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Aug 6, 2021I think the card is solid for what it does ... but I don't run Heartless Act, or Go for the Throat, or any Doom Blade variant other than Shriekmaw. We have a nice variety of black removal spells nowadays that this style of card just doesn't seem super important to me; a few years ago, that might have been a different story. But now, I feel like my removal suite is best defined by the versatile Hero's Downfall variants and the mana-efficient answers like Dismember and Bloodchief's Thirst. I feel like existing removal covers enough scenarios that this card just isn't important at 540. Would consider for very large cubes.Posted in: Cube New Card Discussion
Jul 10, 2021I put it behind our current favorite 5s but I think it's a super cool card for slower and larger cubes. How many creatures are there that can just return to the battlefield with just a simple (if high) mana cost? How many of them have evasion, and an ability that can generate value? I think Rosy Dumplings outlines a lot of cool aspects of this card that make it worth testing in cubes where there are midrange battles and aggressive decks actually can reach the 6 mana to return it when needed.Posted in: Cube Card and Archetype Discussion
Jun 20, 2021Carver is a much more proactive card that gets increased benefit from recurring 1-and-2-drops. It also helps you retain a board post-wipe by leaving behind a body. I think Reaper is cool in slower cubes (where you'll probably have more time to play the bonus cards it draws you) but I think it suffers from having to rely on other cards for sacrifice outlets etc before you really get much out of it.Posted in: Cube Card and Archetype Discussion
Jun 7, 2021Interesting list Mergatroid - I didn't know Goblin Anarchomancer was even a card! If I were to move Storm into RUG, which this set seems to be pushing as a possibility, I think it could be reasonably good. It helps that the card works on any R or G spell - could help just any old RG ramp deck on the side. I've been thinking of making some changes in my Gruul section ... I think I'll give it a test!Posted in: Cube Card and Archetype Discussion
Jun 3, 2021lmao I only even opened the thread to figure out why everyone here wanted to go check out some old crappy reprint ... I wonder how many more people are gonna go through the same thing.Posted in: Cube Card and Archetype Discussion
Yeah, that discard choice is something worth considering. I don't think it's enough, but maybe.
Jun 3, 2021I looked at this card, didn't think much of it, and just kinda moved on. Seeing you folks discuss it ... hmm. I think it has the potential to be useful for decks that are looking for 2 mana rocks. Might have natural synergy with Wildfire decks. Play red cards -> include shatters -> include this rock -> sometimes be able to shatter a planeswalker or enchantment. Yeah, I'm sure I can swap it easily for another generic rock and give it a try.Posted in: Cube Card and Archetype Discussion
Jun 2, 2021I messed around with Ancestral Blade a little bit because of artifact, blink, and token synergies. It plays in polymorph, tinker, tons of decks. But it's still a very meager card despite its broad applicability, so I ended up cutting it. This feels quite similar to me. If the token were a servo and the equipment granted flying? Then maybe we'd be talking.Posted in: Cube Card and Archetype Discussion
I don't like it as much as Remorseful Cleric, because I think that card gives more tools to the aggro deck, than this card's various synergies affords any of those other decks (and I think +1/+0 equipment isn't affording much at all). I would prefer aggro have a solid gy exile above this.
Jun 2, 2021I think the main draw of this card for me is that these tokens are really versatile. Yeah, you can do a 3-mana lotus cobra impersonation, but you also provide fodder for Braids, Cabal Minion and Smokestack. I don't think this is an important card by any measure, but I feel like it's just kinda cool and might provide useful support to archetypes we enjoy.Posted in: Cube Card and Archetype Discussion
Jun 1, 2021Posted in: Cube Card and Archetype DiscussionQuote from opterown »Quote from NotScottMescudi »Quote from Blue_Oneironaut »-MUST find a target; Solitude and even Subtlety avoid self-targeting, Grief and Endurance don't really care, but Fury cannot be played onto an empty field.
Literally didn't even notice that until I read your comment.
**** why do they keep doing this, just make it a "may" for god's sake. We're probably still going to test it but this type of stuff always bothers me
Any number can be 0
I see. My mistake. Thanks for the correction, everyone.
Quote from asmallcat »
Edit 2 - Lol super ninja'ed.
Yeah you guys are on-point lmao
Jun 1, 2021I'm struggling with this card. I feel like it can be kinda feast-or-famine in its playability, and I don't like that in most cube cards.Posted in: Cube Card and Archetype Discussion
What I like about the ability:
-you can thwart early aggro pushes at card parity, just like pyrokinesis
-you can clear token blockers, or kill a single tough blocker like Brimaz
-you can kill low-loyalty PWs, something pyrokinesis could never do.
-like the rest of the cycle, the evoke is 0 mana, so you can cast this and a haste dude like Hellrider in the same turn and go to town.
What I like about casting creature mode:
-Should be a 2-for-1 or better. As much as the 3/3 doublestrike body absolutely disgusts me, it's capable of killing aggro creatures coming your way, and 6 damage isn't something a control deck can ignore for too long either.
What I dislike about the ability:
-There are flat-out bad targets. If you even think about evoking this to clear a Wall of Omens to push through damage, you're down approximately a billion cards. To avoid this, you'd want the creature mode, and I feel like 5 mana is a bit much for this kind of removal, particularly because you also won't get enough damage to deal with Baneslayer, Thundermaw, or Polukranos either. My bias here is that it feels miserable next to Solitude, which can remove a Goblin Guide or a Blightsteel Colossus. This can...kill multiple x/1s and other junk, but nothing big. But does that necessarily make Fury bad? I don't know, but my gut says yes. Honestly, even +1 damage might have made me feel quite a bit better.
-PW targets can already be killed by haste flyers, as already argued by asmallcat. Rebuttal that these creatures die to spot removal is not highly persuasive to me. If people can hold open a Hero's Downfall to kill my Thundermaw, I feel like that deck probably only had about 2 relevant targets for Fury's burn anyway, making this IMO a very marginal opportunity for greater value than the alternatives.
MUST find a target; Solitude and even Subtlety avoid self-targeting, Grief and Endurance don't really care, but Fury cannot be played onto an empty field.Apparently you can choose zero targets, which I was entirely oblivious to
-Not instant speed
I don't feel bad about it not going face, because I think that would have probably opened a huge can of worms. But, I feel that given its restrictions it could have been meaningfully boosted for damage without becoming ridiculous. That, or something else. I dunno. At the moment, this is a card I could reasonably include in my list, but I'll probably just scowl whenever I see it because I just simply hate it.
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Feb 5, 2014Venser, the Sojourner is my favorite card, because it speaks to me from multiple angles.Posted in: Announcements
First and foremost, I love blink effects. Something as small as a blink can change the way a lot of things operate, by repeating enter-the-battlefield triggers, rescuing your mind-controlled or perpetually-tapped creature or other permanent, or even just giving something pseudo-vigilance. Or, perhaps in a cube, you can do something nasty like blink a wincon and proceed with a wrath - or even nastier, an Upheaval - and continue onward uncontested. It's a lot of versatility, making Venser's first ability elegant, even though it's incredibly simple.
Venser's second ability is perhaps a bit confusing to a control deck trying to abuse his +2 with the likes of Wall of Omens or Mulldrifter; why would you ever use this ability? I always believed this is because Venser was designed for the BantPod deck when it was standard legal, a midrange monstrosity that abused etb triggers and eventually amassing a huge board. With Venser, you can build up advantages until you can simply overwhelm your opponent; a -1 with "Creatures are unblockable this turn" could just as well read "win the game" in the right deck. I enjoy cube, and find Venser doesn't need to use this ability to be good, but having the option allows him to fit in more decks than many other planeswalkers who don't have as straightforward abilities as "Draw a bunch of Cards". For this reason I think he trumps most other guys outside the Lorwyn 5. Both the +2 and -1 can work together, but they don't need to.
Venser's ultimate is incredibly powerful - a little wonky, to be sure, but powerful. Spells giving you free, colorless exiles is exceptionally good, and cantrips like Preordain suddenly become incredibly valuable. If you have a Batterskull on the table, you're in amazing shape. And this isn't an ultimate that takes forever to get to, either.
Venser is far from the best card, or even best planeswalker in MTG. But, all three of his abilities are potentially powerful, which lead to enjoyable experiences every time I play it. Because Venser's abilities require a little bit of planning, I find that deck construction with him becomes quite interesting; some already good cards gain additional value, some strategies suddenly have an entirely new angle when he hits the field. Being able to think ahead and see real benefits of that planning make playing the card a very rewarding experience.
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