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  • posted a message on [Power Rankings] 2016 Cube Power Rankings Addendum - Conspiracies and Non-Traditional Cards VOTING - CLOSED
    I strongly recommend getting rid of the category. How are you supposed to rank Heros vs Schemes vs Planes? It's not at all apples-to-apples since some of these can't even be played together in any reasonable way. Several schemes are EASILY the strongest cards in the game, blowing away even stuff like Contract From Below. The downside isn't the (nonexistent) cost, it's multiple opponents. No other cards have that downside. Similarly, the downside to Hero cards is the Hydra.

    I recommend making Un-/holiday/ante its own category. Custom/oversized/stickers/obscenely rare/etc are hard to rank against one another because the downside is that you have multiple opponents or the card is only playable by a real-world celebrity or only by a close friend of Richard Garfield.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Power Rankings] 2016 Cube Power Rankings Addendum - Conspiracies and Non-Traditional Cards VOTING - CLOSED
    Conspiracies
    1. Backup Plan
    2. Worldknit
    3. Sovereign's Realm
    4. Double Stroke
    5. Hymn to the Wilds
    6. Power Play
    7. Lore Seeker
    8. Summoner's Bond
    9. Emissary's Ploy
    10. Unexpected Potential

    Non-traditional is extremely hard to rank because Perhaps You've Met My Cohort basically reads that you win. You're not allowed to play it outside of multiplayer, though. Similarly, stickers and Hero cards were never printed in any traditional sense.
    Single-player cards that were offered in a set or promotion available to the general public AND would make into into a cube <= 540 cards:
    1. Contract from Below
    2. Chaos Orb
    3. Gifts Given
    4. Volatile Chimera
    5. Arcane Savant
    6. Booster Tutor
    7. City of Ass
    8. Lore Seeker
    9. Clockwork Librarian
    10. Blast from the Past
    11. Super Secret Tech (in a mostly foil cube, can aid combo and hurts tokens)
    12. Symbol Status
    Posted in: Cube Card and Archetype Discussion
  • posted a message on The Conspiracy Module
    I don't bother putting conspiracies in a separate module. The existence of synergies between cards that are already the game's most powerful means that you need to take steps to disrupt players' ability to appraise cards.

    1. Contract from Below can remove cards from a player's draft pool even after the games start. It degrades the quality of a player's pool and can remove key archetype-support cards mid-tourney.
    2. Sovereign's Realm, Worldknit, Emissary's Ploy, and Volatile Chimera prevent players from having reliable access to archetypes. They destroy draft "signals" to further cloud appraisal.
    3. Double Stroke and Hymn of the Wilds greatly modify the power level of cards. This helps to screw up "signals" as well as to make it difficult to anticipate others' plays.

    Everyone talks about "archetypes" like they're a good thing. If you want predictable games, go play Standard. To people who like playing a different game every time, I recommend Contract from Below and the draft-bending conspiracies. Remember that cube-drafting is always "for ante:" the house always wins all of the cards after the last match is played regardless of who drafted them. "Ante" is the only mechanism MtG provides for change of ownership that results from games ending.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Competitive] Maelstrom Wanderer
    I'm not actively updating this list. I don't think Wanderer is competitive anymore since you can't exploit the mulligan rules. You can't just look around the table and mull away hate/threats that don't pressure the table you're sitting at. Since you have to build for the meta you expect (and doubly so since your commander adds variance), you have to do just that. I don't think you have any business bringing this commander to a table that's guaranteed to have a Hermit Druid player.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Causality and God
    https://en.wikipedia.org/wiki/Boltzmann_brain

    Leaving this here and backing away slowly.
    Posted in: Religion
  • posted a message on [Competitive] Maelstrom Wanderer
    I think Selvala's Charge is the real winner from this set. At a minimum, it gives you another (critter-specific) cascade, but it can be cast earlier and cannot fail to have some sort of amplifying effect.

    Expropriate is very strong. Blatant Thievery with a built-in Time Warp.

    I need to update my list with these and Emrakul.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [CUBE] Volatile Chimera
    Unfortunately, this isn't especially compatibility with the Sneak Attack / Feldon archetype. This is only relevant if you end up last or near-last picking a bunch of big monsters that don't fit into your aggressive burn deck. You have to end up with huge monsters that don't otherwise fit into your deck for this to pay off.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Competitive] Maelstrom Wanderer
    Any piggy back combo on food chain is win-more. There's nothing wrong with twin, but why not use a different general then?
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Competitive] Maelstrom Wanderer
    Because you already win 99% of the time that you resolve Food Chain and it isn't hit with instant speed removal. There are cards you can run that give you more than a 1% edge AND don't need another card in play to do it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Competitive] Maelstrom Wanderer
    Emrakul is probably playable. Mindslaver as a trigger is better than a Mindslaver that you have to resolve. I'd strongly consider slotting it in.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Meld cards as a 2 for 1 pick.
    Quote from simpygdog »
    Bruna definitely fits into a final forty if Gisela is already there. It also helps that I love the brisela art.

    That's the thing: Garrison and probably Gisela are cubable without meld. If you give away the other card with them, you get random and epic-feeling meld blowouts. It's not like Squadron Hawk where extra copies are absolutely necessary.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [EMN] Hanweir Garrison
    I don't think the question is whether or not this makes it into the cube. I think the question is whether or not you include the land as a bonus when people draft this. It's not like granting haste is bad or will never win a game. It's not cube-worthy on its own, but only in the sense that it's not worth taking up a slot. It's certainly likely to be including in any deck that is already running Garrison.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Competitive] Maelstrom Wanderer
    Intuition gets the job done, but it's better to just win at that point.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Competitive] Maelstrom Wanderer
    Maelstrom was very hard to hate out since you just make mana and lob bombs. Other decks could lose 2+ turns on a removal spell. Hermit Druid could actually lose to a single removal spell with Split Second or well-time grave hate.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Competitive] Maelstrom Wanderer
    Your list is very hard to evaluate because you're leaving out cards like Mana Crypt and Tropical Island. I assume this is for budget reasons, but both of those cards should obviously be included. And many more.
    Posted in: Multiplayer Commander Decklists
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