2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Collaborative Create-A-Booster!
    Azshanir is a land of almost endless oceans where pirates rule the seas, treasures are bound to capture your imagination and great monsters seem to thwart your every move.

    Reclaim the Treasure 1U
    Instant
    Tap target creature. Then, if that creature was a Pirate, draw two cards.

    Mutinous Incitement 2RR
    Sorcery
    Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.

    Bilge Rat BB
    Creature - Rat
    Sink (Whenever a card is discarded, exile it instead.)
    2/1

    Barnacle Barricade 2(U/G)
    Creature - Plant
    Defender
    Whenever Barnacle Barricade blocks an artifact creature, destroy Barnacle Barricade and the creature it's blocking.
    1/4

    Drown UB
    Instant
    Destroy target creature without islandwalk.

    Mainmast Lookout 3W
    Creature - Human Scout
    Mainmast Lookout can block only creatures with flying.
    Whenever a creature without flying attacks you, untap all other creatures you control.
    1/2

    Common 7/10:

    Privateer Pugilist 3(R/W)(R/W)
    Creature - Human Pirate (C)
    First strike
    Whenever ~ attacks, it deals 1 damage to target creature.
    3/3
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    The sands of Raoim. The colossal desert plane, where a drop of water is worth of a drop of blood, nomadic tribes dance on the ruins of lost civilisations and bizarre spirits test intelligent beings for unknown reasons.

    Buried by Sands - 1B
    Sorcery (C)
    Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.

    Oasis Mirage 1U
    Enchantment - Aura [C]
    Enchant land
    Enchanted land is an island.
    When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.

    Hapless Wanderer 3W
    Creature - Nomad Cleric (C)
    Whenever you play a Plains, you may gain 1 life.
    2/3

    Scorching Sun 5RR
    Sorcery (C)
    ~ deals 6 damage divided as you choose between target creature and its controller.

    Scour the Dunes 1G
    Sorcery [C]
    Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.

    Windy Cavern
    Land - Desert [C]
    :symtap:: Add 1 to your mana pool.
    R, Sacrifice ~: Target creature gains haste until end of turn.

    Sandswimmer 2G
    Creature - Insect
    Desertwalk
    2/1

    Swirling Sandstorm RG
    Sorcery
    As an additional cost to Swirling Sandstorm, sacrifice a land.
    Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm does 2 damage to that creature's controller.

    Dervish Duo 1GG
    Creature - Human Warrior (C)
    Sunhome -- ~ gets +1/+1 as long as you control a Desert.
    2/2

    Open the Sarcophagus B
    Sorcery [C]
    Kicker 2B
    Return target creature card from your graveyard to your hand. If ~ was kicked, return two target creature cards from your graveyard to your hand instead.

    Trickster Djinn - 2UU
    Creature - Djinn (U)
    Flying
    When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn.
    2/3

    Live Mummification 3BB
    Sorcery (U)
    Destroy up to two target creatures that attacked last turn. They can't be regenerated. For each creature that died this way, put a 2/2 Black Zombie Token into the battlefield.

    Uncommon 3/3:

    Shaper of Sands 2G
    Creature - Human Shaman (U)
    1G, :symtap:: Target Desert land becomes a 3/3 colorless sand creature. It's still a land.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    The sands of Raoim. The colossal desert plane, where a drop of water is worth of a drop of blood, nomadic tribes dance on the ruins of lost civilisations and bizarre spirits test intelligent beings for unknown reasons.

    Buried by Sands - 1B
    Sorcery (C)
    Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.

    Oasis Mirage 1U
    Enchantment - Aura [C]
    Enchant land
    Enchanted land is an island.
    When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard.

    Hapless Wanderer 3W
    Creature - Nomad Cleric (C)
    Whenever you play a Plains, you may gain 1 life.
    2/3
    Common 4/10:

    Scorching Sun 5RR
    Sorcery (C)
    ~ deals 6 damage divided as you choose between target creature and its controller.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!

    [B]Magespike Shackles[/B] red mana
    Enchantment - Aura
    Whenever enchanted creature becomes tapped, Magespike Shackles deals 2 damage to it.
    :symwu:: Tap enchanted creature.
    "On your knees, wretch!" —Viros Tejanen, Ahroxite enforcer

    [B]Cowardly Snitch[/B] :1mana::symb::symb:
    Creature - Human Rogue (C)
    Sacrifice ~: Target player discards a card at random.
    2/1

    [B]Arvic Guard[/B] 5 mana
    Artifact Creature - Construct (C)
    Defender, first strike
    3/2

    [B]Jailer of Block B[/B] :1mana::symw:
    Creature - Human Soldier [B](C)[/B]
    Sacrifice ~: Detain target creature an opponent controls.
    [B]1/2

    [/B] [B]Cobra-Gang Flunkies[/B] :2mana::symg:
    Creature - Human Warrior (C)
    :symbu:: Cobra-Gang Flunkies gains intimidate until end of turn.
    3/2

    [B]Distract the Guards[/B] :1mana::symw:
    Instant
    Tap target creature.
    Draw a card.

    [B]Escape Attempt [/B]:3mana::symu::symu:
    Sorcery [B]C[/B]
    Defer :1mana::symu: (Rather than cast this card from your hand, you may pay :1mana::symu: and exile it. At the beginning of your next upkeep, if this card is exiled, you may cast it without paying its mana cost.)
    Return target creature to its owner's hand. Then, if Escape Attempt's mana cost was paid, you may return another target creature to its owner's hand.

    Maddened Ramblings 2R
    Instant
    [/B]Draw three cards then discard two cards at random.
    Madness R
    They go mad sooner or later...or just get madder.

    Gang Initiation - 3BB
    Sorcery (C)
    As an additional cost to play Gang Initiation, tap a creature you control.
    Destroy target creature. If a creature was destroyed this way, you may put a +1/+1 counter on a creature that was tapped to play Gang Initiation.

    [B]Jail Warden[/B] - 3WW
    Creature - Horror Soldier (C)
    Vigilance
    Whenever ~ blocks or becomes blocked by a creature, detain that creature.
    No greed to bribe, no needs to appeal, no will to be manipulated... Where do they get these guys ?
    - Gwafa Hazid, Profiteer

    2/4

    [B]Eyes in the Skies[/B] - 4
    Artifact Creature - Construct (U)
    Flying
    When Eyes in the Skies comes into play, detain target creature you don't control.
    When Eyes in the Skies dies, detain target creature you don't control.
    1/3

    Uncommon 2/3.

    Quick Eviction - W
    Instant (U)
    Detain each creature that entered the battlefield since your last turn ended.
    Draw a card.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!

    Welcome to Primeriad, a prehistoric world of bountiful growth and monstrous creatures. Should be themed on highest power.


    Savage Ridgewolf :3mana::symr:
    Creature - Wolf (C)
    Feral - Savage Ridgewolf has first strike as long as it has the highest power of creatures you control.
    4/1

    Raptor Hunter 1W
    Creature - Human Warrior (C)
    Protection from Lizards
    1/2

    Bog Scurrier - 2B
    Creature - Zombie (C)
    At the beginning of your upkeep, if Bog Scurrier as the highest power of all creatures in play, target player loses 2 life.
    1/1

    Primeriadian Adaptation 2G
    Enchantment - Aura [C]
    Enchant creature
    Enchanted creature gets +3/+3.

    Excitable Pteranodon 2UU
    Creature - Lizard [C]
    Flash
    Flying
    3/2

    Common 6/10

    Fire-Rage Warrior 2R
    Creature - Human Warrior [c]
    When ~ enters the battlefield, target creature gets +2/+0 and gains haste until end of turn.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Blissful Sleep 1W
    Enchantment - Aura (C)
    Enchant Creature
    Enchant Creature cannot untap unless it's controller has an opponent gain 2 life.

    Dark Around the Edges 4BB
    Enchantment (C)
    At the beginning of each opponent's upkeep that player loses two life for each tapped creature they control.

    Fade to Mist 4U
    Sorcery (C)
    Tap any number of target untapped permanents. Those permanents don't untap during their controller's next untap phase.

    Dreams Ablaze 2R
    Sorcery (C)
    ~ deals damage to each player equal to the number of tapped creatures he or she controls.

    Nightmare Chains 1B
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature gets +3/-3 as long as it's tapped.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!

    Eavesdrop U
    Instant (C)
    Look at the top two cards of target player's library.
    Draw a card.

    Saragath Renegade 1R
    Creature - Human Rebel (C)
    First Strike
    2/1

    Evidence Hider 4B
    Creature - Human Rogue
    Deathtouch
    Whenever a creature damaged by ~ is put into the graveyard, exile that creature instead.
    2/2

    Untimely Demise 1B
    Enchantment - Plot
    At the beginning of your upkeep, if you control three or more creatures that share a color with ~, destroy target creature. It can't be regenerated.

    Interrogation 1UU
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature doesn't untap during its controller's untap step.
    When ~ enters the battlefield, look at enchanted creature's controller's hand.
    Posted in: Custom Card Contests and Games
  • posted a message on Pillar of Flame v Lotleth Troll
    If Lotleth Troll activates its regeneration ability and survives Pillar of Flame, it won't be exiled because it won't ever die at any point. Regeneration puts up a shield that prevents the Troll from dying, if it would die, with it becoming tapped and having the damage removed from it.
    Posted in: Magic Rulings Archives
  • posted a message on [450] Jay's Modern Cube (big update!)
    Big update for Return to Ravnica. I cut some artifacts and lands for Gold.

    Right now, the guilds from Return to Ravnica have more cards than the other guilds. This doesn't bother me too much, because I'll even things out when Gatecrash comes out. Selesnya and Rakdos each have another additional card, but it's mostly for testing purposes anyway and isn't too significant a bother/difference.



    + Entreat the Angels
    + Precinct Captain
    - Griffin Guide
    - Sunblast Angel

    + Jace, Architect of Thought
    + Syncopate (I really don't think three of these are necessary but I'm hurting for counters here!)
    + Temporal Mastery (My friends are more excited about this than I am, but I don't have any "extra turn" effects and thought this would be a fun one to try out. Plus it's foil.)
    - Draining Whelk
    - Persuasion
    - Thieving Magpie

    + Disciple of Bolas
    + Pack Rat
    + Ultimate Price
    - Fleshbag Marauder
    - Terror
    - Twisted Abomination (Probably the wrong cut. Maybe should have cut Drana instead?)

    + Ash Zealot
    + Gore-House Chainwalker
    + Mizzium Mortars
    + Vexing Devil (I'm in the "Vexing Devil is not that great" camp, but my friends who cube with me love the card, and it's a foil!)
    - Ashmouth Hound
    - Fireball (I really hate to cut an X spell...)
    - Goblin Arsonist
    - Stone Rain

    + Birthing Pod (Fun build-around card.)
    + Deadbridge Goliath
    - Noxious Revival
    - Yeva, Nature's Herald

    - Fellwar Stone
    - Masticore
    - Sigil of Distinction
    - Sword of Vengeance
    - Triskelion

    + Abrupt Decay
    + Detention Sphere
    + Dreadbore
    + Dryad Militant
    + Izzet Charm
    + Knight of the Reliquary
    + Lotleth Troll
    + Rakdos Cackler
    + Rakdos Shred-Freak
    + Supreme Verdict
    - Grand Arbiter Augustin IV
    - Putrid Leech
    - Terminate

    + Clifftop Retreat
    + Hinterland Harbor
    + Isolated Chapel
    + Izzet Boilerworks
    + Transguild Promenade (Though I do think Rupture Spire is underrated in Cube, I don't know if two are needed.)
    + Woodland Cemetery
    - Barren Moor
    - Cathedral of War
    - Exotic Orchard
    - Forgotten Cave
    - Gargoyle Castle
    - Lonely Sandbar
    - Secluded Steppe
    - Tranquil Thicket (These were fun a few times with Life from the Loam, and were much better than I thought! But the additions are far more interesting.)

    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    I hadn't been able to play Cube in a long time (or even browse this forum much :() due to life in general, but now I'm back with a big update!

    I'm expanding to 450 as I had intended to do for a while. Also, I managed to collect a lot of staples I had always been missing, like Bitterblossom, the Swords, and Wrath of God. Costly, but they'll never leave... and Cube is the only format that I really play besides regular Limited!


    I'm worried that my White is now slightly top-heavy, but it shouldn't make too big a difference.
    + Ajani, Caller of the Pride
    + Geist-Honored Monk
    + Gideon Jura
    + Goldmeadow Harrier
    + Griffin Guide (Basically a slot-filler, though it's really not terrible. Is Angelic Destiny better? I'm loathe to include another white four-drop. I don't know if either aura is worth it.)
    + Knight of Glory
    + Restoration Angel
    + Sunblast Angel
    + Wrath of God
    - Stonecloaker

    + Broken Ambitions (Is a new-bordered Power Sink too much to ask for? Clash is a little clunky but I'm a big enough fan of Condescend that I don't mind.)
    + Essence Scatter (I decided to give it and its brother Negate another try.)
    + Fettergeist
    + Frost Titan
    + Ovinize (I know it sucks and will table every time! It's one of my favorite cards of all time based on its concept alone, yet I've never even been able to cast it.)
    + Mind Control (It's not Treachery, and I already have Persuasion and Confiscate, but it's still a good card.)
    + Negate
    + Spined Thopter
    + Stormbound Geist
    + Welkin Tern (I'm going to try out some aggressive cards in Blue. It seems to give Blue another avenue to make up for its lack of good counterspells with the modern face.)
    - Calcite Snapper
    - Repulse (I realize this is going out and silly Ovinize is going in, but I seem to dislike Repulse more than most. Is it better than Boomerang, though? How do Unsummon/Vapor Snag compare for that matter? I feel like the bounce cards will be more powerful with the slightly more aggressive Blue.)

    + Bitterblossom
    + Disfigure
    + Knight of Infamy
    + Innocent Blood
    + Inquisition of Kozilek
    + Liliana of the Dark Realms (I happened to pull both her and Ajani from an intro pack! wow! I'm not sure how good she is but I'm willing to give her a try. I need a Liliana II though.)
    + Liliana's Specter
    + Reassembling Skeleton
    + Tragic Slip
    + Twisted Abomination
    - Necrogen Scudder
    - Undying Evil (I think this card is really cool and underrated, but something like Disfigure is more consistent.)

    + Ashmouth Hound (He can't be chump-blocked by x/1s and trades with three-toughness creatures. He's not so bad at all.)
    + Bonfire of the Damned
    + Chandra the Firebrand
    + Flames of the Firebrand (I like the art better than Arc Lightning, and my copy is foil.)
    + Forked Bolt (Trying this instead of having two Arc Lightnings for now.
    + Goblin Arsonist
    + Kargan Dragonlord
    + Lightning Mauler
    + Searing Spear
    + Stone Rain (Dull compared to Pillage and Molten Rain, but it's fun when you end up with all three and it becomes a legit part of your deck. Definitely cuttable though.)
    + Thundermaw Hellkite
    + Viashino Slaughtermaster (I was hoping for a red Youthful Knight for so long, but this guy is strictly better than that. Plus he's awesome with equipment and extra colors.)
    - Arc Lightning
    - Brimstone Volley (Probably better than Stone Rain, but I want to give the land destruction spell some time.)
    - Ghitu Encampment (I like the Encampment, but it's kind of awkward in aggro.)
    - Volcanic Hammer (I guess its time has finally come. I don't want to cut it but all my friends hate it and Searing Spear is strictly better.)

    + Arbor Elf (Keeping in mind the fact that I don't have a Noble Heirarch but do have Avacyn's Pilgrim... which is better? Arbor Elf or Elves of Deep Shadow?)
    + Briarhorn
    + Garruk, Primal Hunter
    + Jade Mage
    + Thragtusk
    + Naturalize
    + Noxious Revival
    + Primeval Titan (I'm thinking of replacing him with Soul of the Harvest, but he's cool with Wildfire and 5-color Green. Plus he thins your deck really quickly if he somehow doesn't end the game outright.)
    + Ulvenwald Tracker
    + Wall of Blossoms (Kinda sucks that this was the only notable reprint from the Planechase 2012 decks.)
    + Wolfir Silverheart (He's really impressed me so far.)
    + Yeva, Nature's Herald
    - Beast Within
    - Brutalizer Exarch
    - Obstinate Baloth
    - Wild Nacatl (moved to multicolor)

    + Coalition Relic
    + Everflowing Chalice
    + Mox Diamond
    + Powder Keg
    + Sigil of Distinction
    + Sword of Body and Mind
    + Sword of Feast and Famine
    + Sword of Fire and Ice
    + Sword of Light and Shadow
    + Sword of War and Peace
    + Triskelion (I am really attached to Trike and missed him when he was gone... but I think I might cut him again for Myr Battlesphere.)
    - Bottle Gnomes

    + Edric, Spymaster of Trest
    + Geist of Saint Traft
    + Lingering Souls
    + Maelstrom Pulse
    - Debtors' Knell
    - Life//Death
    - Voidslime (This card had actually been replaced with Edric a couple of updates ago back in February, but I didn't fix the original post.)
    - Wall of Denial (I love this card. I plan to expand Gold by one card for each guild for the next block, particularly if it has lots of good Hybrid. This may find its way back in, but I want to try out Geist due to his more aggressive nature.)

    + Nicol Bolas, Planeswalker (Happened to pull one in M13 and thought "why not?")
    + Wild Nacatl (moved from green)

    + Arid Mesa
    + Watery Grave
    - Boros Garrison
    - Sunken Ruins

    + Glacial Fortress
    + Drowned Catacomb
    + Rootbound Crag
    + Sulfurous Springs (This cycle, along with the Springs since Dragonskull Summit was already in, is really just filler to make it an even 450. I do love the M10 lands; I think they're really underrated... but now the ally colors are slightly supported over the enemies. I will probably add the Innistrad equivalents if I can get my hands on them.)
    + Sunpetal Grove

    + Vivid Crag
    + Vivid Creek
    + Vivid Grove
    + Vivid Marsh
    + Vivid Meadow

    + Barren Moor
    + Forgotten Cave
    + Lonely Sandbar
    + Secluded Steppe
    + Tranquil Thicket (These were added as some additional filler, but they've actually really impressed me. Cycling makes them interesting and they're cool with Life from the Loam.)

    + Cathedral of War
    + Exotic Orchard
    + Gargoyle Castle
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    New update, mostly Black.


    + Animate Dead
    + Bloodghast
    + Diabolic Servitude
    + Exhume
    - Innocent Blood
    - Makeshift Mannequin
    - Nezumi Graverobber
    - Plague Sliver

    + Avacyn's Pilgrim
    - Mold Shambler

    - Exotic Orchard

    + Burning-Tree Shaman (This is a card I felt like trying out.)
    + Stillmoon Cavalier
    + Undermine (Bolas's deck also provides a new-border Recoil for the first time. I'm giving the nod to Undermine for now, but I feel like I'll cut it for Recoil if it doesn't impress me.)
    - Agony Warp (This card ended up being much better than I expected it to be, but I think it's worse than Recoil and Undermine.
    - Gerrard's Verdict (Perhaps Debtors' Knell is a better cut?)
    - Giant Solifuge (A good card, but something needs to go to test Burning-Tree and I always feel like red decks and green decks have plenty of 4-drops to choose from already. )

    + Mimic Vat
    + Sensei's Divining Top (Finally got one of these!)
    - Phyrexian Processor (I really like this card and will try to find it a way back in, but like I said before... it always seems to be the 4 CMC slot that has a glut.)
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    This is my first update (and post) in a really long time.


    + Midnight Haunting
    - Scepter of Dominance

    + Mindshrieker
    + Dissipate
    + Snapcaster Mage
    - Essence Scatter
    - Negate
    - Spell Crumple (it's worse than both Hinder and Dissipate and a third such counter probably isn't needed for now.)

    + Bloodgift Demon
    + Diregraf Ghoul
    + Gravecrawler
    + Undying Evil (Seems like an interesting trick. Tragic Slip would probably be a better add, but I feel like I have too much removal in black.)
    + Vampire Interloper
    - Child of Night
    - Enslave
    - Onyx Mage
    - Pulse Tracker
    - Twisted Abomination

    + Brimstone Volley
    + Devil's Play
    + Faithless Looting
    + Hellrider
    + Torch Fiend
    - Banefire
    - Comet Storm (I really really like this card! It hurts to cut it. I also don't know if going from 4 X-burn spells to 3 is a good idea or a bad idea at this size.)
    - Forked Bolt
    - Goblin Wardriver
    - Magus of the Scroll

    + Ambush Viper
    + Bramblecrush
    + Kessig Cagebreakers
    + Strangleroot Geist
    - All Suns' Dawn (This is another pet card that's really hard to cut.)
    - Creeping Mold
    - Naturalize
    - Oracle of Mul Daya

    + Karplusan Forest (I'm not sure if this is necessarily any better, but a friend wanted my Gorge.)
    - Copperline Gorge

    I've been wanting to upgrade my Cube in some way, but I'm not sure what kinds of changes I should focus on the most. Does anyone have any suggestions? Thanks in advance.
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    Another update- I got some good stuff!


    + Stoneforge Mystic (to be honest I don't think she'll be any good without the Swords!)
    - Story Circle (This has always been a pet card of mine even though it's not as good as it looks on paper, so I will inevitably try to force it back in.)

    + Spell Crumple (I know, I know! Cancel! But its advantages over Cancel are -just- enough that I want to try it. I feel like I have so few unconditional counters that something like this is worth testing at the very least.)
    - Ray of Command (Probably better than Crumple and didn't get tested for very long... and has a unique effect. It was just the first thing that popped into my head to cut.)

    + Sewer Nemesis
    - Mind Shatter (This card is probably underrated, and I feel bad cutting it since it's my only "big" discard spell, but it hasn't been seeing play.)

    + Chandra's Phoenix
    - Hellkite Charger (I love this guy, but I felt like I had to cut some Red finisher and I didn't want to cut any of the others.)

    + Scavenging Ooze
    + Skinshifter
    - Basking Rootwalla
    - Master of the Wild Hunt (My cube is probably too small for him and he's the worst of my 4-drops in Green.)

    + Prophetic Bolt
    - Gelectrode

    + Mindslaver (I just wanted to give this a trial run.)
    - Gargoyle Castle

    Quote from dancingclown »
    Wow nice blue haul =). I didn't see any cuts that really stood out as surprising to me - but I did want to ask you how your experience with Frost Titan was. Looking at your blue list though, I think with what you have + Jace3 gives you plenty of finishers, so he probably won't be missed. I'm assuming he was the worst of all those you listed (Whelk included)?


    I think Frost Titan is about on par with Draining Whelk; he's only slightly worse. Whelk is also more important to a Modern Cube than he would be to a regular one because there are so few unconditional counters worth running. Speaking of which...

    I might recommend Broken Ambitions to you if you like Condescend. It's been one of my favorite counters that modern cubes sort of have to put up with. On that note, how are things like Essence Scatter/Remove Soul and Negate for you? I've tried other counters like Hinder and Dismal Failure, and have largely been unimpressed and am looking for replacements (although I may be willing to give them a little more time). Thought about Daze and Deprive..
    I too have been excited to try Broken Ambitions as Condescend has been pretty awesome. As soon as I pick a copy up I'll definitely put it in.

    Essence Scatter and Remove Soul are not really that bad, honestly. I wouldn't play either of them in a regular Cube of my size, but I think they're both worth it in new-face Cubes. (I already feel like cutting Remove Soul was a mistake and I'll bring it back soon.) A lot of creatures have comes-into-play effects and being able to counter them without double-blue is helpful.

    Negate is similarly (albeit slightly less) useful, being able to counter things like Planeswalkers, removal, and Signets.

    The problem with these cards is that occasionally you're faced with the opposite threat (like an opponent's finisher when you have Negate in hand) and it feels embarrassing when you have two Islands untapped but are unable to actually counter anything.

    It's not that the cards are ever completely useless, because every deck has creatures and noncreatures. Sometimes your opponent has only a few creatures (like if they drafted the most controlly deck at the table) or a few noncreatures (a Green/White aggro deck with two equipments, an Anthem, and an Oblivion Ring) but it's annoying when you're faced with that situation as it makes it behave like a weird Pithing Needle or something. I admit to not including them in my maindeck too often.

    I include them because I feel like Blue, at least in a Modern Cube, needs a "critical mass" of counterspells the same way Red needs "extra" burn like Volcanic Hammer and aggro creatures like Jackal Pup. In regular Cubes, Blue is clearly the best color. In Modern Cubes, all of the colors are more or less balanced, so cards like Essence Scatter are not awful, but they feel underwhelming compared to what we know Blue is really capable of.

    I think Hinder is fine because of its flexibility to be either Dissipate or Memory Lapse. I've never been unimpressed with it and I would definitely play it in a regular Cube.

    Deprive and Daze are fine given our small number of options. I already kind of miss them.

    Dismal Failure is a card I used to run but cut. I don't think it's that bad either, because its discard seems to be relevant at just about the time you would play Dismal Failure to counter something. But what we obviously want is Dismiss.

    A couple of other weird cards I used to run that I'd like to mention are Rewind and Convolute. Rewind seems better than it really is with so many instants in Cube, and can lead to cool plays (like being able to protect your attacking creature from Removal and then play another creature later; being able to counter something -and- Gifts, but sometimes it's just an overcosted Cancel.

    Convolute is much better than it looks (instead of "terrible" it's "kind of ok"). It's not awesome by any means, but it impressed me when I ran it. It's nowhere near as good as Mana Leak obviously, but the additional 1 over Mana Leak makes it often play like a splashable Cancel because paying 4 is tougher than paying 3 than it may seem to be (sort of like how the math of land drops makes higher drops exponentially harder to play, like how you can't reliably expect to cast a 7-drop on turn 7).

    I brought this up the last time counters in Modern Cubes were discussed- What we really need is a Premium Deck Series of mono-blue control. The fact that powerful counterspells are disliked by Wizards doesn't bode well for them being included in actual sets, but I think with something like this we have a shot. Getting Dismiss, Memory Lapse, Arcane Denial (and fingers-crossed for Force of Will or Mana Drain) would be awesome!

    I didn't see much in your red section that I would like to cut - if you wanted to try out anything perhaps you could lose a fatty like one of the Hellkites (Bogardan or Charger)? That or perhaps Volcanic Hammer or Smash to Smithereens, but the only card you listed that I've been meaning to try is Cunning Sparkmage. He looks fun. Arsonist seems fine if you just need another one drop, but I wouldn't play him because he's awesome (although he's pretty cute).
    As you can see, I ended up cutting the Charger (though for now I'm trying the Phoenix in its slot). I had good experiences with Arsonist and Sparkmage in the past, so I will try them again!
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    I got some good stuff for Blue, but I'm unsure if I'm making the right cuts.

    I also am unsure about several Red cards. Should I cut anything from my Red section for Urza's Rage, Goblin Assault, Goblin Arsonist, or Cunning Sparkmage? All of them have been in my Cube at least once and I've been thinking about trying them again.
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    Quote from dancingclown
    I would probably cut Goblin Wardriver and Magus of the Scroll. I feel like Magus is a little more expendable now that we picked up Grim Lavamancer in M12 (yay), and I'm not crazy about Wardriver.

    I can't speak to Barbarian Ring because I've never cubed with it, but I also value Stone Rain possibly more than most - I've been trying to fit it in my list for a while now, and would include it over Wardriver if I had the extra slot. LD is fun =).


    As you can see below, I've decided to keep Wardriver and Magus in. I too have been unimpressed with Magus, but I didn't get to give him much of a shot last time so I'll give him more time.

    As for Wardriver, after playing with it a bit since re-adding it, it's impressed me. It has squeezed 3-4 extra damage in the games that I've played it and that seems worth it to me. I'm not sure if he has a permanent slot or anything but he seems better than I first thought.

    Small update.


    + Chaos Warp
    + Stormblood Berserker
    - Barbarian Ring (I know this is probably an unpopular cut, but I only got a Shock out of it once or twice. I'll give it another try when I expand though.)
    - Stone Rain (I love this card, and I'm thinking I might even like it better than Molten Rain, but again... it'll come back when I expand the Cube a little.)

    + Scalding Tarn
    - Izzet Boilerworks

    + Arid Mesa
    - Boros Garrison

    + Lodestone Golem
    - Nim Deathmantle (Didn't really see play, but I'm more interested in playing Golem anyway.)
    Posted in: Cube Lists
  • To post a comment, please or register a new account.