2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 1

    posted a message on [CUBE][LTR] Lorien Revealed
    I think it's worth considering the broad functional benefits a cube has from spells like this instead of dismissing them outright for not being especially spicy. Like cantrips, they can smoothen gameplay, except these reap special rewards in cubes that include duals or shocks or triomes. 3-or-more color decks will really, really appreciate that kind of fixing in a way that the MDFCs and NEO channel lands don't replicate.

    While I absolutely encourage folks to look for interesting synergies in their lists, I think also having general-use cards like this supports a really fun cube environment.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [LCI][CUBE] Get Lost
    At a glance I'd rather give two map tokens than a clue, and I appreciate the wider target range, so I predict I'll like this more than Fateful Absence.
    Posted in: Cube Card and Archetype Discussion
  • 2

    posted a message on [CUBE][WOE] Regal Bunnicorn
    I think people have highlighted the synergy with this card and tokens, but I'm wondering if folks who enjoy having something of an enchantress theme would most appreciate it. Maybe if you'd got access to Legion's Landing, removal like Ossification, Oblivion Ring, and you've got cantrips like Oath of Nissa or Abundant Growth, you might be able to get a 4/4 without much effort. A lot of these cards have probably fallen out of favor with the strongest of cubes, but I think there is an opportunity for some cubers to enjoy this card in the kind of environment I'm describing.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on Set (P)review - My top 20 The Brothers' War (BRO) cards for the cube!
    Another great article! There are a ton of interesting cards here to give a go. A few among your list here stood out to me:

    Teething Wurmlet is a card I completely overlooked but spied in your list before I saw this post go up - test drafting convinced me you're spot-on. I think it'll be a really cool addition in powered lists. Mine is unpowered, so I'm not too sure it'll work out, but I'm curious enough to see where its limits lie. Likewise, I had no idea Zephyr Sentinel existed - thanks for bringing it up! I've been waiting for this specific kind of bounce for a while.

    Finally, I had reservations regarding Transmogrant's Crown, but you've made me give it a second thought. I think I fell into the trap of focusing too much on the 2 colorless equip cost - if I really just look at is a bonesplitter for 1 more mana and gaining card draw, yeah, that's a pretty desirable card.

    Thanks for the (p)review!
    Posted in: Articles, Podcasts, and Guides
  • 1

    posted a message on [BRO] [CUBE] Recruitment Officer
    The ping-lion would be a pretty cool card too, but I think I'm on team Recruitment Officer on this one. Getting to dig for a chance at a Mother of Runes to give my biggest guy evasion, a Selfless Spirit to give my team wrath protection, or a Skyclave Apparition to remove a problem permanent seems really good. I think it's totally fair to argue this is obviously happening at later stages of a game and thus might be too late to be relevant (how much mana do we really have in a turn), but this ability is doing precisely what the aggro decks would want to keep fighting if initial phases of the game didn't play out perfectly, and there is likely no clear winner next turn.

    It seems like maybe there are differences in design philosophy here? It's like some people are looking for aggro cards to win faster, and others are looking for ways to give aggro decks endurance. I personally want my aggro players not to have a mentality of "I basically win on turn 4-5, or not at all". And I feel like if I adopted that perspective and front-loaded all my aggro cards, that would almost be a self-fulfilling prophecy? While the general plan of aggro is to beat the opponent before they get to enact their plan, I don't think I've ever played in a limited setting where aggro players simply never reach 6 mana or higher in their best-of-3s. It's uncommon that aggro plays the perfect curve-out, and it's uncommon that the control decks draw into all their tools or wincons precisely when they want them. Classic matchups can go incredibly long. And I anticipate this card will do well there.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on Final fantasy and assassin creed are coming in mtg universe beyond down the line
    I don't really care about this kind of product, but I feel like if the FF cards aren't somehow connected to Triple Triad, they'll have really missed the mark.
    Posted in: The Rumor Mill
  • 1

    posted a message on [BRO][CUBE] Surge Engine
    I'm a big fan of creatures like this, particularly in blue. You can play it early and it may just trade 1-for-1 with an attacker or a bolt. But if it sticks around, it continues to have a purpose as a wincon. You'd still want other contingencies, of course, because like everyone here has noted it's quite vulnerable.

    I wouldn't be super eager to play this in a deck that wants true-name. It could fit there, but I'm thinking more like a big control deck, WU/x style, that is light on creatures and whose early plays are mostly just roadblocks and disruption. While say a Wall of Omens gives you the value up-front and is always kind-of acceptable in off-matches, this takes a different route and provides a threat when a defender would otherwise look kind of dumb.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [CUBE] Shadow Prophecy
    Nice find! I overlooked this one.

    I appreciate that unlike converge, domain just requires you to have the land types; a single triome does a lot for this card. And honestly, I love instant draw-2s, I love putting stuff in the graveyard. All that said, this is another one of those cards that I want to play, but not sure if it makes it. I think there are cases where you might just have only single basic type alongside painlands or pathways, making this a lot less impressive. That kind of variability leaves me a little worried and makes me want to look elsewhere for a comparable effect.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [DMU][CUBE] Green Widow of Llanowar
    There are like a dozen other 3-drops I'd sooner want to include, but it is a pretty impressive creature. While I might also prefer Call of the Herd, I think this card addresses some of the complaints I got about Herd when I ran it (e.g. the tokens are too easily blocked, they're outclassed quickly). Trample can break through chump blocks and a 4th power can trade upwards vs Restoration Angel and other cards. It's kind of a shame it's tapped on recursion.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [DMU]{Cube] Braids, Arisen Nightmare
    I'm supremely disappointed in this one. But I guess I knew deep down we'd never get anything like the old Braids, either. I actually even prefer some punisher cards e.g. Browbeat over this because at least Browbeat can draw your red aggro deck into lightning bolts, so either mode is the same gameplan. This is too broad in its style of attrition. I think it's just yet another Commander card.
    Posted in: Cube Card and Archetype Discussion
  • To post a comment, please or register a new account.