- Rubin
- Registered User
-
Member for 16 years and 15 days
Last active Fri, Jan, 22 2016 17:42:46
- 2 Followers
- 4,698 Total Posts
- 20 Thanks
-
Feb 6, 2014Rubin posted a message on Launch Giveaway!Thraben Valiant, love those vigilant beatsPosted in: Announcements
-
Oct 15, 2008Rubin posted a message on Cancer V1 (Brain)Wow, I feel really sorry for you having to go through all of tha. I wish it was me :-/. Be strong man, you are obviously recovering. I hope you see better days soon.Posted in: Wint3rfr3sh Blog
EDIT: You are serious, right? The last line makes it seem, well, a bit weird. -
Sep 11, 2008Rubin posted a message on Does it feel right when you shuffle up? Mine always doI try to keep my decks as "right" as possible, making sure that for that build, there isn't a better card or anything similar that I can think of.Posted in: Cabalwannabe Blog
- To post a comment, please login or register a new account.
While I like snap, I think that by far its most broken was not in draw-go control decks - we're talking about a card that's been in a huge number of ridiculous combo decks. But yeah, neither of those are supported that well in this cube. It's also very good in blue tempo decks, which are good in pauper.
Blightning: Very powerful card, great in aggressive decks and even good in controlling ones (it was played in Jund a lot)
War-Torch Goblin: This card doesn't suck, but it's a trick that they can see from a million miles away so is a lot worse than it looks.
Sewn-Eye Drake: good in BR, pretty terrible in UB. I'd count it as a BR card personally, but there is much better competition. If you count it as a grixis card, it gets destroyed by Shadow Guildmage (both in power level and in an actual game)
Wild Might: It's not that bad, but it's best case scenario is just above curve (Titanic Growth, a card that isn't particularly close to cubable) and it turns into a complete dud after a certain point. Additionally it's very bad to use on blockers in general
Thrill of the Hunt: Very powerful, but so are other GW cards.
Indomitable Will: Seems a bit weak to me. I don't think I'd even play a mono coloured Common Bond
Stab Wound: A powerful and interesting effect. I do think it has less raw power than black's most efficient removal spells (I just cut it with this set) but it's certainly a good card.
Kor Hookmaster: Like the card a lot, but recognise it's not super powerful. However, white's not that powerful in general so I think it deserves a spot. Great utility in aggressive decks.
Elephant Ambush: Like it quite a bit. A 4 mana 3/3 flash isn't terrible and you will probably eventually get another elephant.
Havenwood Wurm: Mediocre, but so are the other green finishers. I like it enough for now, but if they keep printing cards as good as Nessian Asp and Sentinel Spider at the top end of green's mana curve then it might not last.
I actually like Grim Harvest more than Death Denied. Raise dead for 1b at instant speed isn't even that bad if you have no plan of actually recovering it over and over again, but you can't say the same for 1bb. I should probably try Death denied again, but like the ability that Grim Harvest has of totally taking over a game after both players start topdecking, even if you don't have a huge graveyard. The downside is, of course, that it's a lot more mana intensive.
I like Witches enough, but it's awkward that it doesn't fit into black aggro at all, where it would otherwise shine because of all the 1 toughness creatures that that deck runs. If you want that slot to support control, go ahead.
@Runner: you clearly appreciate the power of Thrill of the Hunt, why play sundering growth over it?
I have to agree that going all-out to support this deck is probably not worth it due to the high number of removal spells and the low number of passable heroic creatures. Maybe the next set might deliver?
That's like saying that Sol Ring can do absolutely nothing because it's possible to have a deck without coloured mana symbols. This is clearly a very poweful effect to draft - picking it at pick 8 or so will almost guarantee you a card that's better than whatever else you would have picked due to the fact that you'll see two more 15 card packs as well as a bunch with 14/13/12. That's just talking about the raw power level of cards and not the value of staying open and picking up cards that have synergy together without ever having to worry about if one of them will wheel.
And no, this won't make maindecks. If that's against the "spirit" of your cube then just don't run it. To me it seems like the people who got incredibly mad about flip cards which ended up not being a deal at all (and a bunch of them play Garruk 2.0).
Of course, the spells/auras that work best with heroic aren't exactly the same as those that work best with hexproof creatures or with the filler creatures that you'll still end up having to play. However, I do think there is enough overlap that I'd rather play good heroic creatures and good hexproof creatures (read: Silhana Ledgewalker)than include mediocre creatures in either category. The best heroic enablers (like Travel Preparations) are still very good on hexproof creatures and vice versa.
What do other pauper cubers think?
I like Moldervine Cloak a whole lot more for the same effect. Of course it's not in the same colour, but I'm just not too sad that the cloak doesn't have an equivalently powerful card in white.
I very much disagree. This is not normal limited. Cube is powerful enough that you can actually draft archetypes. 1 drops are not commonly good in normal limited because it's hard to get enough of them to have a cohesive strategy. That's relatively easy in cube. I'd much rather forego all but a few 3 and 4 drops for efficient and/or evasive cards that cost 1 or 2. Playing your hand out early and winning with the momentum that this buys you is a very good strategy in my cubes, from GW to BR to mono black.
I like Gangrenous Zombies and Skred, the rest of the cards are only alright even if they are always active. I have been meaning to do this for a while but have never got around to it because the payoff seems too low
Talking about power level, disfigure is a lot better, early game interaction is key for all decks. Talking about having the right balance when it comes to removal, I think I'd rather take out removal spells than just run worse ones.
Chord of calling being better than Green Sun's in any capacity is ludicrous. Without the flexibility of being able to get Dryad Arbor and function at base value as Llanowar Elves, chord is rather overpriced and is only seeing play in combo decks.
Mind stone is the best card there, and I like the lens too. Though I do like moving the phyrexian mana creatures to colourless. Since when was Spined Thopter ever played more in blue decks?
I like the idea of a marshmist titan + gray merchant theme, but I don't think you have to go overboard with the double cost guys. I'd rather have a good 1B card than a bad BB card even in that deck