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  • posted a message on Banning Criteria discussion: Allow players to win out of nowhere
    Quote from Onering »

    Expropriate should typically be worse than Time Stretch. Blatant Thievery is a good card, but Time Warp is better, and I'd rather have 2 Time Warps than a Time Warp plus a Blatant Thievery most of the time, especially when the former comes at a lower cost. It's a great splashy card, but it only becomes a problem when someone other than the caster votes for time. That's a problem that you should head off before it resolves by explaining how stupid it is to vote for time. 3+ time walks is usually going to be insurmountable, but a timewalk plus a Blatant Thievery should not be (at least when Time Warp wouldn't win on its own).

    I can't agree here.
    Time Stretch provides you an additional extra turn, but doesn't steal permanents. I doubt that you can establish as much power in your additional turn on the board as if you steal the best permanents of your opponents. Also, Time Stretch is not a solution, it doesn't remove a threat on your opponents side, Time Stretch can also be a dead card if you don't draw gas after casting it. Expropriate is just so much more of a "I win" card because of the combination of things it does.
    ALso, Expropriate is better than Blatant Thievery, because it doesn't target and can steal even the scariest stuff.

    Regarding the "but Expropriate is exiled"-argument: 1) if you want extra turn loops, you do not play Time Stretch but one of the cmc5 variants. Also, I have never seen a game where you would even need to use another Expropriate, if it resolves, that it's game over in 99% of cases. It's the very definition of a game ending spell.

    I bet that Biorhythm has a lower quote of winning games compared to Expropriate, it's a dead card in many more cases...
    Posted in: Commander Rules Discussion Forum
  • posted a message on Banning Criteria discussion: Allow players to win out of nowhere
    Expropriate is so much better than most cards on the ban list. I can't take this ban list seriously and it's irony that they now offer these criteria - it all just looks even more random Grin
    Posted in: Commander Rules Discussion Forum
  • posted a message on viability of 3 damage to each creature and all creatures get -3/-3
    I would like to discuss, if cards like Caldera Hellion that deal 3 damage to each creatures and cards like Night Incarnate that provide -3/-3 to all creatures are viable in commander.

    I often wonder if 4 damage & -4/-4 is the sweet spot of these limited sweepers. Cards like Crater Hellion are quite useful on many boards, while 3 damage & -3/-3 is more limitied.

    What do you think, are such cards significant enough in a vacuum? Or do you think that they are too limited for a very mixed meta?
    Posted in: Commander (EDH)
  • posted a message on This or That discussion.
    I underestimated Urza and he earned his spot. It's wonderful to tap a Sword of X and Y for mana or even just an utility artifact like Cloudstone Curio.

    Also, I would disagree that you need a powered cube to make him work. Even with cheap non-powered cards like Jeweled Amulet you get your benefits - the effect maybe has even more impact.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][M20] Glint-Horn Buccaneer
    Quote from dschumm »
    I think I might be excited about this thing if the rummaging didn't cost anything

    Yeah, that is my concern too. I still have Sin Prodder in my list and will test this new Pirate, but 2 mana for the effect is quite a lot, even though it may be better than Prodder.
    Posted in: Cube New Card Discussion
  • posted a message on [M20] [Cube} Brought Back
    2 mana is the interesting part.

    The effect is more narrow than Faith's Reward because it targets in your GY (more disruptable) and the permanents enter tapped. But 4 mana is a huge burden and 2 mana even with small drawbacks makes this kind of effect better.

    Nevertheless, such cards are dead very often. I once tested two cards: Otherworldly Journey and Graceful Reprieve and both of them were almost unplayable, even with a huge focus on etb creatures. While Journey was useful at times because you can time the effect (and can use it as tempo removal), Graceful Reprieve was even worse, because you constantly had to keep 2 mana open for it to actually do something. Only a sac outlet helps with Reprieve and now this newly spoiled card.

    Maybe I underestimate the effect - returning a fetchland can be quite helpful and returning a planeswalker with all counters, ready to activate again is also a strong play. But how often do such things happen and wouldn't you wish to have something less situational in you hand?
    Posted in: Cube New Card Discussion
  • posted a message on Yarok, the Desecrated and Necromancy
    What happens if I have Yarok, the Desecrated on the battlefield and cast Necromancy, assuming that there are two legal targets in a graveyard for Necromancy. Can I reanimate one creature and with a second trigger a second one, while losing the first creature again? Or do I just get to reanimate one target, as if Yarok doesn't exist?
    Posted in: Rumored Card Rulings
  • posted a message on [M20][Cube] Cavalier of Dawn

    source: http://mtg.bigmagic.net/article/2019/06/preview/M20.html

    Cavalier of Dawn - 2WWW
    Creature - Elemental Knight

    Vigilance
    When Cavalier of Dawn enters the battlefield, destroy up to one target nonland permanent. Its controller creates a colorless 3/3 Golem artifact creature token.
    When Cavalier of Dawn dies, return target artifact or enchantment from your graveyard to your hand.
    4/6


    So here we have the white version of the new Cavalier cycle.
    4/6 Vigilance for cmc 5 is not impressive, but there is also the option to get another 3/3 Golem if you blow up something insignificant on your side (like a 1/1 token or a mana artifact).
    The more regular mode to blow up something on your opponents side is not impressive, but versatile. I like that the body and Vigilance help to mitigate the drawback of giving a 3/3 to your opponent.
    And finally, you can return an artifact or enchantment to your hand when the Cavalier dies, which helps to win attrition wars.

    I guess this one is too slow and narrow for traditional cubes. I could imagine trying this out in a multiplayer cube or in a low powered cube, although the casting cost is still quite a burden. A card must be really bonkers, like Cryptic Command, to justify this drawback.
    I will test this in the spot of God-Eternal Oketra, but I doubt that it can outperform her.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][MH1] Urza, Lord High Artificier
    So, has anyone tested Urza already? I am shocked by the high price and still not sure if this card is worth the cost.

    I would cut Whirler Rogue or God-Eternal Kefnet for Urza and I dislike very much that he is just 1/4 with a 1/1 (without evasion) if you don't have other artifacts in game.

    I am overwhelmed by rating this card. My cube does not really support artifact decks, so is Urza anough good stuff in a vacuum?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][WAR]- Blast Zone
    edit: misread the card

    It's solid and an interesting tool in the hands of slower decks.

    XX for counters is a bit inefficient though, you pay double the CMC if they only have one permanent that must be destroyed.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][WAR] Finale cycle
    Do I understand it right? The green one potentially gives you two creatures, one from your library and one from your graveyard?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [WAR][CUBE] Vivien's Arkbow
    Discarding a card, spending a lot of mana and not even the guarantee to hit a relevant target.
    Instant speed, GY-enabler and counter protection in return.

    I am not convinced. I guess it's better than Birthing Pod for cube, but not by a large margin.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][WAR] War of the Spark Planeswalkers
    Bolas is too color intensive for my liking.

    Gideon seems really powerful and has a neat synergy with your own sweepers, providing indestructible for himself and one other creature.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1] [CUBE] Cabal Therapist
    Sadly, doesn't work with sorcery-speed Threaten-effects.
    Very slow engine for token strategies. I think Sadistic Hypnotist is the much better card for that role.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on The Multiplayer / EDH Cube Thread
    My changes list for Ravnica Allegiance is:

    Sage of Epityr > Benthic Biomancer: Sage is strong in my cube because of the wizard tribal theme, but not strong enough. I am quite thankful for the new addition, it's great for Marchesa, Atraxa and has some neat random synergies with Nissa or Hadana's Climb.
    Mardu Shadowspear > Gutterbones: These attackers that do 1 damage to each opponent are all playable, but still quite weak when the board is cluttered. Shadowspear still has the possibility to abuse it for "cast" triggers like Extort, but Gutterbones can also offer such a functionality since it recurs to hand and is the better attacker.
    Comet Storm > Electrodominance Comet Storm is a hard cut, but I like the flexibility of Electrodominance too much. ETB-creatures with instant speed can be a blowout!
    Gyre Sage > Incubation Druid: I am quite sure that the new Druid will be a strong multiplayer addition. Joraga Treespeaker is the green Sol Ring - and Incubation Druid may be known as green Gilded Lotus!
    Craterhoof Behemoth > End-Raze Forerunners: Vigilance is very important in multiplayer and I guess with some tokens this can finish off one player but doesn't open your flanks against the rest of the table.
    Natural Order > Guardian Project: Natural Order is very strong, but my cube doesn't have many degenerate targets, but a heavy etb theme and the new enchantment fits that much better.
    Huntmaster of the Fells > Rhythm of the Wild: Rhythm, sac outlet and a persist creature? Oh yeah! Huntmaster is not that strong in multiplayer where it more often than not stagnates and doesn't flip.
    Xenagos, the Reveler > Domri, Chaos Bringer: Xenagos has a neat ultimate with Doubling Season, but Domri has so, too. And Domri draws you gas, which Xenagos doesn't.

    And for commanders
    Olivia Voldaren > Judith, the Scourge Diva: Olivia 1.0 is a very strong card in 1vs1 drafting, but in multiplayer she often does nothing before the next sweeper removes her.
    Posted in: Cube Card and Archetype Discussion
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