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  • posted a message on [DOM][CUBE] Broken Bond
    I think this might be a dark horse in this set. Sorcery speed is a bummer, but combining removal with ramp in green for that cost is quite potent. I also like that it is green's way of telling other decks that might be using colorless ramp (like signets) that green is the ramp color and they can get out with that....
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [DOM][CUBE] History of Benalia
    Also, Hero of Bladehold is a knight which will be able to swing if cast on curve with this.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on MARCH 8TH, 2018
    Votes: Netn10, Subject16

    Arbiter of Limitations 1W
    Creature - Human Advisor (M)
    Multikicker 2W (You may pay an additional 2W any number of times as you cast this spell.)
    For each time Arbiter of Limitations was kicked add two Law counters to Arbiter of Limitations.
    2W: Put a Law counter on Arbiter of Limitations.
    Each opponent can only control up to ten permanents. All additional permanents must be sacrificed. Reduce this number by one for each Law counter on Arbiter of Limitations.
    0/4

    Posted in: Monthly Contests Archive
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Doubt this is the case but because MCC is famously particular I just want to verify...

    Subchallenge 1 reads: one of the cards is multicolored or colorless.

    If both cards are multicolored or colorless does this fail the subchallenge? Or do you mean at least one of the cards. I ask because one of my designs is multicolored and the other is colorless and I want to be sure this will qualify for the point.

    Thanks.
    Posted in: Custom Card Contests and Games
  • posted a message on March MCC Round 1 - The Stages of Life - Childhood
    Stala, Wunderkind Pilot 1RW
    Legendary Creature - Dwarf Pilot (R)
    When Stala, Wunderkind Pilot enters the battlefield you may cast a vehicle card with converted mana cost 3 or less from your hand without paying its mana cost.
    Whenever Stala, Wunderkind Pilot crews a Vehicle, that Vehicle gains protection from nonartifact creatures until end of turn.
    2/1

    Trainee's Sphere 3
    Artifact - Vehicle (C)
    Haste
    Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
    The average trainee completes the sphere course by thirteen years of age. Stala lapped the average trainee at seven.
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on Print This Wizards (so I can put it in my cube)
    Careful Wildfire, those critiques are coming awful close to approval Wink I kid, I kid.

    I did indeed forget P/T on the Dark Prophet (He's just a 1/1). I'm going to invoke the mythic rule on him being black and having hexproof. There's quite a few cases where mythics break the color pie, especially where flavor allows for it. As a prophet, I'd say the flavor is there for him to be able to avert his own death from an opponent's spell. I thought about making this a three drop and having it go off in three turns (Or 2-drop, four turns) but I'm not sure that isn't too strong, but it could (though rarely) give this card more late game viability and make it a less awful top deck. Narrowing the clock to three turns might be more impactful across formats too, but is it printable...I don't know.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Regarding Vampiric Bloodbroker....what memory issues? It is per turn. It doesn't double with each activation over the course of the game. Also being limited to activating the ability at any time you can activate a sorcery makes it even easier to keep track of.

    It scales as follows and on your turn only:
    Pay 2 life: Give -1/-1 to opposing creature and get a +1/+1 counter.
    Pay 6 life: (2 + 4) -1/-1 two times to opposing creature(s)and two +1/+1 counters on Bloodbroker.
    Pay 14 life: (2 + 4 + 8) Give -1/-1 three times to opposing creature(s) and put three +1/+1 counters on Vampiric Bloodbroker.

    Now obviously the best line of play is usually going to be to build Bloodbroker over time using its ability once or maybe twice during your turn, but if a Commander player wants to pay 30 life to kill an x/4 creature this can do that too. Hehe.

    I'm not going to respond on Dagon because after a bit more reflection I came to the conclusion it is busted as all hell and I'll just move on to my next idea...hehe.

    Appreciate the design advice and I will aim for more elegance. However, I should note that most cube creatures starting at 3CC on up tend to have the format of 1-2 keywords (not necessarily evergreen) + additional triggered or activated ability. That combination of utility both in combat and some other ability usable immediately or in 1-2 turns at most is what makes up the best cards in cube which is the medium I'm designing for.

    Some New Designs!

    Knight of the Fauna 2G
    Creature - Elf Knight (R)
    If mana produced by a creature was used to cast Knight of the Fauna it enters the battlefield with a +1/+1 counter.
    tap symbol : Add G to your mana pool. If this mana is used to cast a creature spell, that creature enters the battlefield with a +1/+1 counter for each mana produced by a creature used to cast it.
    2/3

    Notes: Wanted to make a creature that synergizes well with mana elves. This guy gets a p/t bump when you cast him T2 off that Llanowar Elves and when you use this guy alone or in synergy with other mana elves other creatures you cast get bonuses too! The more mana produced by creatures the bigger the boost!

    Symbol of Resistance 1W
    Creature - Human Soldier (R)
    Flash
    Multikicker 1W (You may pay an additional 1W any number of times as you cast this spell.)
    When Symbol of Resistance enters the battlefield put a +1/+1 counter on each creature you control for each time it was kicked.
    2/1

    Notes: Always have a soft spot for tide-turning cards and particularly white cards that improve blocking results.

    Dark Prophet B
    Creature - Human Wizard (M)
    Hexproof
    When Dark Prophet enters the battlefield target opponent reveals his or her hand.
    At the beginning of your upkeep put a prophecy counter on Dark Prophet. If there are 5 or more prophecy counters on Dark Prophet sacrifice it and for each card in target opponent’s hand you may name a nonland card. That opponent reveals their hand and discards all nonland cards with those names.
    1/1

    Notes: Not entirely sure if cube would try this or not and I know the ability feels a little silver-borderish but I think it could be doable. Love the idea of putting a clock on your opponents hand. Not a great topdeck though.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    A couple more ideas. I pushed these pretty hard but tried to keep them printable.

    Vampiric Bloodbroker 2B
    Creature - Vampire
    Flying, Lifelink
    Scale (Each time per turn you use this permanent’s activated ability double all numbers associated with its cost.)
    Pay 2 life: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Vampiric Bloodbroker. Activate this ability only any time you could cast a sorcery.
    1/1

    Notes Just started experimenting with scale. Seems like an interesting way to give players access to abilities that are powerful when stacked but at great cost for great power. Not sure if this one would see play or not.

    Dagon the Devastator XXR
    Legendary Creature - Orc Warrior (M)
    Haste, Menace
    Dagon the Devastator enters the battlefield with X +1/+1 counters.
    When Dagon the Devastator enters the battlefield target opponent sacrifices up to X untapped lands they control. For each land fewer than X that opponent sacrificed this way Dagon deals 2 damage to that player.
    1/2

    Notes: Dagon combines aggro with land destruction and burn and scales to boot. At R, Dagon is a respectable 1/2 with haste and menace. at 2R Dagon is a 2/3 with haste and menace that forces your opponent to sacrifice a land if they control an untapped land. If they don't, that's okay. They take 2 to the face and then Dagon swings for two more. The land ability scales so if Dagon is cast for 4R, the targeted opponent must sacrifice up to two untapped lands if they have them. If they have one, they sacrifice that and take 2 damage, and if they have none untapped they take four to the face.


    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    The more I think about mana mine the more I think that could really see print. Definitely would like to hear more feedback on that one.

    I could see nerfing the power bonus to +2/+0 or losing the reach, but otherwise Martyr is exactly the kind of defensive powerhouse that could be printed and cubed. It also would add to the list of creatures that double as combat tricks which is something cube desperately needs since lack of tricks often makes combat in cubes wildly predictable.

    I actually don't see an issue with a 1/1 flying token with a 0 loyalty cost on a two-color 3CC PW. Gideon makes 2/2's at 2WW and Xenagos makes 2/2's with haste at 2RG for the same loyalty cost. It might be better than Elspeth, Knight-Errant's +1 token producing ability, but Elpseth's other abilities are miles betterso in the end this seems on balance. That said, I'm not wild about the Kangee design.

    Thanks for feedback as always.

    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    A few ideas geared towards cube I came up with in an afternoon.

    Mana Mine 1
    Artifact - (R)
    2, tap symbol : Put a mining counter on Mana Mine
    tap symbol : Add 1 to your mana pool for each mining counter on Mana Mine.

    Notes: I wonder if this one might be a bit too slow for Cube.

    Immolation Mage RR
    Creature - Human Wizard (M)
    Prowess, Menace
    When Immolation Mage deals combat damage to a player you may look at the top 3 cards of your library. You may reveal a red instant or sorcery with a converted mana cost of 3 or less from among them and put it into your hand. Put the other cards on the bottom of your library in any order.
    2/1

    Notes: Gives red a creature that thrives in burn decks and justifies the RR casting cost.

    Scion of Sacrifice 3BB
    Creature - Demon (M)
    Pay 3 life: Scion of Sacrifice gains hexproof and cannot be blocked until end of turn.
    Discard a card: Target opponent discards a card at random. Activate this ability only once per turn and only when you could cast a sorcery.
    Sacrifice a creature: Destroy target creature. Activate this ability only once per turn and only when you could cast a sorcery.
    4/4

    Notes: Everything has a price, but this guy is quite the swiss-army knife with very non-symmetrical effects.

    Mightweaver 2G
    Creature - Spider (R)
    Vigilance, Reach
    When Mightweaver attacks, Mightweaver and all other attacking creatures with power less than or equal to Mightweaver get a +1/+1 counter.
    1/4

    Note: This is a three drop that helps tokens or can buff elves early and still be able to block effectively. The longer it sticks, the more it can buff.

    Floodcrafter 2U
    Creature - Merfolk Wizard (R)
    Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
    When Floodcrafter enters the battlefield put a flood counter on target land without a flood counter. Lands with flood counters become Islands and have “Whenever this land is tapped to produce mana another target land you control becomes an Island for as long as it is on the battlefield.
    2/2

    Notes: Spreading seas inspired tech. Create an island for your opponent and force them to choose between not using that land or using it at the cost of making another land into an island as well. Important to note that only the one land has the effect of making other lands islands as well when tapped. The islands that become islands don't also gain that effect...that would likely be too strong.

    Destined Martyr WW
    Creature - Human Soldier (R)
    Flash
    When Destined Martyr enters the battlefield it gains +3/+0, reach, and can block an additional creature until end of turn.
    If Destined Martyr dies on the same turn it entered the battlefield you may draw a card.
    2/2

    Notes: White has always had some sweet defensive cards in the vein of Righteousness. This guy blocks like a boss and can turn the tide of the game.

    Kangee, Aerie Guardian 1WU
    Legendary Planeswalker - Kangee (M)
    +1: Until your next turn prevent all damage to Kangee, Aerie Guardian from creatures without flying.
    0: Create a 1/1 White and Blue bird token with flying.
    -2: Exile target creature Return it to the battlefield under its owner’s control at the beginning of the next end step.
    3

    Notes: I love the Azorious Venser PW, but we need something better that still supports blink and so I submit this. May eventually change the first ability as the second ability already protects Kangee but this is a first draft.
    Posted in: The Cube Forum
  • posted a message on February 7, 2018
    Mental Extortion 1UR
    Sorcery (R)
    Gain control of target creature an opponent controls. Untap that creature. It gains haste until end of turn and has "5: Return this creature to its owner's control."

    Votes: Netn10, VoidNothing
    Posted in: Monthly Contests Archive
  • posted a message on February MCC Round 1 - Love and Friendship
    Twinspear Renegades 1RR
    Creature - Human Berserker (R)
    Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
    As long as Twinspear Renegades is paired with another creature, each of those creatures gets +1/+0, first strike, and haste.
    "They carved treacherous words into the spears impaling their former masters."
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on [RIX] Rivals of Ixalan Testing & Inclusions
    Includes
    Skymarcher Aspirant --> Elite Vanguard

    Notes: The end of 2/1''s for W without at least potential additional upside.

    Warkite Marauder -> Baral, Chief of Compliance

    Notes: They would print this right after I started to trim down tempo for lack of great options. This is an incredibly good tempo card preventing blocks against the marauder or neutralizing a would-be blocker against another creature with each swing. I may bring back Serendib Efreet as well.

    Ravenous Chupacabra --> Skinrender

    Notes: Most cube designers are cutting either Nekrataal or Skinrender for this guy. I think unless your zombie theme runs really deep Skinrender is the correct cut by a lot. Shrinking < Killing.

    Dire Fleet Daredevil -> Ash Zealot
    Notes: I'm calling Daredevil "Crapcaster Mage" as it is much worse than its blue counterpart. That said, even a poor man's version of Snapcaster is still probably good enough.

    Testing

    Jadelight Ranger --> Yavimaya Elder

    Notes: Elder might not end us as the final cut. It could be Rishkar.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [UST] [CUBE} Garbage Elemental
    No, not the original one, that's garbage. Two of the new variants though are pretty intriguing for cube. Both must be major contenders for peasant cubes that run silver border and maybe even larger regular cubes.

    Garbage Elemental 4R
    Creature- Elemental (U)
    Battlecry
    Roll two D6, create a # of Goblins equal to the difference between the two die.
    (3/2)

    Average case scenario is 5-6 power, three/four bodies, and battlecry to make those bodies more of a problem for your opponent on your next turn. Being Goblins offers some nice synergy with Siege-Gang Commander and Purphoros decks. Card is very splashable but also has high variance.

    Garbage Elemental 4R
    Creature - Elemental (U)
    Cascade
    Roll a d6 and deal damage equal to the result to target opponent.
    (3/3)

    Also seems solid, a free random spell of 4CC or less is quite welcome in red and 3.5 damage on average to the face strapped to a 3/3 isn't to bad either.


    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Personally think Bonfire of the Damned is the strongest of those despite being swingy. The floor is subpar but the ceiling is pretty insane and setting up miracle isn't terribly difficult in cube, particularly when red is paired with blue. This card has won me many games I had no business winning. I know cube tends to favor reliability over swingy cards, but I like the surprise factory, particularly in red.

    Bonfire of the Damned > Subterranean Tremors > Sweltering Suns > Pyroclasm

    Also, I think Scepter is the best of the three cards in the next set. Doom Engine is too weak compared to other existing artifact creature options of the same cost and Mindslaver takes two turns and the effect isn't always as devastating as you'd like it to be. Scepter can be a bit tricky to draft correctly, but the number of incredibly good pairings with it is higher than many realize. Among my favorite parings is Tutors, Go for the Throat, Counterspell, and Boros Charm.

    Scepter > Doom Engine > Mindslaver

    I agree with the order above on the counterspell variants.

    Supreme Will > Complicate > Dissolve
    Posted in: Cube Card and Archetype Discussion
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