I haven't had the chance to try out the cards yet but to me, most of these cards seems absurdly good and helps to combat one of magics main problem: mana screws or flooding. This mechanic could very well be the best thing that's been added to MtG. Even if the cards themselves are slightly underpowered compared to corresponding cards without the land ability, they should IMO be an auto-include in unpowered cubes. Here are the benefits, as I see it:
* You essentially play more spells in your deck with low to no downsides (for aggro decks this might be different, since they generally want lands untapped early on reliably)
* They reduce the number of games that are decided by mana-scew since they can act as additional basic lands
* They reduce the number of games that are decided by flooding since they can act as additional spells
My philosophy of cube'ing is to have fair games where skill is rewarded more than chance. Of course there will always be an element of randomness in MtG, and it's also part of the fun, however losing due to mana-scews or mana-flood just isn't fun.
The main downside of the cards is it's slightly inconvenient to keep flipping the cards back and forth from the sleeves.
I'll report back when I've had the chance to try them.
My main issue with cubing, or just magic in general (reason why I don't play competitive anymore) is losing games simply because of mana issues (specifically when you're stuck on 2 - 3 lands).
These cards that can play as either land or spell, seem like a very good way to combat this issue. For that reason, even though the spells themselves might not be the most powerful, it feels like I should auto include almost all, if not all, of them for this reason. My only concern really is that it's bit of a hassle to keep switching the modes with paper cards...
Thoughts?
Edit: Also these spell/land cards doesn't need to take up a spell slot in the deck, rather they can replace a land, which makes building decks more interesting.
Ive seen some streamers play this card and it's been fantastic in every game I've seen it. The free blinking effect on cards like mull drifter, titans and even stuff like thraben inspector is great. That 4-mana effect is almost good enough on its own. Now add the tap ability and the occasional creation activation, and you've got yourself a super good card. I believe this is one of the hidden gems of this set.
Thank for the review as always. For me though it was a very disappointing set. Don't like the companion mechanic, mutate or just the flavor of the cards in general. The first set in a long time where I probably wont be adding any cards (450 cube).
Am I the only one who was very disappointed with the set? Don't like the flavor at all, and the only card that might interest me is the 2 cc black removal.
I believe Libray of Alexandria is one of the best, if not the best card in cube. Reason I'm writing this is because I was watching LSV playing cube the other day, and the picked ponder or something like that over it, saying library is overrated is very mediocre.
Interesting how differently MTG-players view some cards.
It's been very good for us in the spellsmatter.deck. It's essentially a young pyromancer on drugs, note that any spell (except creatures) triggers the ability, and the tokens also have flying which is relevant. The sac effect has also come up.
This looks like a spicy cube card with lots of relevant abilities. It's easy to cast and relatively easy to activate consideirng it's all 5 colors. If nothing else, it looks fun to play with.
The green stat monster we've always wanted. I'm in shock that this has zero downside. Hits planeswalkers hard, especially since most tokens that planeswalkers generate can't block this.
* You essentially play more spells in your deck with low to no downsides (for aggro decks this might be different, since they generally want lands untapped early on reliably)
* They reduce the number of games that are decided by mana-scew since they can act as additional basic lands
* They reduce the number of games that are decided by flooding since they can act as additional spells
My philosophy of cube'ing is to have fair games where skill is rewarded more than chance. Of course there will always be an element of randomness in MtG, and it's also part of the fun, however losing due to mana-scews or mana-flood just isn't fun.
The main downside of the cards is it's slightly inconvenient to keep flipping the cards back and forth from the sleeves.
I'll report back when I've had the chance to try them.
These cards that can play as either land or spell, seem like a very good way to combat this issue. For that reason, even though the spells themselves might not be the most powerful, it feels like I should auto include almost all, if not all, of them for this reason. My only concern really is that it's bit of a hassle to keep switching the modes with paper cards...
Thoughts?
Edit: Also these spell/land cards doesn't need to take up a spell slot in the deck, rather they can replace a land, which makes building decks more interesting.
Interesting how differently MTG-players view some cards.
Draw 5? Thank you! And I'd play this card for the illustration alone.
This looks like a spicy cube card with lots of relevant abilities. It's easy to cast and relatively easy to activate consideirng it's all 5 colors. If nothing else, it looks fun to play with.
Why do True Name die?
1 Sneak Attack
2 Through the Breach
3 Goblin Guide
4 Sulfuric Vortex
5 Lightning Bolt
6 Inferno Titan
7 Wheels of Fortune
8 Goblin Welder
9 Chandra, Torch of Defiance
10 Chandra, Flamecaller