Is Topple better than Forsake the Worldly?
+impacts the board more every time (tapping)
+extra value as a shatter
-more expensive cycling
-doesn't hit enchantments
-no exile (pretty slim relevance)
I'd say nope but it's certainly close and I've been happy with Forsake as a maindeckable Disenchant
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_i0 posted a message on [WAR] War of the Spark for peasant cubePosted in: Pauper & Peasant Discussion - To post a comment, please login or register a new account.
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Put with group of bad modal cards that starts with Alabaster Potion
Exultant Skymarcher (Cubeable):
Functional reprint of Chapel Geist
Luminous Bonds (Borderline):
Put with the group of similar enchantments that have no significant upside in the average cube that starts with Bound in Silence)
Martyr of Dusk (Bad):
The initial body is bad and the 1/1 with lifelink you get when it dies doesn't make it interesting.
Moment of Triumph (Borderline):
The pump isn't best, but with the extra life attached it can be nice.
Sanguine Glorifier (Bad):
Tribal card
Snubhorn Sentry (Bad):
The body takes way too long to be relevant.
Squire's Devotion (Borderline):
A fine aura, but it's usually still not worth the risk of card disadvantage on non-hexproof creatures.
Sun-Crested Pterodon (Bad):
Tribal Card
Sun Sentinel (Bad):
Functional reprint of Huatli's Snubhorn
Will mostly be a Drag Under in the average cube so group this with that
Deadeye Rig-Hauler (Bad)
The timing restriction for the bounce takes a lot of the oomph out of Man-o'-War-style cards since you can't bounce anything pre-combat and you may not even be able to make a profitable attack, in a scenario you might have been able to if you could bounce before combat.
Kitesail Corsair (Cubeable):
Could just group with the similar Welkin Tern and similar. It's slightly different of course, but I don't think it's different enough that it needs its own entry. Mostly a side-grade.
Mist-Cloaked Herald (Borderline):
Functional reprint of Triton Shorestalker
River Darter (Bad):
Put in the group of creatures with way-too situational abilities.
Sea Legs (Bad):
Tribal Card
Secrets of the Golden City (Borderline):
An upgraded version of divination for the cost of an extra U in the cost. Still not very exciting though.
Soul of the Rapids (Borderline):
The body is small to begin with, but it's a good carrier of equipment and aura. It can be nice if you support the hexproof archetype.
Spire Winder (Bad):
The initial body isn't exciting and it can take a while to turn on Ascend.
Sworn Guardian (Bad):
group with the similar vanilla 1/3s
Waterknot (Cubeable):
Functional Reprint of Claustrophobia
Functional reprint of Mass of Ghouls
Dark Inquiry (Bad):
Group with similar bad 3 cmc discard spells (starts with Coercion)
Dinosaur Hunter (Bad)
Groupe with the other bears with fringe upsides
Dusk Charger (Borderline)
Getting bigger in the late game is nice, but the initial body isn't very exciting and black doesn't go very wide or use permanent based removal very often to help with Ascending.
Dusk Legion Zealot (Borderline):
The black Elvish Visionary. They body isn't great, but it replaces itself at least.
Fathom Fleet Boarder (Borderline?)
Do you folks think the 1 less life loss makes this good enough to be a ranking above Serpent Warrior?
Grasping Scoundrel (Cubeable)
A fine 2 power aggressive 1-drop
Gruesome Fate (Bad)
Group with Alms of the Vein to create a group of bad life-loss cards
Impale (Bad)
Group with other 4 cmc sorcery speed unconditionals
Moment of Craving (Cubeable)
A solid removal spell that's best against aggro but otherwise still fine and flexible. Mostly the strictly better Sorin's Thirst
Vampire Champion (Borderline)
A decent sized body that can trade with anything.
Voracious Vampire (Bad)
Tribal Card
Flame Slash at instant speed can be nice but 3 mana is bit much
Brazen Freebooter (Bad)
The treasure can sometimes be nice to help double spell or fix mana but otherwise, it's just a Hill Giant
Buccaneer's Bravado (Bad)
Tribal Card
Fanatical Firebrand (Borderline)
Group with Mogg Fanatic
Frilled Deathspitter (Borderline)
A decent body with damage tacked on is nice.
Goblien Trailblazer (Cubeable)
A solid 2-power creature with evasion
Mutiny (Bad)
A neat design, but red has better options for removal.
Orazca Raptor (Bad)
Functional Reprint of Hyena Pack
Stampeding Horncrest (Bad)
Tribal Card
Sun-Collared Raptor (Bad)
It's bad in the early game and requires a decent amount of mana each turn to be relevant.
Swab Goblin (Bad)
Put with other vanilla bears
Swaggering Corsair (Cubeable)
A 3/3 for 3 mana is good and Raid isn't usually too hard to enable in red decks.
A fine pseudo-evasive two drop. Could just group with Deeproot Warrior
Giltgrove Stalker (Borderline or Cubeable?)
Another fine evasive two-drop. May just group it with Hardy Veteran
Jade Bearer (Bad):
Tribal Card
Jadecraft Artisan (Borderline)
A Hill Giant with a decent upside. Not great, but not terrible either.
Jungleborn Pioneer (Bad):
Group with Scion Summoner
Knight of the Stampede (Bad):
Tribal Card
Orazca Frillback (Cubeable):
Functional reprint of Alpine Grizzly
Overgrown Armasaur (Borderline):
Requires some built around with other cards like pingers to worthwhile, but can potentially make a decent amount of saprolings.
Group with other similar bad walls
Orazca Relic (Borderline):
A 3-mana rock that only produces colorless mana isn't exciting but being able to turn it into a card and 3 life once it's no longer needed is pretty nice.
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Wasn't a lot of exciting stuff left, for 1v1 at least, but a few noteworthy newly revealed cards include:
Aurora Champion
A decent warrior payoff if you want make it a small subtheme of your cube. Second one in white we've now got, first being Herald of Dromoka
Azra Bladeseeker
Okay body with rummaging tacked I like. Nothing amazing but enjoy having the option of a decent body that can help smooth your draws.
Bull-Rush Bruiser
This payoff seems great if you support it at least somewhat even. 4/3 first strike for 4 is amazing.
Not many downshifts this time around but here's the list:
Also, first common paper printing for Royal Trooper
EDIT: a word
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Yeah, even something extra like an extra toughness or bonus effect and it would be a reasonable amount better. It seems like the main issue with the card is that they put eternalize on such a irrelevant body which makes the back-half of eternalize, which is worse than the typical rate for a 4/4, seem like the only relevant text. This in turn, doesn't elicit excitement for common cards with eternalize but I think this might just be the worse one of the group in Hour of Devastation.
Eternalize seems like an okay mechanic, though I think it would have been fine if all of them were costed at 5 mana. Even though Proven Combatant is underpowered, more so than probably needed, the rest should be better, hopefully to the degree of being somewhat playable and at a good power level for cube.