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  • posted a message on This or That discussion.
    If choosing one, IoK. Turn 1, I think its generally more important to be able to take an early creature than a cmc4+ non-creature, but both deserve a spot.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Majestic Myriarch VS Blinding Mage
    The game only goes to a new step or phase when all players pass priority on an empty stack. When you declare that you would like to enter combat, what you are saying is you are passing priority in your precombat main phase while the stack is empty. The game does not move to combat until your opponent also passes priority. So, if you declare combat, your opponent could tap your creature while you are still in the precombat main phase.
    Posted in: Magic Rulings
  • posted a message on Print This Wizards (so I can put it in my cube)
    Since adding Najeela, the Blade-Blossom, I'd really like another cmc 1 red warrior. We have Zurgo Bellstriker, but options really fall off after that. It doesn't need to be too fancy, but in a dream situation, I think this would be perfect.

    1cmc warrior guy R
    creature - Goblin Warrior
    ~ has haste as long as you control another red creature.
    2/1


    And it could be worse than that, too. Maybe staple a downside onto it, like it shocks you when it enters or leaves the battlefield.

    edit: alternative version with kicker

    kicker warrior guy R
    creature - Goblin Warrior
    Kicker R
    When ~ etbs, if it was kicked, it has haste until eot.
    2/1
    Posted in: The Cube Forum
  • posted a message on Two extra large packs, instead of three normal-sized packs?
    Usually when we draft, we have four people, not a full eight. When we started cubing initially we were doing three packs of 15. But we started to notice our decks started to look kind of awkward. Like none of us could draft an archetype, and instead all ended up with weird hodge-podge decks. I'm not sure the exact science behind it, but I think it comes from a few of the following factors. Random distribution doesn't mean an even split between archteypes in each pack. So instead of a pack containing 2 cards for the ramp deck, and 2 for the burn, and 2 for blue, etc. instead we might see 4-6 cards in a pack for the ramp deck. And then in another pack, we might see 0 cards for that deck. So in an 8-player draft, when you have 4 cards for an archetype in a pack, 2 or 3 of the 8 players might go into that deck, instead for us 3 to 4 of the 4 went in. Likewise, in a pack with 0 cards for the archetype you're drafting in an 8 player draft, you'll end up with 2 dead cards, but with 4 players you end up with 4 dead cards from the pack, which is harder to recover from, so you need to use some of those cards and get a combination of archetypes that don't really mix well. Kind of tied into that, is I think getting four cards from a pack made it harder to read and pass signals for everyone. Our solution was when we draft with four players to do 5 packs of 9, instead.

    I feel that the large packs might have you run into similar issues we saw. I think it's worth trying for a few drafts, but it's also something to keep in mind while you're drafting and look out for, while you decide if you want to draft that way again in the future.
    Posted in: The Cube Forum
  • posted a message on Cascade Question
    Yes, to all your questions. You cast Bloodbraid Elf. Cascade triggers. Your opponent can respond to the cascade trigger with Spell Queller. Cascade is still on the stack. Assuming nothing else gets cast at this point, Spell Queller resolves first, and exiles Bloodbraid Elf. After Spell Queller resolves, Cascade resolves. If you reveal Lightning Bolt with the cascade trigger, you can cast that card, and since Spell Queller has already resolved, it is a legal target. Spell Queller instructs you to cast the spell exiled with it, so since you are casting Bloodbraid Elf, cascade will trigger again.
    Posted in: Magic Rulings
  • posted a message on [[SCD]] Putrid Imp
    The number of cards in cube that allow for turn 2 reanimation without acceleration can be counted on 1 hand - Entomb, Putrid Imp, Thoughtseize, Faithless Looting, Careful Study. If turn 2 is necessary for Reanimator to be competitive in your cube, probably at least 4 of those 5 should be played, and Putrid Imp makes the cut as #4. Maybe even #3 for the fact that it's on-color.

    I think it's better to design the Reanimator deck as a slower, more controlling deck in cube, so Imp doesn't make it. But if the cube is so high-powered that Reanimator needs more speed to stay competitive, Putrid Imp is the role-player you may need.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Can you shortcut coin flips?
    I'm curious how this would be handled at an event. Say the Chance Encounter player says some large number of Efreet activations like 10^100000000000, and the opponent does not concede. Obviously it would take all day to flip that many coins, you'd go to time in the round, and go to turns but the game is still on turn 0. It doesn't appear to be slow play to my understanding since counters are being placed on Chance Encounter thus advancing the game. It's a little bit of a Hans's Platnium Angel scenario since any reasonable person would concede, but is there anything to prevent two players from holding a tournament hostage this way?
    Posted in: Magic Rulings
  • posted a message on Random Cube Card of the Day Thread
    I haven't gotten to play with Tatyova yet, but I've seen a few draft videos, and I was impressed. I think Tatyova works in a Green deck splashing Blue because she cover's one of the archetype's biggest weaknesses by rewarding it for what it wants to be doing. The Green deck can have a habit of ramping into nothing, and Tatyova is good at keeping cards flowing as the deck ramps. Not just Fastbond, but also cards like Courser of Kruphix and Oracle of Mul Daya pair perfectly with Tatyova. Primeval Titan is an incredible when played the turn after Tatyova. Even top-decked Cultivates and Kodama's Reaches which normally would be dead draws turn into Divination. She could make it into a Blue deck splashing Green as the 23rd spell, but you'd be less happy about it. She certainly has some glaring weaknesses, but she does offer something good to the Green Blue deck in return. I'm interested in testing her out more, but at the moment I think she's good.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Random Cube Card of the Day Thread
    In unpowered 360, I found I had to slow the red deck down, and made Red focus more on Purphoros, God of the Forge. I like Ferocidon as a hate card that other red decks can play against Purphoros and the multitude of other token strategies in my cube. If I were to let red really be optimized, I'd probably cut both Purph and Ferocidon, but in the right cube Ferocidon can have some power.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MBS} - Steel Hellkite
    I'm probably a bit higher on Steel Hellkite than most, but I run the card and like it. It's not Wurmcoil Engine, but it's still a good 6 mana colorless creature.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [DOM] [CUBE] Tatyova, Benthic Druid


    Couldn't find a thread for this card. I just watched LSV play it in a MTGO Legacy Cube video, and was very impressed. Does anyone have experience with this card in cube?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [GRN] [CUBE] Midnight Reaper


    This card looks similar to Grim Haruspex at first, but I think it has a few advantages that might make it play better. It counts itself, so you don't have to worry about if your opponent Shocks it before you're able to draw any cards from it. It's also a Zombie, so it plays very well with Gravecrawler.
    Posted in: Cube New Card Discussion
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