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  • posted a message on Rotting Regisaur
    Bloodghast, Gravecrawler, Vengevine, Reanimation spells, etc.
    Posted in: Magic General
  • posted a message on Yarok, the Desecrated and Necromancy
    Quote from WizardMN »
    Necromancy will trigger twice since it is a permanent entering the battlefield. Each trigger will resolve separately. The first trigger resolves and brings back the target and Necromancy attaches to it.

    Then, the second trigger returns the second target and attaches to the new creature. Since Necromancy says "When Necromancy leaves the battlefield, that creature's controller sacrifices it" and it hasn't left the field yet, the first won't be sacrificed.

    You will end up with both creatures until Necromancy leaves the field.

    Of course, there is always the caveat that new rules will change how this works.


    New rules should not change how this works, given that you can already recreate this scenario with Strionic Resonator. There's no reason WotC would have to change how doubling up an ETB with a linked trigger works.
    Posted in: Rumored Card Rulings
  • posted a message on Mist Syndicate naga question
    You can probably get away with this at FNM, but I would caution you a few things:

    1) Having cards that are not in your deck in your deckbox can be construed as an attempt to cheat and can earn you penalties up to and including disqualification. Make sure that if you are using actual cards as tokens, they are stored in a separate area.
    2) Make sure that the card is extremely clearly not part of your deck (i.e. put it in a different sleeve and make significant sharpie alterations to it) so that it does not get shuffled into your library at the end of the game, because again this can earn you a penalty if your deck ends up different from what it started as.
    Posted in: Magic Rulings
  • posted a message on [M20] "Wakeroot" Elemental
    Seems like a pretty gross wincon in Green Commander decks, where it goes infinite with Gaea's Cradle/Growing Rites of Itlamoc with 5+ creatures or Nykthos, Shrine to Nyx with 8+ devotion to green, giving you infinite mana and making all your lands 5/5 hasters.
    Posted in: The Rumor Mill
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from AvalonAurora »
    Sudden Inspiration 2UU
    Instant
    Scry 3, then draw two cards.
    During your next upkeep, scry 1.


    3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.

    Warden's Law W
    Instant
    Choose one-
    * Your opponent's can't cast spells this turn.
    * Target creature gains protection from the color of your choice or from colorless until end of turn.


    Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.

    Aura Magnet 2W
    Enchantment
    Flash
    When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
    Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
    Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.


    This seems wacky and weird. Some thoughts
    You can just say "aura", as all auras are enchantments
    This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
    I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
    You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.

    Hopeful Destiny 2WWW
    Enchantment - Aura
    Flash
    When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
    Enchant Creature.
    Hexproof, Indestructible.
    Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
    If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.


    This also does a lot of things. The combination of Scry and Draw feels very unwhite.
    I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
    Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?

    Eyes of Oblivion 2BBB
    Instant
    Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
    Exile two target creatures.


    I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:

    "Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.

    Avalanche Racer 2RR
    Creature - Elemental
    Menance, Trample, Haste, Double Strike
    Avalanche Racer attacks each turn if able.
    If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
    When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
    1/5


    We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
    Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
    I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.

    Mysteries of the Glimmering Dew 1G
    Instant
    Mysteries of the Glimmering Dew can't be countered.
    Choose one -
    * Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
    * Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
    * The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.


    This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?

    Choose one -
    * Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
    * The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.

    Quote from BlackWaltz3 »
    Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.

    Seafloor Looter U
    Creature - Merfolk (R)
    Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
    When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
    Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
    1/1

    Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.


    So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
    Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
    Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
    And the flexibility of all of these modes in one is just too good.

    Honestly, just:

    Dude U
    Creature
    Multikicker 1U
    Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
    1/1

    is already pushed and probably very good.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    I'm also not sure why you're limiting it to just double against creatures and planeswalkers. If the idea is to have a build-around weenie-buffer, why not go whole hog and make it hit faces too? On that note, if the idea is buff weenies and hate on fat dudes, why not just make it a straight-up Retribution of the Meek on ETB? Kill fat things around Hexproof and it hits all of them, but also punishes you for playing fatties yourself.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).

    Stoneforge Metallurgist 1W
    Creature - Kor Artificer (R)
    When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
    When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
    1/2

    Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.


    Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.

    Thraben Detective 1W
    Creature - Human (R)
    Vigilance
    At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
    2/1

    Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.


    The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?

    Angelic Aspirationist 1W
    Creature - Human Monk (M)
    Level up 1W 2/2
    Level 1-2 Flying 3/3
    Level 3+ Angelic Aspirationist is an Angel.
    Flying, First Strike, Lifelink 5/5

    Notes: Build a Baneslayer Angel!


    It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.

    General Adrianna Vallore 4WW
    Legendary Creature - Human Knight (M)
    Vigilance, Lifelink, Protection from Red
    General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
    At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
    Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
    3/3

    Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!


    That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.

    Sword of Serra 3WWW
    Creature - Angel (M)
    Flying, Vigilance
    As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
    7/6

    Notes: Voice of All's effect is a lot more intimidating on a massive threat.


    I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).

    Blinkcrafter 5W
    Creature - Human Wizard (M)
    At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
    Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
    2/2

    Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.


    It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.

    Lord of the Meek 4WW
    Creature - Bird Knight (M)
    Flying, First Strike
    When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
    If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
    3/3

    Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?


    Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    The problem with Hybrid cards is, unless you build your cube with specific Hybrid slots (which is hard to do since not every pair has great options), you basically have to put them into the multicolor section, which is generally much tighter than the monocolored sections.

    Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?

    Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.

    As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here. Smile

    Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.


    I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.

    Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Twintomaton 6
    Artifact Creature - Construct (R)
    This creature gets +1/+1 for each artifact you control.
    “When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
    0/0

    It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.

    Balan, Leonin Captain 4WW
    Legendary Creature - Cat Knight (M)
    When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
    As long as Balan, Leonin Captain is equipped it is indestructible.
    3/3


    Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.

    This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.

    Elia, the Wanderer 2W
    Legendary Planeswalker - Elia (M)
    At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
    +1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
    -2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
    (4)


    Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".

    I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.

    The -2 seems pretty low-impact though.
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from allred123 »


    7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
    The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands Smile

    also, cards that do to much, you mean like Urza, Lord High Artificer


    Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.

    Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.

    Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.

    Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from allred123 »
    Hmmm. Your card inspired me to create my own version.
    I'm not an expert on oracle text etc, but here it goes

    1RR
    Legendary Human Wizard
    3/2
    Kicker X
    When * ETB, you may Draw X cards then discard X cards.
    If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.


    Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something


    This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.

    I could see maybe something like this:

    Wildfire Diviner 1RR
    Creature - Human Wizard
    Kicker 4
    When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
    When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
    3/2

    Quote from Mimeofacture »
    Lightning Ritual1R
    Instant
    Add RRR. If that mana is spent on a creature spell, it gains haste.


    Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
    Posted in: The Cube Forum
  • posted a message on Creatures that fetch more creatures?
    If you're not using them for their bodies, your best bet is going to be using them as sources of card advantage. The first one you play potentially gets you +3 card advantage, which can be pretty big. You obviously need to DO something with those cards to make them worth more than just an overpriced 1/1 or 2/2, but there's some options out there. Cards like Scroll Rack, Brainstorm, and Jace, the Mind Sculptor are some of your strongest options.

    Let's say you start from just two cards in hand: One Hawk, and one Brainstorm/Jace. You play the Hawk and get three more Hawks out of your deck. You then play the Brainstorm or Jace and +0, drawing three cards and putting two Hawks back. Finally, you play the fourth Hawk, getting the other two Hawks back out of your deck. You end up with five cards in hand, which is a pretty huge swing.

    It gets even swingier when you start using Scroll Rack and ways to flicker our bounce your first Hawk. A setup of Squadron Hawk, Conjuror's Closet, and Scroll Rack means you can activate Rack to draw an additional three cards putting three Hawks back on your deck, then flicker the Hawk to re-find those same three Hawks, resulting in drawing three extra cards every single turn.

    Other options for turning extra copies into "real" cards include discard outlets like Vivien's Arkbow, Survival of the Fittest, Fauna Shaman or looters like Merfolk Looter, Faithless Looting, Jace, Vryn's Prodigy, etc. Wheel of Sun and Moon, Loaming Shaman, Battlefield Scrounger and others can recycle discarded copies into your deck to fetch again and again.

    If you actually want to use them as a wincon without using equipment or auras, mass buffs like Cathars' Crusade or Beastmaster Ascension, Overrun effects, or tribal buffs like Kangee, Aerie Keeper/Soulcatcher's Aerie, any of the vampire or elf lords for Conquistador or Sentinel, any of the wolf tribal stuff for Howling Wolf, etc are going to be your best bet.
    Posted in: Multiplayer
  • posted a message on Rate my Standard Deck
    Moved to Standard - Budget - Wildfire393
    Posted in: Budget
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from BlackWaltz3 »
    Thanks for the feedback. There are some things I disagree with but ultimately I do think the cost needs to be upped to 1RR or the multikicker changed to 2, not sure which right off hand.
    A couple points.
    1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
    2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
    3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.

    Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P


    1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
    2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
    3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger

    Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
    Posted in: The Cube Forum
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