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  • posted a message on [[SCD]] The Abyss
    Quote from wtwlf123 »
    It was okay, but it's definitely not too strong. I'm heavily invested into both Stax and Aristocrats and I don't play it anymore.
    Quote from wtwlf123 »
    It was okay, but it's definitely not too strong. I'm heavily invested into both Stax and Aristocrats and I don't play it anymore.


    No chance for it to get back in?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][M20] Scheming Symmetry


    From Mengucci's Twitter account.

    Discuss.

    Harder to break in Cube than in Constructed, but definitely worth a look.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1] Orcish Hellraiser


    Thoughts on this? Compares favorably to Keldon Marauders, despite having 1 less toughness.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [720][Powered] wtwlf123's Cube
    No the Abyss and Nether Void despite the move back up to 540?
    Posted in: Cube Lists
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    I still play Expedition Map. More than being a possible critter fetcher (Mishra's Factory, Inkmoth,and Blinkmoth), it can get you specialized lands like Cavern of Souls or Hall of the Bandit Lord, which could easily win you the game in a given scenario. I think the flexibility of the options it gives you makes it a worthwhile card in the deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [720][Powered] wtwlf123's Cube
    You proposed a Dragon Hunter to Skymarcher Aspirant change, but as per your latest list, Dragon Hunter was already replaced by Steppe Lynx.
    Posted in: Cube Lists
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    ^Arcum will be your sac outlet. This assumes you do it all in one turn, have 1 creature in play, another in hand, and you have no other mana rocks. This setup will require at least 1 more mana after you cast your first spell to untap -
    1: Arcum Tap (x creature), get Paradox Engine (PE).
    2: Cast y creature, untap nonlands due to PE, Arcum Tap (sac y creature), get Citanul Flute (CF), search for Memnite (or any 0-drop) via CF.
    3: Cast 0-drop, untap nonlands due to PE, Arcum Tap (sac 0-drop), get 3-mana rock (Mana Vault/Grim Monolith/Basalt Monolith/Thran Dynamo/Gilded Lotus) via Arcum, tap 3-mana rock (3 mana in pool), CF search for Myr Retriever (MR)(1 mana in pool).
    4: Cast MR (-1 mana [hence the need to have that additional 1 mana]), untap nonlands due to PE, Arcum Tap (sac MR), get 0-drop back from GY via MR trigger, get another 3-mana rock via Arcum, tap both (6 mana in pool), search for Junk Diver/Workshop Assistant (JD/WA) via CF (3 mana in pool).
    5: Cast 0-drop, untap nonlands due to PE, tap the 2 3-mana rocks (9 mana in pool), cast JD/WA (6 mana in pool), untap nonlands due to PE, tap the 2 3-mana rocks (12 mana in pool), Arcum tap (sac Junk Diver/Workshop Assistant), get Retriever back from GY via JD/WA trigger, search for any artifact. At this point, you can cycle through the MR and JD/WA, which will net you 1 mana from the 2 3-mana rocks each time.

    No need for Krark-Clan Ironworks which is probably close to a dead card majority of the time.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    ^Shrieking Drake is only infinite if you have a U-producing mana rock/dork AND another mana rock/dork. Also, Shrieking Drake is dead outside the combo. Personally, I don't see the need for it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    Cards You Shouldn't Run
    Ornithopter, Memnite, etc. - As I explained earlier, free dorks might seem enticing, but they're actually the worst kind because they don't do anything helpful, as opposed to other dorks which grant tempo or card advantage. Arcum is NOT an affinity deck; simply loading up our board with cheap artifacts does not help us.


    You say not to run these, yet the list you have featured in the Primer has both of these. Clarification please?


    He forgot to edit it. Prior to the printing of Paradox Engine, those were bad cards to run. Now, they allow winning on the same turn given a set of circumstances via Citanul Flute.
    Posted in: Multiplayer Commander Decklists
  • posted a message on RGx Titanshift
    Using FoodChainGoblins' list as basis, thoughts on the 27th land versus the 4th Farseek? The move to 26 would entail removing a Mountain and a Forest, but putting in the 3rd Stomping Ground to maintain the mountain count.
    Posted in: Big Mana
  • posted a message on RGx Titanshift
    Congrats on the finally nailing it! Mind sharing your decklist?
    Posted in: Big Mana
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    Foil Manakin in IMA! Finally!
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    Sorcerous Spyglass
    2
    Artifact

    As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then choose any card name.
    Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

    ----

    Looks good to me.
    Posted in: Multiplayer Commander Decklists
  • posted a message on The 5 Most Valuable Cards in Your Cube
    Quote from ondansefur »
    Library of Alexandria
    Moat
    The Abyss
    Nethervoid
    Aaaand...
    Underground sea I guess???


    The same for me except the Underground Sea is Unlimited (which I won from a Legacy tourney). I was supposed to get a Workshop but someone bought the really good priced one, before me.
    Posted in: The Cube Forum
  • posted a message on [[Primer]] Arcum Dagsson: Tinker to Victory (1/25/2017)
    Quote from Diis »
    I'm late to this thread, and I haven't read all 22 previous pages, but I haven't seen anybody running Laboratory Maniac, which seems like a natural wincon with the Staff/Rings/Monolith combo. Once it goes off I don't really see how anyone could stop it (since you'll have countermagic in your hand along with everything else, which means you shouldn't have any problem getting Laboratory Maniac out) save for some split-second luckiness or I guess maybe Boseju to prevent you from countering their counter.

    What does everybody think?


    Lab Maniac is dead outside of the combo. You generally want less of that in your deck. Further, once you draw you're deck, what's stopping you from just playing Ballista and killing everybody, at least Ballista has use outside of the combo (as utility ping-man or fodder).
    Posted in: Multiplayer Commander Decklists
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