main developer is in Russia...
But I thought I would still take the time to compile the data collected from the drafts that were completed in the past year.
As always this is just a personal record on how the cards in my 360 unpowered list are performing (based on maindeck and win percentage), and maybe you'll find some tidbits interesting for your own use.
https://andrewvisser.wixsite.com/cube/2022-rankings-copy
Thanks!
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Well I already had cards exiled with it from before the armageddon. so then while i'm making 2/2s and attacking my opponent is trying to top deck lands. being able to make creatures for 0 mana when you have no lands is extremely helpful.
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So rare we get burn that hits "any target" these days so thats what first caught my eye. Tokens have been running a bit rampant in my list at least. Deep forest hermit and hornet queen better watch out now!
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Only ones I am confident about are boseiju, who endures, eater of virtue, and blade of the oni
also going to give seismic wave a test as a instant speed arc lightning variant. think it could have some legs and is flying under the radar. Will try lion sash as well but not as high on it as scooze.
Going to keep my eye on the wandering emperor, reinforced ronin, and march of otherworldly light. twinshot sniper and a couple of the utility artifacts also interesting.
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Sokenzan, Origin of the Resistance
Legendary Land
T: Add R.
Channel - 3R, Discard Sokenzan, Origin of the Resistance: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This costs 1 less for each legendary creature you control.
vs castle embereth