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  • posted a message on Two Questions
    1) Do you mean that the Phyrexian Crusader is double-blocked by the 2/2 and 2/3? If this is the scenario, and you put the 2/2 blocker first...

    - First strike damage happens, and the Crusader kills the 2/2
    - The 2/3 kills the Crusader during the normal damage step

    2) No, because the creature is sacrificed as part of the cost of the Birthing Pod's ability.
    Posted in: Magic Rulings Archives
  • posted a message on [COMM] and Cube
    Quote from BennyDJazz
    True. I should clarify; I don't run foils. So, Sol Ring is an obvious windfall as well. There are a number of others that will be in non-foil, modern-faces for the first time, but I think Sol Ting and Mother of Runes are the only ones that will make the cut.


    Prophetic Bolt, too. Unfortunately I don't think there are any others at all. I was really hoping for Upheaval or at least, I dunno... Future Sight at least!
    Posted in: The Cube Forum
  • posted a message on [450] Jay's Modern Cube (big update!)
    Quote from quitequieter
    also it kills you.


    Hehe, last night that never even crossed my mind, and for some reason this (and wtwlf's follow-up post) cracked me up.

    I expanded the Cube by 5 cards but I made enough difficult cuts that I don't feel as guilty about it! :p

    Here's my rough draft of the changes:


    + Mirran Crusader
    + Phyrexian Rebirth
    - Pacifism - I feel weird cutting this.

    + Riftwing Cloudskate
    + Shelldock Isle
    - Body Double

    + Black Sun's Zenith
    + Consuming Vapors
    + Despise - Again, I would be less excited about this if I had Thoughtseize and/or Inquisition of Kozilek.
    + Go for the Throat
    - Arrogant Bloodlord - The more I look at this, the more I feel it really isn't that bad at all. But I have too many 1BB cards.
    - Infest - I rarely seem to play this, and I like the Black sweepers I have better.
    - Sign in Blood - Enslave may be a better cut, but I haven't seen it in action yet.

    + Hell's Thunder
    + Magus of the Scroll - He was in a long time ago but I cut him. I feel like I need to give Red a low-drop to make up for the loss of Wardriver.
    + Moltensteel Dragon
    + Sudden Shock
    + Urabrask the Hidden
    - Flame Javelin - I seem to like this card less than most, but I will re-test it someday. Maybe I just underestimate how often I can cast it for RRR.
    - Goblin Wardriver - It hurts me a bit to cut a 2-drop from Red when I feel like it needs them most, but I think the changes overall will help and Wardriver has unfortunately always underwhelmed me.
    - Hammer of Bogardan - I think I'll miss this more than Flame Javelin even though it's probably worse. Nobody ever seems to have enough time to cast it multiple times.
    - Keldon Champion - This is the hardest card for me to cut in this whole spoiler, and I'm not sure this is the right one. I just felt like the 4-slot was getting clogged up.

    I couldn't find a slot for Red Sun's Zenith and/or Goblin Assault. Are those better adds than any of the above?

    + Beast Within - I have never seen this in action but it seems really powerful.
    + Brutalizer Exarch - Perhaps the right cut for this is Mold Shambler but I'd kinda like to have both at least for a little while.
    + Obstinate Baloth
    + Oracle of Mul Daya - I had this in a long time ago and was underwhelmed, but I picked up a foil and thought I'd test again. :p
    - Kodama of the North Tree - Love the card, but it never seems to work out exactly as I hope.
    - Noxious Revival - It seems like this isn't bad at all, and I feel like I didn't test it long enough. But I'm perhaps too attached to cards that may've been better cuts like All Suns' Dawn and Harmonize.
    - Ravenous Baloth - I felt like the 4-drop slot was getting clogged in Green too. The Baloth-for-Baloth trade is questionable I think. Is Obstinate even necessarily better than Ravenous with my lower-than-normal discard suite? Maybe Master of the Wild Hunt should go but he hasn't been in the pool lately and I like him more than most people seem to.

    + Bonehoard
    + Molten-Tail Masticore
    + Phyrexian Processor
    + Phyrexian Revoker
    - Everflowing Chalice
    - Juggernaut - Yet again, the 4-drop slot felt too contested. I'm not sure whether he was the correct cut or if Lodestone Golem would have been better.
    - Sundering Titan - I like the other big artifact creatures better even though I probably am undervaluing the Titan.
    - Triskelion - I think Triskelion is really really cool, and originally I was going to cut Myr Battlesphere instead but that seemed wrong. I will miss him a lot but I think he's the correct cut for now.
    Posted in: Cube Lists
  • posted a message on [450] Jay's Modern Cube (big update!)
    I traded a ton today, and I think I can make quite an improvement to the Cube. I'm not sure whether it's better to expand the Cube slightly (maybe by 10-15 cards) or try to keep it as-is.

    I'm looking on advice for what to cut for these cards (if anything):

    Leonin Relic-Warder - I don't think he's addable quite yet.
    Mirran Crusader
    Phyrexian Rebirth - If anything, Story Circle is probably the cut, but I'm slightly attached.

    Blue Sun's Zenith - Doesn't seem quite good enough. I already cut Mind Spring and I'm not sure how this compares.
    Jin-Gitaxias, Core Augur - Costs too much, I think.
    Shelldock Isle

    Black Sun's Zenith
    Consuming Vapors
    Despise - I lack Inquisition of Kozilek and Thoughtseize so this may help hold the fort until I get one.
    Go for the Throat
    Life/Death - The modern card face lacks reanimator cards and I almost feel this is re-addable as a Black card. It may be better than Glissa, though, in retrospect, so maybe she should get cut?

    Cerebral Eruption - I don't think this is good enough.
    Goblin Assault - This was cut a while ago, but I think I should re-add it.
    Hell's Thunder
    Invader Parasite
    Moltensteel Dragon
    Red Sun's Zenith - I like Comet Storm better than this.
    Sudden Shock
    Urabrask the Hidden

    Beast Within
    Brutalizer Exarch
    Mutagenic Growth
    Obstinate Baloth
    Oracle of Mul Daya

    Bonehoard
    Darksteel Axe - I really don't think this is good enough, but a friend suggested it.
    Molten-Tail Masticore
    Phyrexian Processor
    Phyrexian Revoker

    Thank you in advance for any help!
    Posted in: Cube Lists
  • posted a message on [COMM] and Cube
    The URG decklist has been revealed. It has new-frame Ray of Command and Prophetic Bolt, so I'm pretty excited! Hopefully I can at least get singles of those for cheap.
    Posted in: The Cube Forum
  • posted a message on [450] Jay's Modern Cube (big update!)
    A small update, my first in months!

    I've been able to draft my Cube in person a handful of times relatively lately, something I hadn't really had a chance to do since its very early days (I had done a lot of Winstons on MWS/Cockatrice with friends, though).

    I didn't get a lot of stuff from the NPH release; I opened the worst Sealed Pool I have ever had. Hopefully I'll be able to draft soon or something.


    + Blade Splicer
    + Elspeth Tirel
    + Porcelain Legionnaire
    - Eight-and-a-Half-Tails
    - Akroma's Vengeance
    - Galepowder Mage (I am not sure if these White cuts are correct or not, but my friends and I tend to cut these three from our final 40 often. In the case of Vengeance it's probably particularly wrong to do so.)

    + Spined Thopter
    + Phyrexian Metamorph (Has already done a lot of neat things.)
    - Clone
    - Deprive

    + Dismember
    - Last Gasp

    + Life from the Loam
    + Noxious Revival
    - Beastbreaker of Bala Ged
    - Mitotic Slime

    + Lotus Bloom
    - Dread Statuary

    + Verdant Catacombs (First fetchland added to the Cube.)
    - Golgari Rot Farm (I assume this is a better cut than Llanowar Wastes?)
    Posted in: Cube Lists
  • posted a message on Custom "Core" Cube (151/360)
    I know I'm going to sound like a broken record here, but I'm sorry again for letting this fall a bit and disappointing people. I don't want this topic to die, and I feel really guilty about the idea of it happening; I've had a lot of personal/family worries, school worries, etc. lately (right after I thought they were over!) and I didn't have the time to devote to it in the midst of all that. While I'm going to be gone for Memorial Day Weekend, I feel that after that, finally, I will be able to help push this through to the end. I haven't been posting, but I've been pondering about it a lot.

    Thanks for the continued interest and desire to finish this. This is indeed my "baby" to some extent and I would really like to remain the Project Manager for it, but it was almost immediately after the project's inception that I thought of it more in terms of "our" project than mine, which is why I've felt really guilty about my extended absences. It would definitely not be where it was with just me working on it. I feel like I have the underlying vision in mind pretty well (and hopefully getting better at articulating it! :p), but I think many of you guys are better designers than me, hehe.

    The best way to reach me, by far, is on Messengers - I get really chatty on those, and the times I talked with people in the past online (some who have posted here, some who haven't) about the project are the times I feel like I've gotten the best criticism and that we've gotten the most accomplished. I am available on YIM, AIM, Google Talk, and MSN. Please PM me and I'll give you any of those that you want- I'm usually always available on them. On top of that, it will really push me to get things done. Smile :p

    I'll be around tomorrow for a while, but I won't be around much after that until Sunday. But at that point, I will have a few ideas brewed up about how to really get this rolling again.
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    I'm sorry I haven't been around - I've had yet another unexpectedly busy month. Thanks, everyone, for keeping this going while I was gone! Tomorrow, though, I've got the whole day free.

    So I'm going to do my best to devote tomorrow (and hopefully bits of the weekend) to working on this project and trying to get the OP organized and caught up.

    I have a lot to say about a lot of individual things that people have suggested/explained, but I don't want to quote every single card and every single opinion in one big textwall of a post, hehe. I'll get to them all as soon as possible.

    I've been talking to reaper a bit about this project on Google Talk, and our conversations have really helped me out. I am available on AIM, YIM, MSN, and Google Talk. If anyone would like to add me on any of these to discuss this project (or anything at all for that matter!), please send me a PM on MTGS. I like chatting about Magic, and it would help me out a lot in moving things forward and knowing what to focus on at a given time.

    I have an outline for White that differs a bit from Pringlesman's. It's slightly out of date in terms of the most recent suggestions for White creatures, but I wanted to know what you guys thought about it. We can tweak it tomorrow.


    W01: W Energetic Swordmaster
    W02: W Guardian of the Realm
    W03: W War Squad (Elite Tactician)
    W04: W Elite Vanguard / Savannah Lions ?
    W05: W
    W06: W
    W07: W

    I feel we should really push aggro; ideally I would like it if, in an 8-person draft, the breakdown was able to be something like 3 aggro / 2 midrange / 3 control.

    W08: 1W Kor Falconer
    W09: 1W
    W10: 1W
    W11: 1W
    W12: 1W
    W13: WW Pro-Bear (probably would make a good Monk)
    W14: WW
    W15: WW

    W16: 2W Enlightened Sorceress
    W17: 2W Warder Wall (as has come up a few times, it should indeed probably cost 2W)
    W18: 1WW Golden Pegasus
    W19: 1WW

    W20: 3W
    W21: 2WW
    W22: 2WW

    W23: 3WW Icy Army
    W24: 3WW

    W25: 4WW
    W26: 4WW

    W27: 4WWW

    ---

    W28: W Exile + Draw
    W29: W Exile + Heal
    W30: 1W Journey to Nowhere
    W31: 2W Oblivion Ring (I definitely don't want both of these, but having one is good filler for now. We might not need either.)

    W32: 1W Disenchant
    W33: 2W Disenchant variant

    W34: 1WWW Banish (I like this more than most, but I don't know if it will make it in the long run.)

    W35: 2WW Wrath of God or Day of Judgment
    W36: 2WW Wrath 2
    W37: 3WW or 4WW Wrath 3
    W38: 4WW or 3WWW Wrath 4

    W39: 1W or 1WW Anthem 1
    W40: WW or 1WW Anthem 2

    W41: 3W Armageddon
    W42: 2W or 1WW Enchantment that "sets rules" or protects in some way; a Ghostly Prison or Story Circle-ish slot. Maybe Pringlesman's take on Ruinous Hymn would work here.
    W43: 2W Essence Meld (I love the idea of this card, but I'm getting a bit skeptical that it will work in practice. First of all, enchantments are a lot less populous than artifacts even if we include a lot. Secondly there are fewer archetypes of enchantments you'd "want to sacrifice" on general principle than artifacts. Thirdly, I don't know if there's room to support the whole package. But if we can make it work, I think it would be cool to have such an archetype.)
    W44: W Enchantment - Aura. Enchant creature. "You may cast - from your graveyard. Enchanted creature gets +1/+2 and has flying."
    W45: 1W White Memory Lapse
    W46:
    W47:
    W48:

    I'd like to spend a bit of time discussing different ways we could approach block mechanics. This is a bit of a textwall, but hopefully it will explain my philosophy better.

    My vision behind including few block mechanics has nothing to do with making the Cube "simple to play" or easy for new players, and I never stated (nor intended to imply) that this was a goal. When I refer to liking the "simplicity" of having few block mechanics, I mean it purely in the context of elegance and aesthetics; not in the context of "dumbing things down." I think people are misunderstanding the concept because I used the word "Core." Core sets have a reputation as being "dumb", and for many years they were. But those aren't the aspects of Core Sets that I like (or intend to emulate). Think of this as a supercharged, more complex M10 that is designed specifically to be a Cube. Ideally the cards should be powerful and flexible but have M10ish "resonance."

    Also, one thing I wanted to point out is that just because a card doesn't have block mechanics doesn't automatically make it simplistic. In fact, we have so many ETB creatures that I foresee boardstates being far from simple. :p

    But anyway... Block mechanics are by no means off-limits. In fact, I think we should include Block mechanics! I just feel that if we do include them, we should structure them in some way. What I'm trying to avoid here is one-off mechanics. When I'm sorting through cards to decide whether they belong in my real Cube, I don't have any problem with how many/few of a block mechanic I have. But this isn't just a Cube; in another sense it's a set.

    For example, if Scars of Mirrodin had contained one random card with Landfall, it wouldn't have made sense within the set. (To a lesser extent, if the Boros had a random card with Dredge, it would have felt weird). While our Cube doesn't have a unified idea like Mirrodin's artifact theme or Zendikar's land theme, I believe it should still feel like it has some sort of elegance. It's not a matter of power or complexity; it's a matter of aesthetics and "feeling real." I think our Cube should have mechanics, but they should be somehow loosely structured as though this was a set (albeit a really special one).

    I think these are the two best strategies to approach block mechanics:
    - Pick 4-5 really good mechanics (things like Kicker, Evoke, Scry, etc.) and use those mechanics wherever they feel "right."
    OR
    - Pick about 10 mechanics, assigning each one to a specific color pair (like Ravnica did). For example, Kicker could appear on ~2 Red cards and ~2 Green cards, while Scry would be exclusive to, say, Blue and White. This way the mechanics will feel Cubelike and setlike. It would also define certain mechanics as a certain color within the Cube. (Alternately we could use Shards/Wedges.)

    If we go this route, we should simply pick the best block mechanics we can and make sure we use them multiple times in a logical pattern. A mechanic should be able to support about 4-5 cards to be "eligible", and we shouldn't use too many (the Cube is small, remember). Don't worry about whether a mechanic is "evergreen" in real Magic. That's not what I meant by "Core," and that on its own shouldn't be grounds for exclusion.

    Anyway, I'm not sure if one those is technically the -best- way to handle it (let me know what you think!), but whatever we decide to do it should be different than just "include whatever cards with whatever mechanics."
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    I'm really sorry I haven't posted as much lately - For the past month or so I've had a whole bunch of things, some good (concerts!) and some stressful... accumulate and sort of snowball. Frown

    I've been planning (and in a lot of cases, already have Notepad'd) replies to everything that's been discussed and within the next few days I'll have a lot more free time once again to help with this project. My responses might be a bit out of order pagewise but I'll try to spread them out so it won't be a complete textwall.

    Thank you so much, everyone, for the continued interest in this Cube- We can do this! :p
    Posted in: The Cube Forum
  • posted a message on [Offtopic] Community Thread
    Quote from TakeABow
    After I find new friends that hopefully play magic.


    I live in Raleigh, and I'd love to play Magic with you sometime!
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    The OP was edited with the changes I suggested recently, bringing the total to 151 cards at the moment.

    I've been taking notes on cards for a while and I wanted to share my thoughts. I was going to wait until I commented on everything, but I need to work on making my posts in smaller chunks, hehe! It keeps things moving better. The designs from the last few pages have been mostly fantastic- you guys are really good at this!

    I'll try to gather some more designs that I've been thinking about for this project.

    This post doesn't have a comment on every single card posted since my last post, but I wanted to go ahead and get a handful of comments out there. I'll get to some of the stuff I haven't commented on much (like Page 14 and on, as well as some Page 12-13 stuff) tonight.


    Piercing Light (netn9)
    W
    Instant
    Piercing Light deals 3 damage to target attacking or blocking creature.

    I really like this and it's exactly the kind of card we're looking for for this kind of set; my only concern is that we already have two White removal spells at 1 cmc -plus- Depart.

    Angel of Many Blessings (netn9)
    4WW
    Creature - Angel
    Whenever Angel of Many Blessings enters the battlefield, each player gain 3 life, draw three cards, and put three 1/1 white spirit creature tokens with flying into the battlefield.
    5/5

    I adore the idea of this card, but I'm not sure if this is the best execution. It would be more interesting if the cost of the Angel was lower to break the symmetry, or if its bonuses/cost were adjusted and made one-sided (that would also be a fitting mechanic for a Djinn or Sphinx in blue).

    Icy Army (xfollowthereaperx)
    3WW
    Creature
    When ~ enters the battlefield put three 1/1 white Solider tokens.
    Sacrifice a solider: Tap target permanent.
    3/4

    This card is really flexible and cool. I think we should probably include this or some variation of it if it doesn't work out for whatever reason.

    Thoughtcharm (xfollowthereaperx)
    4UU
    Instant
    You may sacrifice two Islands rather than pay ~'s mana cost.
    Draw three cards.

    I love this and I think it should be included. I'm not sure where the power level is, but I like how it references the cost and sacrifice of Fireblast. The only thing I don't like is the name; "charms" in Magic have always been modal spells.

    Mirrored Sphinx (netn9)
    4UU
    Creature - Sphinx
    As ~ comes into play put a 4/4 blue illusion creature token with flying and whenever this would be target of a spell or ability, sacrifice it.
    ~ has shroud as long as you control an illusion token.
    4/4

    Very cool idea for a finisher, but it itself should have shroud (which you probably just forgot)

    The Evil Within (netn9)
    1B
    Enchantment - Aura
    Enchant creature
    When enchanted creature is put into a graveyard, put a 4/3 black Horror creature token onto the battlefield.
    "Each soul has an evil essence in it, waiting to burst out from the body and wreck destruction. We just help it to escape." - Thar'mandel, Ruhr Illith Soulmage

    This is a neat card- I like that it's an Aura. Those are kind of hard to make. The token should -maybe- be stronger but I don't know.

    Mass Unearth (Lanxal)
    3BB
    Sorcery
    Return all creature cards from target graveyard onto the battlefield under your control. They gain haste. Exile them at the beginning of your next end step.

    Pretty awesome design, but probably too good at this cost. Other possible costs that feel more right are 3BR, 4BB, and maybe 2BBB.

    Bloodspawn (netn9)
    2BB
    Creature - Horror
    Trample, haste
    At the beginning of your upkeep, if Bloodspawn is in your graveyard you may sacrifice a creature. If you do, return Bloodspawn from your graveyard into the battlefield.
    4/3

    Awesome - this should go in soon.

    Choking Filth (Lanxal)
    B
    Sorcery
    Target creature gets -X/-X, where X is the number of Swamps you control.

    I'm not sure if this should cost 1 or 2. I like how this is a card that encourages playing Black but isn't unplayable outside of Mono-Black (like, say, Corrupt).

    Elder Nighthawk (aguids)
    3BB
    Creature - Vampire
    Flying, Deathtouch, Lifelink
    4/4

    I love this. Very cool.


    Till the Graves (Lanxal)
    1BB
    Sorcery
    Return target creature from your graveyard to your hand. Destroy target nonblack creature.
    An undone death begets another to take its place.

    With "choose one or both" this is pretty great. I like it.

    Vicious Edict (Lanxal)
    B
    Instant
    Target player sacrifices a creature. Lose 2 life.

    This is also cool removal. I like how it "matches" Depart. I kinda think they both should be Sorceries...

    Razorclaw Hellkite (Lanxal)
    4RR
    Creature - Dragon
    Flying, haste, double strike
    3/3

    I disagree with reaper on this one; I actually like this a lot. I don't know if it will make it in the long run, but I think it's a great placeholder so I want to include it at least for now.

    Sharding Bolt (Lanxal)
    R
    Instant
    Choose one: ~ deals 2 damage to target creature; or ~ deals 2 damage to target player.
    Entwine r

    We haven't discussed Entwine as a mechanic for this Cube, but it's got a lot of variety with what we could do with it and this would be a great card to include if we did. I don't know if we will though.

    Efreet of Abu Salim (netn9)
    5RR
    Creature - Efreet
    At the begining of your end step, flip a coin. If you win the flip, take an extra turn after this one.
    6/6

    I like this idea more than most probably do. :p I'm not sure if this is the best execution of this concept or not, though; it feels to me like it should have some sort of drawback if you lose the flip, but certain drawbacks are irritating enough that it would make this a last pick. But I'd be excited if the Cube had some sort of wacky Efreet.

    chaotic thoughtstream (quitequieter)
    1R
    enchantment
    sacrifice ~: counter target instant spell you control. search your library for an instant card and cast that card without paying its mana cost.

    Very neat. This would be a fun build-around card or versatile trick in general.

    Reduce to Ashes (Lanxal)
    R
    Sorcery
    Kicker xR
    ~ deals 2 damage to target creature or player. If ~ was kicked, instead ~ deals X damage to target creature or player.

    If we include Kicker (and we likely will), this is exactly the kind of card that would work well with it. I love it.

    Sparkshower (Lanxal)
    1R
    Enchantment
    Whenever a card is put into your graveyard from anywhere, ~ deals 1 damage to target creature or player.

    I'm not sure how powerful this is either, but I like it. I also like that it's a low-cost enchantment, which in theory would play well with the Enchantment Tinker and stuff.

    Gnarlwood Seer
    1GG
    Creature - Treefolk Shaman
    When ~ enters the battlefield, destroy target artifact.
    g, Sacrifice ~: Destroy target artifact.
    2/3

    I agree with reaper that the sac ability is too inexpensive, but I think it'd be fine at 1GG or something to mirror its cost.

    No (f)arts or regens (xfollowthereaperx)
    2G
    Creature - Elf
    When ~ enters the battlefield target permanent cannot be regenerated this turn, if it is an artifact destroy it.
    2/1

    Why not just "you may destroy target artifact"?

    Core Dweller (Lanxal)
    3
    Artifact Creature - Construct
    When ~ enters or leaves the battlefield, draw a card.
    3/1

    Probably too good and it overlaps with the other card-draw creature, but perhaps a compromise between the two is in order. I do think an enters-or-leaves trigger is cool.

    Aggrofact (xfollowthereaperx)
    1
    Artifact Creature - Myr
    At the beginning of your upkeep if there are more than two +1/+1 counters on ~ sacrifice it, otherwise put a +1/+1 counter on ~.
    1/1

    Absolutely love it. It should go in.

    Easily Destroyed #2 (aguids)
    1
    Artifact Enchantment Creature
    2/2

    I like this better than the land, but the drawback seems a bit too unflavorful. I think Enchantment creatures would be interesting in this Cube, since with the absence of planeswalkers Enchantments are more populous and it enables a fun new draft archetype with cards like the Enchantment Tinker. I'm not sure how Enchantment creatures would feel; I suppose they'd just be creatures with global abilities of some sort. I'm not sure if it's worth it or not.

    Darksteel Hulk (netn9)
    8
    Artifact Creature - Beast
    Darksteel Hulk is indestractable.
    Whenever Darksteel Hulk attacks, it deals damage equl its power to any number of creatures defending player controls.
    6/6

    This is great- if I was an "artifact deck" guy in a particular draft and saw this, I wouldn't only feel obligated to pick it but would -enjoy- picking it.

    Easily Destroyed (aguids)
    Artifact Enchantment Land
    t: Add C or D to your mana pool.

    I'm not sure if I like the idea of making something an artifact and enchantment -as- a drawback or not. It is very clever, though.

    Grove of Rendwood 1 (Lanxal)
    Land - Forest
    (: Add to your mana pool.)
    ~ enters the battlefield tapped.
    2gg, T, Sacrifice ~: Destroy target artifact or enchantment.

    I like this better than the painland one. This is a cool idea.

    I will try to work on curves for some of the more populated color sections so we can fit everything in smoothly.

    One question is this: Would it make more sense to you if Red's guideline was 24/24 and Black's was 21/27, or do you like it better the way it is? Again, the guideline is just that- a guideline, but it seems like Red is running out of creature space fast and the 24 seems more natural to me.
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    Sorry I've been a bit slow today- I've had a busy week. I'm going to see Yes tonight, hehe, but once I get back I'll have a lot more time free and we'll put lots of this stuff in the Cube!
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    Quote from xfollowthereaperx »
    Spitemare Mono - 1r
    Creature - Elemental
    Whenever ~ is dealt damage, it deals that much damage to target creature or player
    2/1

    Alternatively a 2/2 for RR.


    I've always loved Spitemare, and he'd probably see more play in Cubes if RW wasn't so deep already.

    I like either version of this, but it could also be a possible hybrid card (which RW still needs).

    Quote from Altaurus321 »
    Goblin Wardancer 1r
    Creature - Goblin Warrior
    Haste
    When ~ enters the battlefield, if only r was spent to cast ~, put a +1/+1 counter on it.
    2/1

    or alternatively:

    Goblin Wardancer 2r
    Creature - Goblin Knight
    First strike
    When ~ enters the battlefield, if only r was spent to cast ~, put a +1/+1 counter on it and it gains haste.
    2/1


    I think I like version 1 better, but these are both neat. We should include one of them.

    Quote from netn9 »

    3) U/B:

    Improved Mentality 3(U/B)(U/B)(U/B)
    Enchantment
    If you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
    If you would discard a card, draw a card.


    I like the idea of this.


    4) Red "Ball Lightning":

    Hypercharger Minosith 2RR
    Creature - Elemental Minotaur
    Trample, haste
    Hypercharger Minosith can’t be blocked except by two or more creatures.
    7/1
    This is my favorite of your posted cards so far and Red aggro needs a "curve-topper" like this. I disagree with the people saying it should get +1 power; if anything it's slightly too strong. Compare to Keldon Champion, for example. But I think it's probably includeable with some minor tweaking (or possibly as-is).


    5) Blue Utility:

    Tag Mimic 2UU
    Creature - Shapeshifter
    : Switch Tag Mimic's power and toughness until end of turn.
    : Each creature other than Tag Mimic becomes a copy of it until end of turn.
    1/3
    This overlaps a bit with the Ocean Elemental (which I like better than this), so there's probably not room for it, but I enjoy the design.

    Quote from Pringlesman »
    We also need to examine our mana curve to see where we have too much or too little.
    We need to get an art director to start collecting images and rendering cards. (I'm sure the proxy thread will help out with this).

    I'm so excited for this project. I can't wait to print this thing out and get people to cube with it.

    Quote from xfollowthereaperx »

    We can start looking at the curve now but the art can wait. The names of the cards are tentive until we get art for them because we are not artists, we are card creators.

    Of course it is not too early to tag cards with art, if you wish to, go ahead.


    One thing I voiced from the beginning with art is to use art of Magic cards that don't see play in Cube ever (things like Starlit Angel). I don't know how popular this idea is but I personally love it. But either way, I think we should just wait until later to worry about art at all.

    Quote from Doesnotapply »

    Thought about this cube today, and I figure that a Kird Ape cycle could be cool in a core environment.

    1
    If you control a [allied color land], ¬ gets +1/+2
    1/1

    Quote from Pringlesman »
    I would prefer almost if it was enemy colored lands, they cost 1C, and had a small ability.
    I love Kird Ape and friends as much as the next guy, but if we put them in I'd probably count them as gold cards, and I don't know if we really have a lot of space for that. Also, it makes sense for some colors more than others so a cycle seems like it's stretching it a bit.

    Quote from xfollowthereaperx »

    Black Removal 1cmc - B
    Instant
    Target creature gets +2/-2 or -2/+2 until end of turn.

    This is cool, but increasing toughness doesn't really feel very Black to me. +2/-2 being the only option feels more realistic.

    Red 1cmc - R
    Instant
    ~ deals 2 damage to target creature or player.
    You may sacrifice two mountains as you cast this spell, if you do ~ deals 4 damage to target creature or player instead.

    I like this idea, but it seems really really powerful. It's like a much more flexible Fireblast with the caveat that you have to have one Mountain untapped, which is not that big a deal.

    Super First Striker - WW (Similar to the card suggested by the creator of Dominion a long time ago. Answer to Death Knight)
    Creature - Human Knight
    First Strike
    Creatures blocking or being blocked by ~ lose first strike until end of turn.
    W: ~ gets +1/+0 until end of turn. Activate this ability only once each turn.
    2/2

    This is pretty cool.

    Would like to see:

    * Red creatures with "Whenever a player casts a spell, ~ deals 2 damage to that player." This is neat.
    * Red pingers How many do you think is a good number? 2?
    * Red creatures with "Whenever a player casts a white spell, deal 1 damage to target creature or player." Sort of like a reverse Kor Firewalker? Interesting but I'm not sure.
    * Blue fatty with "XUU: Tap X permanents" or similar. Could be white. I think most multi-tapping things with X in their cost are Blue. This is a cool idea though.
    * Upheaval in white: "Exile all permanents" or "Exile all nonland permanents", should be really powerful. Possibly a card that says "Destroy all Permanents" though not sure what color would have/want that. "Destroy all Permanents" would probably still be White. One idea I like is giving Green a really expensive "Destroy all noncreature permanents" but that's a bit strange.
    * A re-visioned Abeyance that cancels mana abilities like it used to. Great!
    * A fixed Gifts Given (not Gifts Ungiven), exiles it instead of placing in hand. Maybe somewhere in between that and Intuition.

    Intuition + Given - 2U
    Instant
    Search target opponent's library for three cards with different names and reveal them. That player chooses one. Exile that card and put the rest into that player's graveyard. Then that player shuffle his or her library. You may cast that card for as long as it remains exiled.

    I really like this, we should probably put it in.


    Quote from Korla
    Dunno if this has been suggested, I haven't read all the posts, but how about:

    AEther Germination 3UU
    Sorcery
    Put two tokens which are copies of target creature into play.

    The effect seems simple enough for a coreset thingy, it could ofcourse be VERY powerful situationally, maybe it should be 6?


    I like this design- it feels like it should probably cost 6. We have a LOT of ETB creatures in this Cube.

    Don't worry about suggesting things that have already been suggested whether you know if they've been discussed or not. Oftentimes things can fall through the cracks.

    [EDIT]: Don't mind the name, it's just your average [Something in color] + [Something which cares about what the card does]
    I got a chuckle out of this. :p

    Quote from Sexyindiancurry
    Firethrower - 1R
    Creature - Wizard
    T: Firethrower deals 1 damage to target creature or play, and one damage to target creature you control or you.
    1/1

    The wording feels a little clunky


    I like the idea and I'm not quite sure how it would be worded either. But Fireslinger might work out better if we wanted to go this route.

    Quote from netn9 »
    I like the idea of enemy "Kird Ape" cycle in this cube, but it could be a lot more interesting than just pump:

    Spirit Guild :2mana::symw:
    Creature - Spirit
    Creatures you control have swampwalk as long as you control a swamp.
    The ancestral travelers that passed away in those marshes became a fancy guilders for the living.
    2/2

    Hotstream Threader :3mana::symu:
    Creature - Merfolk
    :symtap:: Draw a card, than discard a card.
    Hotstream Threader has haste as long as you control a mountain.
    3/2

    Zombie Woodlogger :1mana::symb:
    Creature - Zombie
    {I need help with this one}

    Runelash Warrior :4mana::symr::symr:
    Creature - Giant
    Whenever Runelash Warrior attacks, it deals 1 damage to each creature defending player controls
    Runelash Warrior has lifelink as long as you control a mountain.
    5/5

    Mana Spike Frog :1mana::symg:
    Creature - Frog
    Sacrifice Mana Spike Frog: Counter target spell unless its controller pays :1mana:. Activate this ability only if you control an island.
    2/2


    I love these designs, but I'm not sure they're all powerful enough for a Cube. Also my comment on the previous "Kird Apes" still applies: I'd probably file them as gold and we don't have a lot of space for Gold.

    Quote from xfollowthereaperx »
    I think a UR ping + Looter would be AWESOME.

    OMG PING LOOTER - 1(U/R)(U/R)
    Artifact
    T: Deal 1 damage to target creature or player.
    T: Draw a card then discard a card.
    1(U/R),T: Deal 1 damage to target creature or player and draw a card then discard a card.


    I really like this design and it feels Izzet-y. I think it would be powerful enough without the third activated ability.

    EDIT: Suggested update

    Here are my suggestions for an update. A few of the cards have different variants and we need to decide which is best.

    White

    Drop
    Lifegain Lion

    Blue

    Add
    AEther Germination
    4UU
    Sorcery
    Put two tokens onto the battlefield that are copies of target creature.

    (originally submitted as 3UU, could possibly go back down to that).

    Intuition Given
    2U
    Instant
    Search target opponent's library for three cards with different names and reveal them. That player chooses one. Exile that card and put the rest into that player's graveyard. Then that player shuffles his or her library. You may cast that card for as long as it remains exiled.

    Seal of Cancel
    1UU
    Enchantment
    Sacrifice Seal of Cancel: Counter target spell.

    Black

    Add
    Level the Knowledge
    1B
    Sorcery
    Each player chooses a number of cards in hand equal to player who has the fewest, then discards the rest.

    Knight of Ill-Gotten Gain
    BB
    Creature - Human Knight
    First Strike, lifelink
    2/2

    Forget or Remember (post 123), but we need to decide which variant of it

    Target or Sweep
    3BB
    Sorcery
    Choose one- Destroy all creatures; or target player sacrifices a creature and you gain life equal to its toughness.

    (I still think this should be 2BBB but we'll leave it like this for now)

    Change
    Meddle Vack: Change its wording to the less awkward "destroy target creature

    with power 2 or less."

    Red

    Add
    Bloodthirsty Ogre (post 118-122), but we need to decide which variant of it

    Goblin Kitnet
    1R
    Enchantment
    Goblins you control have haste.
    At the beginning of your upkeep, put a 1/1 red goblin creature token into play.
    At the beginning of the end step, if you have 4 or more goblins on the battlefield, sacrifice Goblin Kitnet.

    (We might should change it to "3 or more goblins," but I'll leave it like this for now)

    Goblin Wardancer
    1R
    Creature - Goblin Warrior
    Haste
    When Goblin Wardancer enters the battlefield, put a +1/+1 counter on it if only red mana was spent to cast it.
    2/1

    Change
    Ghostlit Volley: Keep everything about this the same except add "CARDNAME is colorless." This makes it more interesting for Red drafters.

    Drop
    Wisdom Seeker

    Green

    Add
    Mire Ooze
    G
    Creature - Ooze
    Discard a card: Regenerate Mire Ooze and it gets +1/+1 until end of turn. Activate this ability only once each turn.
    1/1

    Change
    Thundering Thoctar -> change to a 6/6 trample/shroud for 4GG

    Drop
    Silvos+

    Artifact

    Add
    (New Icy)
    5
    Artifact
    Tap an untapped artifact you control: Tap target creature.

    Artifact

    Add
    Spiteful Edict
    WB
    Instant
    Choose artifact, creature, or land. All players sacrifice a permanent of the chosen type.

    Multicolor

    Add
    Wrecking Specter (post 127-128), but we need to decide which variant of it

    Dreamscape
    1GU (maybe 2GU)
    Instant
    Reveal the top 5 cards of your library. For each creature card revealed this way, put a 1/1 green and blue Illusion creature token with flying onto the battlefield. Then, put one of the revealed cards in your hand and the rest on the bottom in any order.
    "The line between dreams and reality is as thick as one chooses to make it."

    Drop
    Big RW Creature

    Land

    Add
    Stepping Stones
    Land
    Stepping Stones enters the battlefield tapped.
    t: Add 1 to your mana pool.
    1, t, sacrifice Stepping Stones: Draw a card.
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    I didn't get to comment on everything quite yet, but I'll get to the stuff that is "missing" from this post tomorrow morning, and then I'll propose some additions/cuts of the cards that have been discussed.

    Here're my suggestions for miscellaneous card subtractions and changes:

    (Lifegain Lion): I agree that we should drop this. Its lifegain drawback is weird since it's only 1 life and doesn't make a lot of flavorful sense (even if it wasn't a lion).
    Twin Cadet: Change it to a sorcery for 1WW called "Deploy Cadets" or something that puts two 2/2 tokens into play? In my opinion they'd feel more like "twins" that way since as it is now, one of them is clearly "better" than the other. This weakens its power level if done though.
    Dimmed Droning: I absolutely love this design, but we need to keep an eye on it. If there aren't enough creatures in the Cube with activated abilities its drawback will seem out of place.
    Meddle Vack: Change its wording to the less awkward "destroy target creature with power 2 or less."
    Ghostlit Volley: Keep everything about this the same except add "CARDNAME is colorless." This makes it more interesting for Red drafters.
    Wisdom Seeker: I think we should indeed probably drop it, even though I love the idea. If we have enough Red "shocks," it could come back in. I think the name should be changed if that happens as it sounds super-Blue though.
    Thundering Thoctar: This should be the 4GG Trample/Shroud 6/6, and Silvos should be dropped.

    Quote from Pringlesman »

    Force of Bill 1U
    Instant
    If there is atleast one card in your graveyard, you may pay 1 life and exile your graveyard rather than pay ~ mana cost.
    Counter target spell unless it's controler pays 2.

    Obviously not as good as FoW because you can't counter turn 1 on the draw. But still I think we need 1-2 tricky free counterspells.

    Seal of Cancel UU
    Enchantment
    Sacrifice ~: Counter target spell

    I like the idea of there being a counterspell on the table. If both players always know about it, it creates interesting gamestates where the other player has to play around it. SHould this cost 1UU? Having a counterspell that you can play in advance is a pretty powerful ability.


    I like Force of Bill, but I'm not sure if we should include it specifically. I do agree we should definitely include 1-2 tricky free counterspells.

    At 1UU, I think we should definitely put Seal of Cancel in. It's the interesting kind of "really powerful" that makes it a neat skill-tester for both players. At UU, maybe. I'm not sure if that's too good or not but it probably is.

    Quote from aguids
    You can have it keyword-less:

    Goblin Kitnet 1R
    Enchantment
    Goblins you control have haste.
    At the beginning of your upkeep step put a 1/1 red goblin token into play.
    If at the end of turn you have 4 or more goblins on the battlefield, sacrifice ~.

    It is more powerful because if any of them die, they'll keep on coming, but let's call it a feature.


    I love this. I agree with others that 3 feels a little better, but I'm not sure.

    Quote from netn9 »
    So here are my offers:

    1) Lets make Johnny happy!

    Time Travel U
    Sorcery (Mythic)
    Exile all permanents you control. You get two extra turns afters this one. At the beginning of the next opponent's upkeep, return all cards exiled by Time Travel onto the battlefield tapped.
    As others have said, this is absolutely broken in half. However, I really really like the concept and the name "Time Travel"!


    2) U/G:

    Horizon Changer 3(G/U)(G/U)
    Creature - Shapeshifter
    Lands you control have ", Sacrifice this land: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library."
    3/5
    I actually like this a lot.

    Quote from xfollowthereaperx »

    Very awesome, it is so much easier to read and understand the power of the cube. Can I suggest to add the fraction of complete cards in each section? # of complete creatures of a specific color/# of creatures in that color we wish to have.


    I'll also make this change the next time I update the OP. I'll use the creature/noncreature values I suggested, but obviously the numbers can be changed around if they don't quite work out.
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    This project is getting really exciting! I just have time to make a quick post at the moment, but tonight I'll try to make a big update (and likely cut a few cards).

    Quote from Altaurus321
    Would it be possible to have the OP organize the colors like a regular cube (ie. not by name, but by color/creature - noncreature/cc so we can see what needs to be filled and design accordingly? Sorry if this has already been brought up and struck down.


    I had been meaning to do this for a while, and earlier today I did.

    I organized each color by creature/noncreature and ordered the cards from least expensive to most expensive instead of alphabetically.
    Posted in: The Cube Forum
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