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  • posted a message on [CUBE] Song of the Dryads
    Cuttups, remember the custom cube contest many years ago on the Wizards forums? It was later talked about here: http://www.mtgsalvation.com/forums/the-game/the-cube-forum/190223-the-custom-cube. The card Woodform from that cube, which is essentially this card (with poorer phrasing) was my design, though I apparently wasn't aggressive enough with the costing (I had it at 3G, thinking that in green it had to cost more that O-ring, even if it gave you a forest). I've always liked that design and I'm glad they finally got around to printing it Smile
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [360][Community Project][2 Lists] The Awakening Cube! (a cube for newer players)
    To more fully answer the original question about mechanics:

    Mechanics I would definitely include:
    flying
    first strike

    Mechanics I would probably include
    Protection
    Battle Cry
    Defender
    Landfall
    Kicker
    Scry
    Regenerate
    Deathtouch
    Lifelink
    Bloodthirst
    Trample
    Haste
    Hexproof

    Mechanics I might include, but I'm not sure about
    Shadow
    Flash
    Evoke
    Shroud
    Buyback
    Flashback
    Echo
    Fear
    Intimidate
    Unearth
    Cascade
    Imprint? (Duplicant seems OK, Isochron Scepter probably not)

    Mechanics I'd probably not include, but might change my mind about
    Vanishing
    Fading
    Ninjutsu
    Persist
    Rebound
    Wither
    Cycling
    Manlands

    Mechanics I would not include
    Level Up
    Changeling
    Suspend
    Hideaway
    Poison
    Flip
    Split
    Level-Up
    Morph
    Transform

    Thoughts?
    Posted in: The Cube Forum
  • posted a message on [360][Community Project][2 Lists] The Awakening Cube! (a cube for newer players)
    I've been thinking about this too. I know several people that used to play Magic, but haven't played for years, so I've been thinking about "core-ifying" my cube a bit to try to help them get back into it without being overwhelmed. It's not exactly the same thing as teaching new people, but it's close.

    Some rules I was thinking about:
    Stick with 360 cards.
    No cards with keywords without reminder text, except abilities that were in Alpha.
    No cards that have multiple forms (morph, flip, split, level-up, or double sided).
    No phyrexian mana.
    Try to stick to simple and/or resonant designs.

    I'm trying to figure out where mutlicolor should fit in. Should there be no multicolor at all (like in a normal core set), a smaller than normal multicolor section or a multicolor section about standard for the cube size (as long as the designs are simple and/or resonant). Should hybrid be included (it's not that hard to understand, but could be relatively easily done without)? What about cards that play as multicolor (kird ape, desolation angel)?

    Another thing I'm on the fence about is whether or not to omit or limit the number of griefer cards particularly land destruction (like armageddon, strip mine, winter orb, ankh of mishra, etc.) or not. They aren't terribly complex, make aggro more viable and some players like them.

    I'm interested to see what other folks think.
    Posted in: The Cube Forum
  • posted a message on LaPille's removal of signets and bouncelands (from his cube.)
    I wonder if Tom is cubing with (proxy) cards from sets that haven't been released yet... I'm not sure how likely that is, but it would be a legitimate reason not to post the list.
    Posted in: The Cube Forum
  • posted a message on PT Philadelphia Cube meetup?
    I'm going to be there Sat and Sun looking to cube and/or play in the public M12 booster draft events.
    Though I've been around this forum on and off for a while and built a budget cube, I have only done Winston cube draft so far, so I'm really hoping to do a proper cube draft this weekend. Hope to see some of you there.
    Posted in: The Cube Forum
  • posted a message on Cube comparison thread
    Been meaning to do this for a long while,
    Thanks

    http://deckstats.net/deck-798133-6c23e43bff99565ac5671043f072dd5b-en.html
    Posted in: Archive
  • posted a message on Visual Spoiler Template
    That's pretty cool. I took myself a copy Smile Thanks
    Posted in: The Cube Forum
  • posted a message on The Lonely Cube Card Thread. [OVERHAULED]
    Thanks for trying to recharge this thread. I have updated my lists and transferred them to the spreadsheet (which was really easy and an awesome idea).
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    If you want green to be really good at ramp, what about making it free (might be too good - but it's not as good as a mox):

    Frelf (Mox Druid?) G
    Creature - Elf Druid
    You may play CARDNAME for 0 if you control a basic forest
    0/1

    I suppose it could be an color aligned mox-like artifact as well:

    Emerald Blox 0
    When CARDNAME ETB, sacrifice it unless you control a basic forest
    T: G

    Probably would have to ETBT as well unless you want almost mox level brokenness. That could be a cycle of color aligned zero cost artifacts where none of the others ramp permanently but do powerful early game things associated with their color.

    Or combine green ramp with the white tax mechanic

    Qasali Tax Collector WG
    Creature - Cat Druid
    When CARDNAME ETB, you may search your library for a basic land and put it into play tapped, then shuffle your library.
    If an opponent controls more lands that you, you may play CARDNAME for W/G mana
    2/2

    Not sure I like that this might more often be played as a hybrid card and thus allow G to land tax.

    Alternate version:
    When CARDNAME ETB, you may search your library for a basic land and put it into play tapped. If an opponent controls more lands that you, you may search your library for a second basic land and put it into your hand.

    Alternate 2:
    When CARDNAME ETB, you may search your library for a basic land and put it into play tapped. If an opponent controls more lands that you, untap up to 2 lands you control. (or make it all lands, if you want to push the power)

    Please excuse the playtest names... if they make the cube they'd probably want to be changed
    Posted in: The Cube Forum
  • posted a message on Custom "Core" Cube (151/360)
    So I was thinking about how people like Tusker and possible green creatures that could serve as both ramp enabler and ramp target without using keywords and camp up with this:

    Garden Hydra XG
    CARDNAME ETB with X +1/+1 counters
    Remove a +1/+1 counter: search your library for a basic land card and put it onto the battlefield tapped. Play this ability as a sorcery and only once per turn.

    Having the restriction on when and how to use the counters seems fair given the flexibility of playing it as a rampant growth, cultivate or beater, but one or more of those restrictions could be lifted to pump the power level if desired. Alternatively, the choice to remove a counter could be an upkeep effect.
    Posted in: The Cube Forum
  • posted a message on Cube Skeleton?
    The OP can correct me if I'm wrong, but I think the question wasn't so much which cards are staples, but a skeleton of costs/abilities that might look something like this:

    White: 60 cards
    creatures:
    6 1 drops:
    4x pure aggro
    2x aggro/midrange

    10 2 drops:
    4x pure aggro, 3 with evasion
    1x utility
    ...etc...

    and/or maybe some guidelines like:
    Among all white cards:
    Should have 6-8 ways to deal with artifacts and enchantments
    Should have 4-6 Wrath effects
    Should have 6-8 spot creature removal

    Or, getting fancier, have some of those numbers as percentages of the white section...

    This kind of skeleton, described completely generically and referencing no actual card names might be an interesting project.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft III
    Profane Command, Nezumi Graverobber, Diabolic Edict

    My first instinct was Nekrataal because I think of it as an awesome creature and Command as mana intensive. But even at x=2, I think commaond is likely to have a greater immediate impact on the board than Nekrataal, especially since Nekrataal can't kill the creatures unaffected by the command's fear.
    Posted in: Archive
  • posted a message on Group Cube Draft III
    I have to admit, if I was drafting this myself, or doing a team draft, I'd probably go for Winter Orb, for many reasons that have already been stated. However, of all the first pick worthy cards, I think starting with Future Sight will lead to the most interesting discussions, so I'm picking that.
    Posted in: Archive
  • posted a message on The Lonely Cube Card Thread. [OVERHAULED]
    I'll update my main list soon, but I wanted to drop a quick note that I picked up a Skinrender, Perilous Myr, and Slice In Twain at SoM draft tonight if anyone needs.
    Posted in: The Cube Forum
  • posted a message on The Lonely Cube Card Thread. [OVERHAULED]
    @Arven: got the cards! Awesome! I had resolved to not worry too much until tomorrow, but admit to have gotten slightly antsy anyway... (and, seriously, you call that Yosei lightly warn? Barely warn is more like it:))
    Posted in: The Cube Forum
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