Ok, I think that is actually a really interesting idea. Green seems to get forced into the ramp archetype so much, that making it the more ideal splashing color gives it another identity. I am going to bring that up to some other friends.
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
Some minor synergies could be argued (easier for kird ape, wild Nacatl, Farseek, etc), but yeah without snow permanents, they're more aesthetic. I still run the Khans gain lands, but I think these snow lands look so much prettier, that I will likely swap them.
wotc is trying real hard to equalize all colors, until everything is (in) blue. i play cube to avoid that ;-)
I haven't seen people really play afterlife for awhile. And the artifact portion is nice, but not super relavent in pauper, not really any back breaking artifacts in pauper.
But everyone gets to make their personal cube as they see fit; one great thing about them.
Ravenform Cost the same as claustrophobia, but gives them a 1/1 flier? You knock things like Kasmina's transmutation and frogify, but this which costs more and gives them a flier is better? Yeah... sure.
I agree vapor snag is often not a permanent solution to many problems. Just a turn or two delay.
I also agree with CatParty that the effect does start to bend the color identity rules, but I will take it happily. Its still an aura that can be bounced or disenchanted, which is very blue.
Yes, but I see this working better in some situations, like being aggressive (which isnt that what your cube is about ?) Being able to always have the creature be tapped for 1 mana can allow you to cast something else. Whereas the snare could force you to spend 4 to get a blocker out of the way.
It's had some interesting cards that I considered. But right now it's the snow duals, rainbow snow, the white Stitched Drake (Stalwart Valkyrie), and the green 3/3 draw a card.
The Raptor will be great in limited, but he falls a little short in cube world. If you have to have a second card to make him good, then the card is ok.
Only caution that you probably want some non-forest ramp spells as well; It would likely depend on your cube size. But some green is bound to want to be able to search for off color stuff (and not everyone will have these for fixing if there's only 4 forest-x duals).
What are the payoffs for (changing?) your ramp cards for?
wotc is trying real hard to equalize all colors, until everything is (in) blue. i play cube to avoid that ;-)
I haven't seen people really play afterlife for awhile. And the artifact portion is nice, but not super relavent in pauper, not really any back breaking artifacts in pauper.
But everyone gets to make their personal cube as they see fit; one great thing about them.
I also agree with CatParty that the effect does start to bend the color identity rules, but I will take it happily. Its still an aura that can be bounced or disenchanted, which is very blue.
Yes, but I see this working better in some situations, like being aggressive (which isnt that what your cube is about ?) Being able to always have the creature be tapped for 1 mana can allow you to cast something else. Whereas the snare could force you to spend 4 to get a blocker out of the way.
Sort of a blue vendetta. Not perfect, but is definitely solid.
The art and flavor are great though.