Ultimate Masters: MMI Review
 
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  • posted a message on UMA Spoiler
    Moan is fine, but the black CC4 creature slot is pretty tight right now. Ranking them is probably highly subjective, but I certainly have Butcher, Shinobi, Aven and Noble over Moan. I'm currently playing Gravedigger as my 5th, and I'm both considering cutting down to 5 already and not even sure Moan is better than Gravedigger to begin with.

    Double B on a card that doesn't fuel Gary is also meh. Might test it after all, but calling it a staple is definitely off given the the context.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler
    Noone even mentioning Probe?

    I have that in 2nd overall after Dinrova. Agony Warp is a marginally better Last Gasp, nowhere nearly as good and unique. Same for Soul Manip for being a much worse Exclude. Strix is good when Viridian Longbow and Fire Whip are included.

    My guess is most people here have never Probed someone with two cards in hand (which is pretty common given that curves out turn 5). Game is over right there. Surprised it doesn't get more love in a world where people are trying to make madness work.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler
    Quote from PyreDream »
    Arrogant Wurm has been around for a while, has anyone else had results with it? It's about 0.5 mana too expensive at full cost, since you can get vanilla 4/4s at four mana and 4/4s with two upsides at five mana. In green you have ramp to mitigate the extra expense - I'm hoping red's looting plays a similar role in shoring up the Wurm's main weakness.

    Fire//Ice ties Jilt for the number one Izzet spell. If this set ends up downshifting multicolor cards like the last Masters, we're in for an embarrassment of riches Grin


    How is it only .5 mana too expensive at full cost when we already get 4/4 Tramplers for 4 with upsides that are only borderline playable themselves?

    The wurms are bad, both of them. If they were blue then maybe, just maybe I could see an argument... but G and R have no playable discard outlets beyond maybe 4 or 5, and that's already a stretch, and exactly one of them enables the T3 casting, which is the only time a 4/4 Trampler is actually worth going out of your way for nowadays. When decks had 4 Aquamoeba and 4 Mongrels and Standard creatures were about 1/3 as strong as today they were good. That's not the world we live in.

    Fire//Ice is an awesome downshift, but it's much worse than Jilt and the upgrade over Twin Bolt is barely poweful in this format.Playable but not as strong as it seems for a former legacy staple to be downshifted to us.

    Dimir Guildmage is a lategame breaker, but I'm also unsure if UB can afford the slot.

    Not interested in anything else at this moment.


    EDIT: Also agree with Humphrey. Frostburn is miles ahead of Electromancer.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Actually, even if it wasn't random nowadays it would be mostly just a worse Gathan Raiders lol
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    The overall most powerful 5 drop is Vildin-Pack Outast by a mile. The most potentially powerful 5-drop in the right deck is probably Emrakul's Hatcher.

    As for Aggro decks, if they're true aggro they'll top out at 4 with things like Warbrute, which I consider to be a 4-drop. If the deck is exactly fast enough to not want Outcast and still slow enough to want a 5-drop to begin with, I'd definitely go with some Haste, so either Cinder Hellion or Flurry of Horns.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    On to the next one
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Yeah, we're now down to cards that are even worse than monocolored equivalents.

    Back to waiting for the next Masters set and hoping that the next Dinrova Horror type of downshift will finally hit the guilds that need it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    In the very specific context of a deck with multiple madness creatures it's probably a good card. Overall I'm pretty sure I wouldn't play this even if it cost 2 and one hybrid B/G.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Quote from PyreDream »
    Do you also treat Baloth Gorger as just a 4/4 vanilla? Kavu Primarch as just a 3/3 vanilla? It's a variable output card with the weakest acceptable option being on par with previously cubed cards.


    Then you're either cubing 2/2 vanillas for 4 or I'm reading the card wrong and it has base stats 4/4.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Quote from PyreDream »

    I'm more excited about Rhizome Lurcher. You need two critters in the yard for an acceptable standard of Rumbling Baloth


    Since when exactly is a two-colored 4/4 vanilla a fine baseline if a single-colored one isn't even playable?

    Card is bad. But so is the GB section. There's definitely no way anyone should be playing this over Grisly Salvage, because Lurcher is only passable in cubes in which Grisly Salvage is very strong, and Salvage is overall better for being one of the best enablers (which are hard to come by). Basically, you either want both of them, or none of them, with a small chance that you may want Grisly and not Lurcher. Putrid Leech is locked in already, so if you're playing a 3-card section you'll have to ask yourself if you'll cut Consume Strength and play both Lurcher and Salvage, or you play none and play Consume plus either Salvage or something else.

    As I said, only heavily guild keyword driven gold commons in this set. We probably have a better chance to get something good in a vanilla set with no mana fixing and a few random common gold cards. Thing is there hasn't been any of that since forever...
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Quote from Humphrey »
    cmon shizzle some nizzle man Wink

    i dont care too much about magic names. since im from germany we had horribly stupid card names since translations were a thing.


    Had no idea you're from Germany too. German names have always been a mess, from straight up wrong translations to ridiculous sounding names. I prefer my Scuttlemutt and Perstermite in English if you know what I mean. For all you non-Germans out there, try saying Nachtschattenstachelpiekser correctly 3 times in a row (Nightshade Stinger in English I believe).

    Back on topic. I was hoping for Guilds to fix the weaker guild sections a bit, but so far we've got pretty much the worst case, which is only heavily parasitic cards and/or multicolored copies of existing monocolored commons at common. My hopes are small now, though if GB gets another one it may still be better than the other options in the 3rd GB slot. Sumala Woodshaper would probably make 9 out of 10 guild sections easily, but cutting Pridemage for it would hurt my feelings. Travel Preps and Cloak are way out of reach for anything they would ever print as a common nowadays.

    Watcher of the Mist is good and I think at CC5 I like the upside of surveil over scry over the easier casting cost of the Sphinx. That said, even Sphinx isn't an auto include.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [GoR] - Guilds of Ravnica Spoiler Discussion
    Healer's Hawk may be interesting for people with enough auras.

    Sumala Woodshaper is a great card, but ultimately it's very expensive. 4 mana for a 2/1 is pretty terrible, even though it will draw you a good card most of the time. GW is so stacked that I don't see room for this unless someone goes 5 cards deep. It has nothing on Cloak, Pridemage, Travel Preps and Evangel, though it takes Centaur Courser's spot as the 5th best card, fwiw.

    Hypothesizzle is indeed like a pauper's Proph Bolt and it's not too far off it that it's at least interesting for cube. 5 mana is a ton though.

    Everything else is not worth mentioning imo.


    Not too fond of jump-start either. It's essentially a weaker Retrace and as long as we don't get any primary effects that are much better than what we got with Retrace, I doubt we'll find a single playable with it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Definingly unique: What are 10 cards that really sell your cube?
    Thanks for the feedback, I can see most of your points.

    The Simic guild I think is still one of the weakest because it literally only has cards that are just so slightly better than a monocolored equivalent, which should always make us question if they're worth playing. Oracle is a sightly better Elvish Visionary. Oculus is a different but overall slightly better Darkthicket Wolf. Beetleform Mage is a slightly better Rootwalla. Assault Zeppelid is a slightly better Phantom Monster. I could go on like this forever, but the point is that Mr Shambles is currently the only staple in that section. Snakeform is good but I don't categorize it as a gold card, so it's out. I've been playing Ethereal Ambush just because it's a little more unique, but it's not a great card either. I should probably include Beetleform again, but it just never performed as well when I played it.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Definingly unique: What are 10 cards that really sell your cube?
    1. Archaeomancer / Mnemonic Wall: They're the perfect glue to the blink, graveyard and spells matters synergies I support in my cube and they keep performing extremely well.

    2. Sigil of Sleep: Not my own innovation (I took the idea from Humphrey's T1 a while ago), but still one of the cards with the highest ceiling that you don't see most people play. UB Shadow/Ninjas is a viable deck.

    3. Gush: Also a card most people don't play. There's a reason it's banned in most constructed formats. If you ever cast this the turn you were going to miss your first land drop it's just totally broken, even if that's usually turn 5/6 in cube and not turn 3 like in Legacy/Vintage. It gives you +1 mana and 2 cards for the cost if a single land drop in those situations.

    4. Cuombajj Witches: Massively overpowered in black control decks that present no X/1s.

    5. Rend Flesh / Eyeblight's Ending: Even after years of cubing I still feel that people underestimate unconditional instant speed removal in cube. Most people would eschew them simply because they cost 3 mana when we have several cheaper options available, but all of them are conditional. It's true that a deck wants cards like Disfigure to protect against fast beatdown, but decks also want to kill that fatty that's going to kill them in 2 turns. It's the right mix of removal that makes decks good. All red removal spells are already conditional, all white ones are sorcery speed. Only black gets those 3 mana instant kill alls and they've always performed great in my cube, even when the format got quicker over time.

    6. Fire Whip / Viridian Longbow: Also a synergy that I didn't run for a long time but when I incidentally put more Deathtouchers in my cube I noticed that Humphrey abuses that synergy in his T1, so I gave it a shot. Those cards are borderline playable anyway, but when put on a creature with Deathtouch you'll just win the game unless they get removed.

    7. Eldrazi Scion/Spawn producers: Similar to the Mnemonic Wall type of cards these are in my cube because they have so much overlap with different interesting strategies and archetypes that are worth drafting. They provide bodies for token/swarm decks, they provide ramp for ramp decks and they provide easy death triggers for the Morbid/Sacrifice deck.

    8. Bequeathal: A little bit of a pet card of mine, but I still think it's easy enough to make it work to justify running it. Especially with the aforementioned scion/spawn producers. Most of the time though it basically adds Kicker G to a removal spell that lets you draw 2, which is also a great deal.

    9. Spikeshot Goblin: Gave this guy another chance when I got to draft Mirrodin again after years, and I just thought that one of the most broken commons in the history of limited magic must somehow have a place in cube. So far I think it's been slightly better than most other pingers on average, so he stays in for mow.

    10. Utopia Sprawl: Just in case less than 100% of people are still running this. This is one of the most broken commons to ever be printed, hands down, only 'balanced' by the fact that a mere ramp card never wins the game on its own. There's exactly one card in Magic that (1) permanently (2) ramps you to 3 on turn 2, (3) fixes all 5 colors (3) is neutral on mana when cast on turn 2 or later, because (4) it isn't summoning sick like Bords of Paradise and the like. And it happens to be a common.



    Honorable Mentions:

    - Coiling Oracle; not sure why not more people are running this great value dude when UG is among the weakest guilds anyway.

    - cycling land cycle: The one reason to exclude them is because 'nonbasics tend to flood late packs in draft', and while that is true and was the reason why I didn't play them either for years, I noticed that this format is so stacked with powerful cards that people usually end up with too many playables and have to make cuts anyway. And this is where those lands come in, because they undoubtedly make every deck better that has them and spending a pick on them has proven to be very much worth it in a format that doesn't leave you short on playables anyway.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Pauper to Peasant (Upgrade Help)
    Your current Pauper list has a lot of card choices that I think aren't really canon around here, so I'm not sure if people can give you too much feedback on what exactly to cut from it apart from just saying cut everything other people don't run.

    Apart from that, if you want to change it to Peasant you should have a look at some of the Peasant cubes here on the forums and see which cards you'd want. After all, if you're looking to build a regular canon Peasant cube, you should compare other Peasant cubes, decide on your own Peasant list to start with, and then get all the Uncommons you need for it and replace all the commons that won't be a part of you final peasant cube.

    Doing this change is almost like building an entirely new cube, and that's always a lot of researching, testing and other work to do. People might give you some advice on minor things here, but ultimately you'll have to do the work yourself.
    Posted in: Pauper & Peasant Discussion
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