I know I am responding to a lot of people in regards to League Guildmage, so I might be mixing up my points, but I am a little surprised at the lukewarm response on it. First off, it is a 2/2 creature for that can tap and draw a card for . I know that part is not particularly good, especially for a guild spell, but I mention it because it is the baseline no matter what happens with anything else.
About 4.5% of the cards in my CUbe are blue, red, or colorless two-mana instants/sorceries that I would be very happy to copy with League Guildmage. Being able to turn a Lightning Bolt into an extra Lightning Strike seems bonkers to me. Heck, even turning a Lightning Strike into an Open Fire feels really good. In both scenarios, you spend some extra mana and no extra cards to kill two opposing creatures and majorly impact the board. We have all decided that it is worth paying one-mana and spending a card for spells like Ponder, Vapor Snag, Faithless Looting or Firebolt. I mean, that is why they are in our CUbes. The idea then that it is not also worth spending , a creature tap, and no additional cards to copy that spell does not make a lot of sense to me. I also know that copying spells above two-mana can be a little expensive, but there are a lot of three-mana spells, especially the instant speed ones, that I would be happy spending and no additional cards to copy at EOT. Heck, I can easily see boards where spending 1 card and to make six 1/1 goblins is pretty darn good.
In regards to specific cards mentioned as a replacement, I will say I am cutting Bloodwater Entity for League Guildmage. I always thought the ideal use of Bloodwater Entity was to get back a cheap, powerful spell to take advantage of the fact that it cannot directly gain your card advantage. (Ex: Since I am replacing a random card draw with its abitlity, I better be getting back a spell much better than a random card left in my iibrary.) For those purposes, I would rather have League Guildmage for those spells. With the comparison to Nivix Guildmage, I do see that those abilities can be used multiple times per turn. But given the common complaint here that League Guildmage is too expensive for copying even cheap spells, I do not want to be locked into having to spend to copy spells.
Given that the baseline creature is below average for a guild spell, I totally understand if your complaint is that you need exactly the right mix of cards at the right times with the right mana to use the copy ability of League Guildmage. I do not understand the complaint that and one card for two Chain Lightnings is not amazing.
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Sep 20, 2018 Posted in: Pauper & Peasant Discussion
Sep 19, 2018I have a bit of downtime at work tonight, so I put together a classic "Too Early Top 20" for Guilds of Ravnica. I would have loved to have gotten more guild cards from this set but when I look back, I only got 2 guild cards from Return to Ravnica and 3 each from Gatecrash and Dragon's Maze. Even my larger sections are hard to break into.Posted in: Pauper & Peasant Discussion
My list is based on my personal excitement to CUbe, so I tend to overrank interesting cards compared to good cards. Anyway, the list:
Honorable Mention- Demotion- I play Gelid Shackles since I have snow lands, and I really think turning off blocking and activated abilities is 80% of what aggro decks want at 33% of the price of an Arrest. Definitely worth considering this non-snow version.
20) Nightveil Sprite- I like the potential graveyard upside here, but I do not want to count on attacking with an below-rate blue two-drop to get that upside.
19) Vedalken Mesmerist- Speaking of blue attackers, this has a very interesting attack trigger to unlock attacks for your creatures. I just do not think it does enough to unlock those attacks for itself, and will almost always die in combat.
18) Pilfering Imp- I love one-drops with late game utility, and this fits that bill. I think that both parts are probably overcosted compared to what you want, but I could be totally wrong and the flexibility makes this a great card for CUbe.
17) Hypothesizzle- I want this to be Izzet Ribbons of Night, but missing the lifegain means much more to the card's quality than the other upsides of Hypothesizzle.
16) Invert // Invent- I have no idea how much utility the P/T switching gives us, but the Invent half of this feels worse than other expensive blue card draw type effects.
15) Discovery // Dispersal- Discovery is interesting as a potential graveyard support card, but seems underpowered next to similar blue or black card draw. Dispersal is pretty expensive for what it does, especially compared to Dinrova Horror, for example.
14) Chemister's Insight- I am personally a little down on blue card draw that does not have additional upside for decks that are not strict control. It feels like a good option if that is what you want, but give me something a little more interesting, like Careful Consideration.
13) Smelt-Ward Minotaur- A bit of a mis-matched effect, since it wants both creatures to attack and instants/sorceries to cast, but the upside here feels greater than a generic "deal 1 whenever you cast an instant or sorcery."
12) Electrostatic Field- That said, this fits much better into most of my low-creature, high-spell synergy decks. I would have it still behind Guttersnipe, Weaver of Lightning, and Thermo-Alchemist, but 4th place ain't bad.
11) Sinister Sabotage- I think this is our 1st or 2nd best 1UU counterspell, which you may or may not want.
10) Nightveil Predator- For just 4 mana, this is a heck of a potential finisher that alternatively can kill a dangerous attacker as well. I really hope that card selection and a couple of duals makes this above 60% to cast turn 4.
9) Conclave Cavalier- It is very hard to not get heaps of value from Cavalier *if* you cast it. With that said, if you have some duals and/or mana fixing, it could be very castable. Might try over Enlisted Wurm.
8) Gird for Battle- I love having cheap spells for my aggro decks to push through damage. Well, they do not get any cheaper than one-mana and representing two extra damage per turn is a great potential return on that investment.
7) Sunhome Stalwart- I like my existing 2/2 first strikers for two to also play this one. Mentor is a small, but appreciated upside.
6) Conclave Tribunal- Like my blue card draw, I like whenever my other control cards have upside elsewhere. This having extra upside in creature decks and token decks makes me more excited for this than Cast Out.
5) Murmuring Mystic- Another interesting payoff for the spells-matter decks. Hope it fits in well on turn 4, whereas most payoffs get cast early to take advantage of future spells or late to take advantage of all the spells already cast.
4) League Guildmage- Having the option to copy cheap, powerful spells or draw more spells is the flexibility I like on two-drops.
3) Goblin Banneret- Red one-drops are so bleh that I get excited for any strange new ones. I think you will occasionally pump on turn 2, occasionally pump on turn 3 to also get a mentor counter, and often pump on turn 4 or 5 to trade and get a mentor counter. Those options pique my interest, even if it gets cut 3 sets from now.
2) Kraul Harpoonist- Three different upsides on a card I already played (Terrain Elemental). Reach will matter most of those upsides, but every time this has haste and can attack for 5 it will be the sweetest play of the game.
1) Goblin Cratermaker- A red two-drop that can trade with a very large percentage of the cards in my cube (my guess is 25% to 30%) and some powerful ones at that. Even if just attacks until it gets outclassed, it will remain relevant. Very excited to play for a very long time in CUbe.
Sep 17, 2018An interesting little spell that got spoiled is Gird for Battle. Two +1/+1 counters for one mana could be pretty powerful as part of an early multi-spell turn and could reasonably represent two hasty damage the turn you play it. I think I would prefer it for most aggro decks over Shoulder to Shoulder, for example.Posted in: Pauper & Peasant Discussion
Sep 17, 2018I currently have about 4 cards I feel pretty good about playing from this set: Sunhome Stalwart, Conclave Tribunal, Goblin Cratermaker, and League Guildmage.Posted in: Pauper & Peasant Discussion
I am also very likely to test Murmuring Mystic and Goblin Banneret.
Murmuring Mystic has not been talked about a lot since it was spoiled, but I think it could be a good payoff for the spells matter decks. The real awkwardness is coming down mid-game, where most of our best options other benefit from being cast early and seeing your other spells, or being cast late with spells in the grsveyard.
Goblin Banneret has a lot of mid- to late-game potential, which is interesting for a red one-drop.
League Guildmage feels like a pretty good payoff to the spells matter decks in Izzet. Probably not for shallower guild sections, but the two abilities ensure it should have some utility at all points of the game, whether you copy cheap spells early or draw for cards late.
Sep 13, 2018I, for one, am extremely excited for Goblin Cratermaker. It has as many potential uses as something like Qasali Pridemage, for instance. Even if you do not play the most high-powered artifacts, it has a lot of powerful targets (Crystal Shard, Shrines, equipment, any Eldrazi) and the damage ability hits a lot of relevant creatures too.Posted in: Pauper & Peasant Discussion
I would certainly play it with just the ability to deal with colorless non-land permanents and still consider it with just the ability to sacrifice to deal 2 damage to a creature. With both, I think it is an absolutely top tier red two-drop.
Sep 13, 2018Posted in: Pauper & Peasant DiscussionQuote from Leelue »Stonewright is so much better than the mentor guy. Stonewright needs to be answered without needing to enter combat. Thats incredible value for a 1 drop.
My instincts are always off on red 1-drops because they all seem so meh to me for whatever reasons. We did call Stonewright a staple, so I will trust its value.
I will stick by the broader point that I feel like Goblin Banneret does have a lot of potential late game as a high power attacker that can throw at least one +1/+1 counter around. Is it better than the conditional 2/2s for 1 (Goblin Glory Chaser and Village Messenger)?
Sep 12, 2018Posted in: Pauper & Peasant DiscussionQuote from n00b1n8R »Invert//Invent looks sweet. Note that the Invert ability is not until EOT.
It has already been announced that Invert is getting errata to make the effect "until end of turn," so no such luck.
Sep 12, 2018I am really turned off by the 4 colored mana symbols on Golgari Findbroker, to the point I would probably play Pharika's Mender over it. A lot of those 5+ mana card advantage cards get splashed in 3+ color decks, and it is so hard to splash for either double black or double green.Posted in: Pauper & Peasant Discussion
I think I like Goblin Banneret enough to try out over Stonewright. It is nice that the card is less red intensive to pump and the Mentor ability also means that Banneret can remain relevant on later turns as a one-drop. It seems to be a little worse than other similar red one-drops early, but possible way more relevant late.
Sep 11, 2018We have recent spoilers for Chemister's Insight, another interesting instant speed draw 2 with upside. It looks like a more controlling Deep Analysis, which is definitely worth considering. Not sure how it ranks next to other recent options like Glimmer of Genius or Hieroglyphic Illumination.Posted in: Pauper & Peasant Discussion
I will agree with the love for Goblin Cratermaker. Just another excellent two-drop red creature with utility, like an Abrade with legs.
I have been playing with Knight of Grace in my CUbe, and it has been very solid addition even without the color-hosing aspects involved. I will probably look for room to keep that and Sunhome Stalwart both, maybe replacing Seeker of the Way.
One card no one has mentioned which I am interesting in discussing is Hypothesizzle. It feels like a Izzet version of Ribbons of Night, which is one of my all-time favorite limited cards. I know that gaining 4 life is more important than the instant speed, but you also get a slightly better card draw effect as well. I might consider playing it over something like Bloodwater Entity, for example.
Aug 29, 2018rancoredmalone posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)I would also say black has a lot of creatures which provide multiple blockers (Butcher Ghoul, Carrier Thrall, Reassembling Skeleton, Sultai Emissary, Deathbloom Thallid ). Given that your list also has a lot of fun black sacrifice outlets, that might be able to provide you some cards which have uses in multiple decks/archetypes.Posted in: Pauper & Peasant Discussion
Aug 24, 2018My experience so far with Cheering Fanatic is as a bad Nest Invader. The only possible upside to Cheering Fanatic is that it is re-usable is you can get multiple attacks and multiple discounts, but I have not found that to be at all likely in games.Posted in: Pauper & Peasant Discussion
I do like Nest Invader a fair amount, so I will keep trying Cheering Fanatic, but it is certainly my first red two drop to be kicked out.
Aug 22, 2018I think Ponder and its ilk are certainly better than Adventurous Impulse, although probably not by that much. Like I said before, it certainly does not hurt that between Blue and Dimir and Izzet, Ponder has upside either in a "Spells Matter" deck or a deck which wants to fill the graveyard for Delve or similar interactions.Posted in: Pauper & Peasant Discussion
Aug 21, 2018To expand on that math, here are the chances of hitting either 0, 1, 2, or 3 cards depending on the number of land/creatures you have. I think part of my issue, for the deck I played it in, was that I was never able to hit removal with Adventurous Impulse. A lot of that is deck specific, to be sure.Posted in: Pauper & Peasant Discussion
At the 32 hit level, when you are unable to select one of the cards 46% of the time, this means you could missing the best card 15-20% of the time. That is not particularly bad, but I think a lot of that hurts the value of it.
Aug 20, 2018Posted in: Pauper & Peasant Discussion
Fair enough on your analysis there of the actual chance of missing in those circumstances. I think my deck ended up being around 30 total hits, which is still extremely unlikely to miss. So, it is pretty anecdotal on my part.
Let me rephrase my analysis: the fact that the card misses non-creature spells means there are enough instances in which you are not getting the best card out of the top three. Having 32 total hits means that about 46% of the time you are not able to select every single one of the 3 cards you see. Combining that fact with the fact that my green does not have any real synergies with Adventurous Impulse hitting the graveyard meant I felt fine cutting it.
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