2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Throne of Eldraine spoilers


    Most of those seem like upgrades to me. NH is right about Faithless Looting but it would be hard to make a different cut for the Merchant I guess. The Merchant works in ELD limited due to the "second draw of the turn" theme but I would venture to guess it will prove too slow. Cutting Searing Spear to diversify makes sense to me although obviously from a spike perspective it is probably wrong.
    Posted in: Pauper & Peasant Discussion
  • posted a message on This or That discussion.
    Quote from BlackWaltz3 »
    I'd probably go Oko and Krasis.

    Coatl has 3 for 1 potential, but even so I still think it brings less to the table than either of the others.


    Not sure how Coatl has 3 for 1 potential unless you are envisioning that it lives somehow.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Stompy
    Quote from EonAon »
    Quote from thatmarkguy »
    Quote from Marl Karx »
    Quote from tokaok »
    Any one had a chance of testing once upon a time yet. I'm still waiting for my foil copies to come in.


    Also, it seems like its primary use would be to let you use it as a land substitute that can also get a creature if you don't need another land. Considering this is not really a deck that is skimping on land (say <=16) I'm not even sure its principal function would work out that well.



    That is interesting. I know some old casual-legacy Lowland Stompy decks often ran Land Grant, for that reason - it’s a nonland that can be free cast to become a land (and put a card in grave for delving a Hooting Mandrills, and cast a green spell for Talara’s Battalion or Nettle Sentinel...) I wonder if it finds a place in that sort of deck, where it is another way that deck can fluff its grave and reduce its land count...

    But that’s not so sensible in the modern build.
    There is the question about how toolbox we are and the ability to freebie a spell turn 1 isn't insignificant. Arent some of the more recent decks running only 18ish lands? Low land count in that case plus the ability to pull something to play for whats in your hand could be very useful.


    I think if something inconsistent like this worked in practice, we'd all be running Revenge of the Hunted which is insane when it hits (or even Blessings of Nature). The fact that no one even considers it is telling IMO -- and no one wants to run those cards more than me I bet Smile
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from tokaok »
    Any one had a chance of testing once upon a time yet. I'm still waiting for my foil copies to come in.


    It would probably fit an old school list from a decade+ ago (before modern existed..) with things to pitch them to like Bounty of the Hunt. As is, its ONLY going to be good turn 1 in this deck IMO. Every other use would just be when you're desperate or have literally nothing else to do it seems like.

    Also, it seems like its primary use would be to let you use it as a land substitute that can also get a creature if you don't need another land. Considering this is not really a deck that is skimping on land (say <=16) I'm not even sure its principal function would work out that well.
    Posted in: Aggro & Tempo
  • posted a message on My Little Pony silver-bordered crossover set releases Oct 12
    Quote from Minoke »
    Quote from Marl Karx »


    I don't understand how you control Applejack, Pinkie Pie, etc. Sounds like breakfast cereals and high calorie snack items to me.


    Just in case you're not sure, that's the name of the other main characters of My Little Pony. Unfortunately, that's a broken link, as is the 'Pony' creature type mentioned.


    I surmised something like that but..those aren't going to be available as cards, right?
    Posted in: The Rumor Mill
  • posted a message on My Little Pony silver-bordered crossover set releases Oct 12


    I don't understand how you control Applejack, Pinkie Pie, etc. Sounds like breakfast cereals and high calorie snack items to me.
    Posted in: The Rumor Mill
  • posted a message on Throne of Eldraine spoilers
    Quote from NoobinCube »
    Okay, so apparently no blue card is good enough for my pauper cube. They all seem to be meh. Except maybe Queen of Ice and Witching Well.


    I would assume Witching Well is good enough if you opt to include but it's not really the kind of card that makes you go out of your way to add. Queen of Ice surprised me when I saw it because sometimes they give blue a vanilla 2/3 at common and the Queen is..a lot better than that.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    Quote from PyreDream »
    Quote from Marl Karx »
    You have a ton of fight cards -- including 1 Rabid Bites (Aggressive Instinct being the same card). Also, a huge number of 5+ drops. Those are the two things I'm not necessarily convinced of in that volume.


    Sure, let's take a look there. I prefer the super-fight cards like Rabid Bite over the Prey Upon variants, so I could cut Epic Confrontation. Has fight gone down in value in the last few years? Prey Upon certainly hasn't aged well.

    Five drops: Since we talked four drops recently, I guess this is a natural next step. I added a few extras in this category to give green ramp some punch, but I'm ok cutting the worst couple.

    Here's how I rank them. The ones I still run, at least.

    1. Entourage of Trest - unique card advantage in green.
    2. Bitterbow Sharpshooters - solve a major weakness of green decks while providing an excellent offense/defense combination.
    3. Sentinel Spider - same as above, but adds redundancy.
    4. Tajuru Pathwarden - similar to above, but solves the problem of chump blockers and tokens.
    5. Lifecraft Cavalry - conditional huge trampler.
    6. Rhox Maulers - another one. I'm still not sure who to give the edge to between Maulers/Cavalry.
    7. Nessian Asp - not nearly as good as Bitterbow/Sentinel Spider, I think. I wonder if anyone would still advocate strongly for including this today.
    8. Rampaging Rendhorn - flexible and unique, but somewhat under the curve.

    Is this accurate? And what's the better card between Lifecraft Cavalry and Rhox Maulers?


    I'm not really sure because I have a good amount of experience with all of these creatures but not necessarily in a Pauper Cube environment. I was thinking you had a lot of 5 drops considering you also had a goodly number of higher cost creatures as well. But you have a large Cube at 540 and I can see the logic as pseudo-payoffs.

    Personally, we tend to avoid redundancy in things like this so Sentinel Spider kind of got pushed out when Bitterbow showed up (we do occasionally still put the Spider in though..we like that it's a "green Serra Angel" :))

    The Entourage is different enough that it is hard to compare it to the other 5-drops. Also, we tend to count Wickerbough Elder as close to being a 5-drop (but he does need a target which isn't always available).

    We still like Nessian Asp because it kind of doubles as a bigger threat as well.

    Also there are a couple good newish ones in Silverback Shaman and Excavating Anurid

    Oh, there are also the hexproof creatures which are included if there is a hexproof theme and excluded otherwise.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The Pauper Cube Discussion Thread (Commons Only)
    You have a ton of fight cards -- including 1 Rabid Bites (Aggressive Instinct being the same card). Also, a huge number of 5+ drops. Those are the two things I'm not necessarily convinced of in that volume.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Stompy
    Quote from EonAon »
    @Marl
    Yes but the 2 for 1 and dies to removal argument basically make you hinder yourself in some matches to the point of you losing because you play too conservatively.

    I mean they can 2 for 1 us when we play aspect of hydra or vines or blossoming in response to us targeting a creature right? We still play them main board. I don't see rancor being that different other than being obvious when we play it.

    This game has a whole lotta IF in it. While stompy doesn't have a lot of responses to IF main board unless they are trying to pre kill one of our creatures and even then its has to be in hand when needed which is another IF anyway.


    Not disagreeing with you at all. I was just being a bit pedantic Smile
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Dang, I guess I'm in the minority here but I think that Rancor is the best card in the deck and a key reason to play it. It deals more damage than any other single card in nearly every match-up, and is only ever really bad against Chalice Of The Void or a rare Spellskite. I would never play fewer than 4, especially in the lower to the ground zero 3CMC build I've been playing.


    I'm on your side -- and its that much better with Syr Faren to get massive damage through.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from EonAon »
    My thoughts on the discussion are this, Rancor is actually a very useful card to have main since many of our creatures don't have penetration aids like trample or flying natively. Only steel leaf and avatar have any kind of penetration aid and having rancor added to some of our early creatures with a not insignificant amount of power plus the trample ability so that if/when an opponent does start to block you aren't loosing back end damage. Yes there is the 2 for 1 aspect but then there is always going to be a removal argument as well. Additionally if they do destroy a creature with rancor on it before you at the very least are getting a rancor back for another creature.


    The problem is not when you stick a Rancor it's if they reply to the Rancor which buries it too.
    Posted in: Aggro & Tempo
  • posted a message on Throne of Eldraine spoilers
    Quote from PyreDream »
    I agree with Slipper and Tactician, but I really don't think Fierce Witchstalker is a negligible preference choice. It's arguably better than Peema Outrider, and that guy is an all-star. You trade a Servo for a Food token, but you get to keep the full 4/4 stats. At the very least, it represents a direct upgrade to Baloth Gorger, which is barely better if you support super-ramp AND +1/+1 counters. Trample is just better. And getting to chow down on some food to recoup life is a big deal.

    Do let us know how Giant's Skewer goes. It's a bit overpriced and the opponent has way too much control in how you benefit, but I'm hoping for more interesting equipment designs like this one.


    Ah, maybe I've been underestimating Peema. I thought the general preference was for the 5 power 4 drops. I agree that at first blush Witchstalker looks very good (4/4 trample for 4 with upside is pretty nuts)
    Posted in: Pauper & Peasant Discussion
  • posted a message on Stompy
    Syr Faren makes it feel like playing Infect sometimes
    Posted in: Aggro & Tempo
  • posted a message on Green 4 drops.
    Quote from Metamind »
    Quote from LucidVision »
    Quote from Metamind »
    Caller is great with many cards. Glorybringer, Flametongue Kavu, Nightpack Ambusher and Deranged Hermit have all been used in recent drafts to great success.


    I've even seen a big ramp deck use Ashen Rider to success!
    While not an optimal target, was extremely fun. I could hear the guy laughing from down the table as he went off.

    Unless you guys are gambling for high stakes or having some kind of professional cube circuit, I do think fun should be a design principle to keep heavily in mind when debating between cards. I found caller to be a fun card.

    Novelty is generally fun, and combining different cards with it means the card stays fresher for longer.

    Yeah I view this as one of the greater strengths of the card, as well as some of the hidden agendas. They always play slightly differently, encourage creativity and generate stories.
    Ashen Rider is certainly risky, but sounds awesome that it worked.

    Other points in its favor is that it is one of the few green four drops that doesn't cost double green mana, and that it allows usage of some of the undrafted cards, so more picks matter. Changing the named card between games is not rare, which amplifies this effect.

    A fresh new Caller of the Untamed story from today's draft. Opponent went first and got:
    T1: Mana Elf
    T2: Ancient Tomb, Caller naming Acidic Slime
    I did not win that game.


    Yeah, it was running plays like that through my mind that convinced me Caller is pretty good Smile
    Posted in: Cube Card and Archetype Discussion
  • To post a comment, please or register a new account.