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  • posted a message on Print This Wizards (so I can put it in my cube)
    I see bits of reprisal, humble (Ovinize), and puncturing light in Might Minimizer's effect but everything it does is solidly blue too. I do think this card would be a great hybrid candidate potentially costing 1 W/U mana W/U mana or even 2 W/U mana . Perhaps if I moved it into hybrid, Aven would be a better tribe for it since Faeries don't generally come in white (Although Glamer Spinners is making a really strong case for leaving that alone...)

    As far as the cycle, I'm not sure what you're referring to by "Last X cycle". Do you mean the land exertion spells (Bontu's Last Reckoning)? I think being able to exert a portion of your lands at will to receive effects that are generally useful beyond the early game and can compound in effect as you are able to exert more lands is pretty big game for having a converted cost of 2.

    I think Malevolent Bones is an impressive threat but not a broken one. If you want to exert six swamps you can give two creatures -3/-3 or three creatures -2/-2 until end of turn but in the early game he kills 1/1 tokens or helps your team get through. That is great value for a 2 drop, but you're also playing an otherwise vanilla 2/1 for 1B and exerting lands is a tough cost.....effectively four mana per activation but with the ability to spread that cost over two turns and leave other mana open as necessary.

    As far as memory issues, exert wasn't too hard to keep track of even with multiple exert guys on the field. I feel like requiring the player to exert two mana of the same basic type helps with any potential memory issues as well. Exert only has to be remembered once as well so I think this is manageable for most.
    Posted in: The Cube Forum
  • posted a message on August 26, 2017
    Votes: Rudyard, StonerofKruphix

    Lixis, Life’s Pendulum WB
    Legendary Creature – Human Wizard (M)
    Hexproof
    At the beginning of your upkeep put a vitallity counter on Lixis, Life’s Pendulum then if the number of counters on Lixis is odd gain life equal to the number of counters on Lixis. If the number of counters is even lose life equal to the number of counters on Lixis.
    2BB: Target player gains control of Lixis, Life’s Pendulum until that player’s end step.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on Print This Wizards (so I can put it in my cube)
    Might Minimizer 2U
    Creature – Faerie Wizard (R)
    Flash
    Flying
    When Might Minimizer enters the battlefield target creature with a power of 3 or greater loses all abilities and becomes a 0/1 until end of turn.
    2/1

    Notes: Ovinize meets Pestermite! A conditional ovinize effect pared with a decent tempo threat gives blue a way to profitably block a larger creature and followup with an evasive attack! I chose to make the ovinize effect conditional as it makes the card more of a tide-turner type card and it fits the flavor I was aiming for. Would you play it? Any thoughts on my cycle above?
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Ghastly Imprisonment is sexy. I'm not sure they'd give us both effects in one card for 1WW though. I would expect this to be 2WW but maybe at that cost it could be O-Ring instead? That'd be some hot stuff!

    New cycle concept! Creatures reflective of each color all sharing a 2/1 body at a splashable converted cost of 2 and each with an ability that exerts two lands of the color corresponding to that creature. All abilities adapt to later game stages by being repeatable (and desirably so) if you're willing to exert more lands.

    Utopia Harvester 1G
    Creature – Elf Shaman (R)
    Tap two forests: Add three mana of any color to your mana pool. Forests tapped to activate this ability don’t untap during their controller’s next untap step.
    2/1

    Notes: It's ramping and fixing all in one for the cost of exerting two forests. With four forests you could cast a five color spell and have a mana to spare!

    Malevolent Bones 1B
    Creature – Skeleton Soldier (R)
    Tap two swamps: Up to two target creatures an opponent controls get -1/-1 until end of turn. Swamps tapped to activate this ability don’t untap during their controller’s next untap step.
    2/1

    Notes: Everything is a Zombie or Vampire anymore. I want a Skeleton bomb. Effect can be very strong with multiple activations or a way to kill small tokens or get in early damage.

    Ember Seer 1R
    Creature – Human Wizard (R)
    Tap two mountains: Exile the top two cards of your library. You may play those cards until the end of your next turn. Mountains tapped to activate this ability don’t untap during their controller’s next untap step.
    2/1

    Notes: Commune with Lava on a stick!

    Coastline Saboteur 1U
    Creature – Merfolk Rogue (R)
    Tap two islands: Target creature can’t be blocked and gains “When this creature deals combat damage to a player, draw a card” until end of turn. Islands tapped to activate this ability don’t untap during their controller’s next untap step.
    2/1

    Notes: Tempo and control can appreciate the effect here. Turning any creature into an unblockable Ophidian is big game!

    Planar Guide 1W
    Creature – Monk Spirit (R)
    Tap two plains: Exile another target nonland permanent you control. Return that card to the battlefield under your control at the beginning of the next end step. Plains tapped to activate this ability don’t untap during their controller’s next untap step.
    2/1

    Notes: Blink love! Also it hits permanents! Get pumped!
    Posted in: The Cube Forum
  • posted a message on August 17, 2017
    Votes: Netn10 (One of the best I've seen this month), StonerofKruphix
    Posted in: Monthly Contests Archive
  • posted a message on August 16, 2017
    @Tim1137 What a coincidence! I began with this as a keyword ability and decided to make it a one of instead as I wasn't sure it would be desirable if multiple cards of the same type shared this ability. Anyhow, here is how it looks in keyword (Vanguard) form.

    Votes: Netn10, Tim1137

    Ancient Strength G
    Instant (U)
    Target creature you control gets +2/+2 until end of turn.
    Vanguard – If Ancient Strength is the first instant you have cast this game target creature gets +4/+4 instead.
    Posted in: Monthly Contests Archive
  • posted a message on August 15, 2017
    Votes: netn10, Krovokianvampire

    Battlefront Axelord 1R
    Creature- Barbarian Warrior (R)
    Haste
    If Battlefront Axelord is the first creature you have cast this game it enters the battlefield with a +1/+1 counter.
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on August 14, 2017
    Votes: Rudyard, Atogstorm

    Dwarven Depletionist 2R
    Creature – Dwarf (R)
    Menace, Trample
    When Dwarven Depletionist deals combat damage to a player put a depletion counter on target land that player controls. (Lands with depletion counters produce 1 whenever they are tapped for mana).
    3/2
    Posted in: Monthly Contests Archive
  • posted a message on Print This Wizards (so I can put it in my cube)
    Yes. Yes. I do....nonland, right. Whoops. Uhh

    I thought about monstrous but wasn't sure it would be as clean as this. This also stemmed from an Innistrad mechanic idea I called Demonize/Angelify where you could transform any creature into those two iconic tribes, but I thought why limit the tribal potential? Didn't think about Mirror Entity though...boo.

    Also, I really was trying to build card advantage into all of these in some form. Cube creatures almost require it anymore...lol.

    Edit: Couple ideas to reflect your criticisms....

    Maybe the hunter having a base p/t of 2/2 could make it more fair?

    The original idea for the black one was an Altar's Reap trigger upon becoming a Demon, but I thought it was kind've meh. Maybe that is better though?

    The white ability was me running low on time and wanting to finish out the cycle...it needs a better ability I agree. I wanted some kind of balance type effect but was afraid it would get way too wordy.

    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Designed a cycle based on early game human creatures that can turn into the iconic tribes later in the game. They all feature a keyword specific to their color, gain flying (except green, sorry green) and +1/+1 counters, and have effects that trigger upon transformation that when built around are usually quite beneficial but can be a drawback as well.

    Which would you run?

    Riddle Master 1U
    Creature – Human Wizard (M)
    Hexproof
    2UU: Put two +1/+1 counters on Riddle Master. It becomes a Sphinx and gains flying. Activate this ability only if there are no +1/+1 counter on Riddle Master.
    When Riddle Master becomes a Sphinx draw a card for each nonland, noncreature permanent you control then discard a card.
    1/3

    Notes: P/T is classic for an early control card and for a Sphinx. Hexproof gives this guy more inevitability of becoming its iconic form than the rest of the cycle. The transformation trigger only requires one noncreature permanent to be at least a loot trigger but with more it can be incredible card advantage. Drawback here is with no noncreature permanents the ability will just force you to discard a card.

    Riving Hunter 2G
    Creature – Human Warrior (M)
    Trample
    XXG: Put X +1/+1 counters on Riving Hunter. Riving Hunter becomes a Hydra and gains reach. Activate this ability only if there are no +1/+1 counters on Riving Hunter. X cannot be 0.
    When Riving Hunter becomes a Hydra it fights target creature an opponent controls. If an opponent’s creature dies this way, draw a card.
    3/2

    Notes: Hunter is unique to the cycle being the only card with an X in its transformation cost (shared feature of Hydra designs). This card has a similar line of play to Polukranos in that it will resolve and then the next turn it will clear a blocker and swing. This doesn't hit quite as hard as Polukranos but the removal is better AND it is tied to card draw in green! Disadvantage here is that the fight trigger is not optional and so against certain board states you may not be able to transform this guy profitably.

    Spitfire Ritualist R
    Creature – Human Shaman (M)
    Haste
    3RR: Put three +1/+1 counters on Spitfire Ritualist. Spitfire Ritualist becomes a Dragon and gains flying. Activate this ability only if there are no +1+1 counters on Spitfire Ritualist.
    When Spitfire Ritualist becomes a Dragon it deals 3 damage to all other creatures.
    1/1

    Notes: Volcanic Dragon is a bit of a baseline here. For 3RRR you get Volcanic Dragon and Sweltering Suns. Spitfire is a dangerous combination of early damage with lategame reach. Spitfire likely has the weakest baseline as a raging goblin, but probably the strongest transformation ability that doesn't require extra effort. The drawback on this one is that the 3 damage hits all creatures, yours too.

    Condemned Soul 1B
    Creature – Human Assassin (M)
    Deathtouch
    1BB: Put two +1/+1 counters on Condemed Soul. Condemned Soul becomes a Demon and gains flying. Activate this ability only if there are no +1+1 counters on Condemned Soul.
    When Condemed Soul becomes a Demon each player sacrifices a creature and you draw a card.
    2/1

    Notes: The base mode on Condemned Soul is Hand of Silumgar an effective defensive creature. The transformation here is the fastest in keeping with black's thirst for power at any price. The transformation trigger is innocent blood with a cantrip. The cantrip helps break the symmetry as is, but if you have an ideal creature to sacrifice it can be incredible value play. Downside is, you won't transform this without another guy unless you really need the card.

    Sword of the Heavens 1W
    Creature – Human Soldier (M)
    First Strike
    2WW: Put two +1/+1 counters on Sword of the Heavens. Sword of the Heavens becomes an Angel and gains flying. Activate this ability only if there are no +1+1 counters on Sword of the Heavens.
    When Sword of the Heavens becomes an Angel each player gains life equal to the toughness of the creature they control with the greatest toughness.
    2/2

    Notes: Sword of the Heavens is already a bit of power creep it that it introduces the first 2/2 with first strike for 1W and not WW. The transformed mode gives you a Gisela without lifelink but impervious to Lightning Bolt. Drawback here is that if your opponent controls a creature with greater toughness they will gain more life off of the transformation ability. Also, the lifegain for the opponent can somewhat offset the evasive tempo damage this creature brings to the table.
    Posted in: The Cube Forum
  • posted a message on August 13, 2017
    Votes: Firstturnmanaburn, netn10

    Spark Fiend R
    Creature - Devil (R)
    When Spark Fiend enters the battlefield it deals 2 damage to you. You may pay 1 for each point of damage dealt this way. If you do, deal that point of damage to target creature or player instead.
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on [COM] - Ash Barrens
    While not a perfect system, I think speculators should take a look at cube forums/discussions when looking at potential buys. There are meta-specific cards that cube doesn't predict for but certain general good-stuff like this always piques our interest and we tend to pick it up for cube before it makes gains.
    Posted in: Market Street Café
  • posted a message on August 12, 2017
    Votes: Jamblock, KrovikanVampire

    Cultivator of the Wastes G
    Creature – Elf (U)
    tap symbol : Add 1 to your mana pool
    tap symbol , Put a depletion counter on target basic land you control: Add G to your mana pool. (Lands with depletion counters produce 1 whenever they are tapped for mana).
    1/1

    Posted in: Monthly Contests Archive
  • posted a message on [C17][CUBE] Territorial Hellkite
    Abrade is on its way currently. I don't care for Hazoret.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on August 11, 2017
    Votes: Indighost, Netn10

    Multiple Realities XU
    Instant (M)
    Reveal the top X cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and put the others on the top and bottom of your library in any order.
    Spellcraft - If an instant or sorcery has already been cast on this turn, instead reveal the top X cards of your library plus two. An opponent separates those cards into two piles. Put one pile into your hand and put the others on the top and bottom of your library in any order.
    Posted in: Monthly Contests Archive
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