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  • posted a message on Piracy
    Mana abilities don't use the stack, but Piracy does.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MYB] Playtest Cards for Un-Cubes
    My reading of it, is it's kind of like a permanent Raging River. The player that casts it chooses which creatures they want on the left or right, then the opponent chooses which creatures they want on the left or right. You don't need to choose to put all your creatures on the left, though you could if you want. You can have a mix of left/right.
    Posted in: Cube New Card Discussion
  • posted a message on [MYB] Playtest Cards for Un-Cubes
    Quote from opterown »
    Unicycle

    This is a little complicated to analyse. It's a pity the equipment doesn't also pump the creature as well.

    I just realized this when I reread the card today. I thought it was completely busted when I read it as "equipped creature gets +3/+1 and has first strike and haste." I think I'm not testing it now that I read it again.

    The cards I'll be testing are Frontier Explorer and Growth Charm. I like that Frontier Explorer could fit into a Smokestack deck.
    Posted in: Cube New Card Discussion
  • posted a message on [MYB] Playtest Cards for Un-Cubes
    I think Unicycle looks great, and will be including it.

    I'm not sure on Gold Mine. It requires some house ruling, but I'm not sure the best solution. The easiest would be to use dice and treat it like:

    Gold Mine - Land
    Gold Mine enters the battlefield with 5 mine counters.
    T: C
    T, remove a mine counter: Add one mana of any color.


    But that is stupidly pushed. It may as well be a 5-color land with no downside there. And maybe that's fine? I'm not sure. I could house rule it so you can only mine it 5 times in a draft, but that's a lot of bookkeeping. 5 times in a round might be okay, but still involves a little bookkeeping while also still being close to no downside, which is kind of the worst of both worlds there.

    I'll continue to debate with myself if Gold Mine is worth the effort, but Unicycle is for sure getting in. Lazier Goblin and Gunk Slug seem okay, but I don't think they make the cut for me. Others that seem close, but I don't think will make it for me are:

    Celestine Cave Witch - almost the black siege gang everyone wants, but I don't think its still quite there. I think it looks better than Marsh Flitter and Sling-Gang Lieutenant, at least.


    Spellmorph Raise Dead - This one I like, but don't think I could find room for it.


    edit: Order of Midnight might be better than Spellmorph Raise Dead, but I think they're probably close.

    Edit edit: I missed Growth Charm originally. I think I'll replace regrowth with that.
    Posted in: Cube New Card Discussion
  • posted a message on This or That discussion.
    I'm looking for another instant speed creature removal spell in white. I'm running Swords to Plowshares, Path to Exile and Unexpectedly Absent. Is my next best option Cast Out? Things like Condemn don't work for what I'm looking for due to the timing restriction and things like Giant Killer don't fit due to targeting restriction.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    I prefer Hostage Taker, but either are fine choices
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Print This Wizards (so I can put it in my cube)
    I really want an artifact that can create a token every turn for free. I think 2cmc is the sweet spot here. 3cmc or higher might just be too much. In a dream world:

    Myr Factory 2
    Artifact
    At the beginning of your upkeep, create a 1/1 colorless Myr artifact creature token.


    I recognize that's a bit unreasonable, though. The closest thing we have is Akroan Horse, and I don't believe Akroan Horse made any huge waves, so it could be pushed a bit, but this is likely too much. Akroan Horse also doesn't work with Smokestack, so not having the opponent be the controller is important.

    A bit toned down version, though could be:

    Pest Factory 2
    Artifact
    At the beginning of your upkeep, create a 0/1 colorless Pest artifact creature token.

    Tap 2 Pests: Target artifact creature gets +1/+1 until end of turn


    edit: maybe add "Myr/Pests you control can't block."
    Posted in: The Cube Forum
  • posted a message on Ranking Project 2019 - LAND RESULTS
    I think in the previous rounds, the criteria didn't really change anything for me. The most powerful cards were also the ones that were most likely to be maindecked, most critical to winning, and most important to the cube. But with the Land vote, the criteria did change my votes a bit so I wasn't voting for the most strictly powerful cards.

    I agree Library and Strip Mine are definitely the most powerful lands, but in terms of importance to cube, I think having good mana fixing is #1. Likewise, for likelihood of maindecking, I'm not of the opinion that Library belongs in mono red aggro, but I'll include an on-color dual land no matter the archetype. I'd even include a Misty Rainforest and a Taiga in my Blue/Red deck with no green, so the mana fixing lands are more likely to be maindecked. Strip Mine is easier to fit into any deck, but I still might be reluctant to include it in a 5-color goodstuff deck.

    In terms of being critical to winning, Library is definitely a dumb card, but having good mana is also critical to winning. So that's why I put the Duals and Fetches above those 2 cards.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Ranking Project 2019 - LAND RESULTS
    Quote from opterown »
    Not unexpected results at all!
    I wonder what everyone thinks of City of Ass, lol. It seems better than Grand Coliseum at least.


    Better than The Grand Coliseum, the KTK/ALA tri-lands, and Teramorphic Expanse/Evolving Wilds. I imagine it will still be better than Fabled Passage, as well, but will have to see how Fabled Passage plays out first. City of Ass vs. Ash Barrens is an interesting, not sure on that one.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Ranking Project 2019 - Lands Voting CLOSED

    1. ABUR duals
    2. ONS/ZEN Fetches
    3. Horizon Lands
    4. RAV shocks
    5. Strip Mine
    6. Library of Alexandria
    7. Ancient Tomb
    8. Prismatic Vista
    9. M10/ISD Check Lands
    10. WWK/BFZ manlands
    11. Mishra's Factory
    12. Mutavault
    13. City of Brass
    14. Mana Confluence
    15. ICE/AP Pain Lands
    16. SHM Filter Lands
    17. SOM/KLD Fast Lands
    18. ALA/KTK Tri-Lands
    19. Ash Barrens
    20. Terramorphic Expanse
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Dark Confidant and Adventures
    Dark Confidant Bonecrusher Giant

    Just making sure I understand this interaction. The release notes say "An adventurer card is a creature card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose converted mana cost is 1. It can't be the target of the triggered ability of Mystic Sanctuary."

    So if Dark Confidant's upkeep trigger reveal's Bonecrusher Giant, you would lose 3 life -- not 5 life -- correct? This is unlike revealing a split card like Fire // Ice which would count both halves?
    Posted in: Magic Rulings
  • posted a message on This or That discussion.
    @Moizak if you're looking for a specific rule about that, try asking here: https://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings

    But yes, Heedless One does not put +1/+1 counters on itself. You are welcome to sacrifice Vampire Hexmage for no value, though.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Prismatic Vista, City of Brass, Mana Confluence, City of Ass, Fabled Passage, Ash Barrens, Terramorphic Expanse, Mishra's Factory, Mutavault, Hangarback Walker

    vs.

    Celestial Colonnade, Creeping Tarpit, Lavaclaw Reaches, Raging Ravine, Stirring Wildwood, Shambling Vent, Wandering Fumarole, Hissing Quagmire, Needle Spires, Lumbering Falls

    While deciding if I want to cut Terramorphic Expanse or an Artifact for Fabled Passage, I realized I'm not too far off from running 10 non-dual nonbasics. Would it be better to cut all the rainbow lands and the colorless manlands for a 5th cycle of dual lands at 360? Should I worry about monoclored decks no longer having access to manlands?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ELD][CUBE] Hushbringer


    I saw this card spoiled yesterday, and had to think about it for a while if it was something I was interested in. After giving it a day, I'm pretty excited about testing it. I think it could work for me, and may interest others, as well. I enjoy including hatebears in cube, but I find there's a few criteria they need to fit in order to work.

    1) There should be somewhere the card can fit that doesn't hurt the player playing the card, or at least hurts them much less than it hurts the opponent.
    2) There should be a broad range of archetypes it's good against, and ideally, it can hate out a broken strategy.

    #1 was what I was concerned about. White has some ETBs it cares about (Stoneforge Mystic, Resoration Angel). My time playing Leonin Arbiter proved to me that while it can hate out some strong effects like Tinker and Survival of the Fittest, the white player usually didn't want to include Leonin Arbiter because it also hurt their Stoneforge Mystic and Land Tax, and they'd rather play their strong search effect and relegate Arbiter to the board.

    While there are a handful of good ETBs in white, I think there is a deck that can be made that makes good use of Hushbringer. Possibly in mono white, or in WB, WR, and WG. I don't think WU can use Hushbringer, at least in my cube, but it seems possible to make work in the other color combinations.

    As to #2, what broken things does it hate?
    Splinter Twin
    Craterhoof Behemoth
    Clocknapper

    And some incidental hate:
    White: Sun Titan, Restoration Angel, Blade Splicer
    Blue: Man-o'-War, Vendilion Clique, Mulldrifter
    Black: Shriekmaw, Blood Artist, Gray Merchant of Asphodel
    Red: Purphoros, God of the Forge, Flametongue Kavu, Abbot of Keral Keep
    Green: Thragtusk, Deep Forest Hermit, Acidic Slime
    Colorless: Myr Battlesphere, Sundering Titan, Solemn Simulacrum

    A 1/2 lifelink flier can carry equipment well, crew a Smuggler's Copter, and pairs well vs. Goblin Rabblemaster tokens. In the end, it may fail #1 for me like Leonin Arbiter did, but I think it looks good enough to test.

    Edit: just realized this card has a funny interaction with Shriekmaw. You can Evoke Shriekmaw with this in play and get a 3/2 with fear. You don't get the Terror, but 3 power evasion for 2 mana is interesting. Mulldrifter works, too, but 3mana 2/2 flier is less impressive.
    Posted in: Cube New Card Discussion
  • posted a message on Ranking Project 2019 - Colorless Voting CLOSED

    1. Sol Ring
    2. Black Lotus
    3. Time Vault
    4. ABU Moxen
    5. Mana Vault
    6. Mana Crypt
    7. Grim Monolith
    8. Umezawa's Jitte
    9. Skullclamp
    10. Wurmcoil Engine
    11. Coalition Relic
    12. Mox Diamond
    13. Ugin, The Spirit Dragon
    14. Emrakul, the Aeons Torn
    15. Sword of Fire and Ice
    16. Smuggler's Copter
    17. Mind Stone
    18. Batterskull
    19. Karn, Scion of Urza
    20. Sundering Titan
    Posted in: Cube Card and Archetype Discussion
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