- FunkyDragon
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Feb 3, 2014FunkyDragon posted a message on Launch Giveaway!Angel of Despair may have recently been outclassed, but it will remain my favorite card - awesome art and a powerful ETB ability in colors than allow it to be recurred either by blinking or through reanimation, all stapled to a big flying body. What's not to love?Posted in: Announcements
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So I'm going to have to take issue with "it just exists for value without a real purpose." You're not wrong that the value is a large part of the purpose (I mean, who wouldn't love evoking and blinking a Shriekmaw to kill two creatures for only three mana and still have an evasive 3/2 left over), but it goes much deeper than that.
- Versatility and Redundancy - In a blink deck, Ephemerate isn't just a one mana instant locked in to do or be one thing; it's a versatile card that can represent more Mulldrifter draw, another Ravenous Chupacabra kill, more Beetleback Chief tokens, etc. It lets your deck do more of what your deck already wants to do.
- Interaction - Sure, you could Counterspell your opponent's removal spells, but blinking often accomplishes the same thing (at least with targeted removal) while offering other benefits. Breaking a targeting lock fizzles Path to Exile, Bitter Triumph, Lightning Bolt, etc.
- Combat - Flicker effects can, of course, be used to grant pseudo-vigilance post-combat. But instant flicker effects (where it exiles and returns in one go rather than setting up a delayed end of turn return trigger) can also be used as combat tricks, granting you surprise blockers and catching the opponent unprepared. Even if the opponent anticipates a blink spell, it often gains you advantage as they have to attack more cautiously.
- Timing/Tempo - If I have two cards in hand, and one is removal/counterspell/other interaction, would I rather that the second card be a sorcery-speed creature card or an instant-speed blink spell? With the creature, I may be forced to develop my board or keep mana open for interaction, so if I hold up mana for the removal but don't use it, I've wasted a turn. But if I have two instants to choose from, and I don't end up playing the removal, I can always end of turn blink one of my creatures for value and not waste the entire turn. Also, if I draw too many cards on my own turn, I may have to discard at end of turn, but if I blink a Mulldrifter during my opponent's turn, it doesn't matter how many cards I have - I get to keep them all until my turn when I have a chance to play them out.
- Combo - Sometimes blink doesn't just offer you more of the same value, but it opens up new and exciting value beyond what you already had at your disposal. You mentioned Oketra’s Monument and Kor Skyfisher, which changes from a periodic token to a new token for every W mana that you spend. Similarly, Fiend Hunter offers temporary removal until you pair it with blink - drop Fiend Hunter, put the removal trigger on the stack, hold priority, and then flicker it; the leaves play trigger goes above the ETB trigger, nothing is returned, and then the target is permanently exiled with no way to get it back (plus you still get another trigger for its normal temporary exile).
This may be an unpopular opinion and lean toward my biases, but I've always viewed pure aggro as the braindead easy-mode of Magic, while I think more complex archetypes like blink generate value while requiring more nuanced gameplay and a better understanding of the rules. It's been a good card. I think a lot people used it to replace Raise the Alarm. But two bodies at instant speed for two mana has always been useful. Surprise blockers in the face of an alpha strike or even end-of-opponent's-turn for more surprise attackers can be game changing. Add in pump or sacrifice effects, and the bodies can be useful in a number of ways. I hope you like it. I agree here. I haven't seen the appeal. It's an expensive, limited counterspell and a hard-costed UU french vanilla flyer when there are better, more splashable options out there.
-Xiahou Dun, the One-Eyed - I have to admit, I had no idea this was even considered an uncommon (apparently it has an online-only downshift). Honestly, though, I'm not really surprised it gets little attention. Copies run $90-270, they will have the rare symbol, and you get a vulnerable 2-toughness creature (unblockable as it may be) that can't attack AND use its ability. It looks like a card I would love to try out for fun, but not one I'd be willing to shell out for or that I think would last long-term in my cube.
-Witherbloom Apprentice - It's a wonderful card, but with it taking a guild slot and not even sharing a color with most spellslinger archetypes, I definitely see it as the odd man out. Most spellslinging is UR with maybe a splash of W, so BG feels like it has very limited support. The Chain of Smog combo is powerful, but now I'm playing two cards that don't really fit my cube or supported archetypes, and the odds of playing them together are quite slim.
Agreed. I still run Rec Sage and even just recently upgraded it to the full-art version, but I'll also admit it does end up in the sideboard a decent amount of the time. For me, Cankerbloom is an undercosted body that can be sacrificed as removal, while Reclamation Sage is primarily removal with a body attached that can be blinked, sacced to another effect, or used as a chump blocker. Some of its popularity/staying power is probably just that the card is iconic and easy to categorize. But it's also really good at what it does, and I need several answers for the threats in my cube (Sol Ring, Skullclamp, Loxodon Warhammer, Curse of Predation, Curse of Disturbance, etc.). As for your point that "you can't play it out and wait for a target," this is true, but it's also a strength. If you have Cankerbloom on the field, you've already revealed your removal, and I know I can play around it - just have to kill it before I drop Warhammer. Sometimes keeping the removal off the table encourages the opponent to overcommit, and then Rec Sage flies in and does its thing.
It has been very cool. The untap has been incredibly useful not only as pseudo-vigilance but also for activated abilities. And the fact that it's a self-growing flyer that also places +1/+1 counters on all of your other tapped creatures is pretty nice.
Replying to both Squirrely and A_WasherDryer here - yeah, I can see that we have a lot of options here for 1-2 mana protection. I actually still run Gods Willing and have Loran's Escape. I suppose with such a glut of options, it spreads the popularity rather than just having one clear choice.
This year does seem to be a turning point in MTG history, where excessive number of Universes Beyond sets can really drive a wedge in cube philosophy. We've always judged cards for what they did, but more and more we have to consider aesthetic reasons and external baggage. While I am a fan of Lord of the Rings and of Dr. Who, I'm not a big fan of mixing them into Magic. I don't want Aliens in my cube, or characters with names and histories external to the game. I've made some exceptions for commander decks because mechanically the cards are just too good, but so far I've also been resisting for cube.
257 cards (63.5%) are in both my cube and the average cube.
148 cards (36.5%) that I run are in less than 15 cubes (and thus not in the average cube).
Cards I'm surprised didn't get more attention:
- Lulu, Loyal Hollyphant (13 cubes) - While not an auto-include in any one archetype, Lulu synergizes with several existing archetypes: +1/+1 counters, blink, flying. It's played even better than I hoped - in a draft just last week, my son had it in play with Mother of Runes, Poison Dart Frog, and Imperious Perfect (among others), and he dominated the board, negating my removal, cranking out multiple tokens each turn, all while growing his creatures and and applying lots of pressure (he kept getting triggers thanks to things like Springbloom Druid and the fact that I had to block in order to live).
- Loran's Escape (5 cubes) - Like Blacksmith's Skill (1 cube), this is a cheap, effective piece of interaction that can protect a creature or artifact for a single mana. I've never been disappointed to draw this.
- Vampire of the Dire Moon (7 cubes) - I know it's been out for several years, but I'm still amazed this doesn't get run more.
- Promising Vein (5 cubes) - Shire Terrace landed in 17 cubes, yet this near-functional reprint got nearly no attention at all. Maybe more people avoid functional reprints than I realized.
Changes I should acquire:
- I'm still running Deadly Brew, but perhaps I should consider switching to Rise of the Witch-King. I'll need to pick up another copy, as all of my current ones are in Commander decks.
- Confounding Riddle - I just never picked up a copy.
I did have problems opening from these links, but when I grabbed the URL, I was able to go directly. Seems strange to me that as we get more and better peasant options, more people choose to stretch beyond peasant into peasant+. I would be curious how much this was affected by expanding the list of cubes the data is drawn from. No judgment, though - cube is the format to do whatever you want. I've always been satisfied with the fixing at peasant level and will stick to it.
Assuming you are saccing creatures and not artifacts, Village Rites is the best, hands down, every day. Keeping one mana open is easy; keeping two may actually impact your plays. Creatures are going to die - your opponent is going to use removal - so trading a creature for cards for only one mana is a steal. After spending one mana, you may even have enough mana to cast something you draw into. And that doesn't even count aristocrats strategies.
Granted, the other two allow you to sac an artifact instead, but how many disposable artifacts are you running? I suppose a deck that creates a lot of treasure or clues might find that incidental, but my cube isn't heavy on either.
If I did run either of the second two, I'd certainly value the treasure over a map token in most instances.
There's also a cleaner, simpler beauty to "Sac a creature, draw two cards" over "spend more to also get a treasure or to get a map that lets you pay more to explore in order to either draw a land or get a +1/+1 counter on a creature." That last one just feels so busy without really telling you what you're paying to get. Agreed. The others offer more value for one extra mana (or two if you create and crack a map token), but the simple one mana Village Rites will always reign supreme for me (as well as its functional reprint Corrupted Conviction).
No, you played it wrong.
First, in a four player game, Etali's ETB will reveal four cards, not three. This includes its own caster.
Second, the ETB does not target at all - notice the lack of the word "target." Because it says "each player exiles" and not "target player exiles" or "any number of target players exile," Deflecting Swat has nothing to change. It would still affect all players, and the controller of the ETB would still reap all of the benefits.
Commissar Severina Raine and Mishra, Claimed by Gix become especially deadly in a deck that doubles triggers when joined by Adeline, Resplendent Cathar, Hero of Bladehold, Krenko, Tin Street Kingpin, Otharri, Suns' Glory, and Skyknight Vanguard.
Throw in a few more of the direct life drain/damage effects, and your swarm just burns out the opponents. (I'm a big fan of Unquenchable Fury).