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  • posted a message on [CUBE][MH1] Urza, Lord High Artificier
    It probably has a higher ceiling than JTMS, but I can't imagine picking it p1p1 over jace. You probably need a ton of artifacts before it comes better.
    In my cube ,locking yourself into the artifact deck has a clear chance of train wrecking if other people are doing the same. Also, going an early artifact.dec piece forces you to pick cards like signets over better cards.

    I think Tolarian academy and tinker are even more busted in the artifact deck, then you have people who want to go into it because they had some absurd start like mox -> mana vault... If you use the 3rd/4th best card as a signal to move into the archetype, and other people are doing the same, trainwrecks will happen too often.

    That being said I've yet to get proper experience with the card, maybe it's just that good Smile
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][M20] Chandra, Acolyte of Flame
    Think this is pretty solid, but you really need to be able to leverage the 3rd ability.

    Flashing back two spells of 3cmc or less is pretty great value for 3 mana, so if she's able to activate that ability twice, she's more than payed for herself.
    Also, blue power always makes the floor of flashback enablers higher than obvious.

    My guess is she's pretty good, but more of a mid-high cube sized level card at best.

    Quite bad on the backfoot, but stills serviceable if you have a lot of cheap powerful interactive spells... She can play the roll of reactive or proactive IF you have cards like swords to plowshares, such that you can play her on turn 4/5 if need be.
    That makes her a bit narrow though.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][M20] Chandra, Awakened Inferno
    I think this chandra is incredible, and competes favorably with the top tier 6 mana planeswalkers.

    She deals with such a high % of board states when behind, can tick up to absurd loyalty at parity..
    She gets around a major weakness a lot of sorcery speed ramp tap out decks have with cannot be countered.

    Unlike other chandra she can sweep away weenies AND deal with a follow up threat if need be, given her high loyalty.
    The +2 stacks such that a couple activations should kill any opponent content on grinding. (thankfully she's in the color that is good at doing damage, such that even a single +2 activation can put some pressure over time).

    The situation where she suffers relative to 6 mana elspeth/6 mana chandra flamecaller , is if you are ahead, but you need to kill your opponent asap before they do something absurdly broken (sneak attack -> emrakul etc). Her damage clock is not even close to as good. Elspeth has an additional advantage of being proactive AND defensive with her +1, something neither chandra can do.

    But I think her cannot be countered , absurd loyalty and her ability to deal with so many board states makes up for that disadvantage.

    Conclusion: She's competitive with the best 6 mana walkers in cube and I think theres a >50% chance she's the best 6 mana chandra.
    Posted in: Cube New Card Discussion
  • posted a message on [630][Powered] wtwlf123's Cube
    Glad you testing a bunch of cards from Horizons! Interested to know how the jump to 630 performs for you.

    I'm scaling back to 485 due to complaints from a few key cube members who want the cube to be a little more broken.

    I personally like slightly bigger cubes as it makes additions/cuts/tests much less stressful and you see a greater variety of interactions. Difference in power between cards ranked 400-700 are so much smaller than the gap between 100 and 400.

    What kind of draft format/# of players have you been running these days?

    Posted in: Cube Lists
  • posted a message on [CUBE][MH1] Includes and Testing Results
    Quote from steve_man »
    Initial testing results:

    Giver of Runes
    - Pretty much everything you'd expect from a mom that can't protect herself. Protection from colorless is very clutch when it matters, especially against something like Wurmcoil Engine.



    The protection from colorless was relevant in multiple games I've seen her played in. From my limited testing it seems that the gap between giver of runes and mother of runes is smaller than I first estimated, because of the colorless clause. I thought there was a good chance I'd cut her, now I think there's a good chance I'll keep her.

    My initial impressions of this set are,

    -All the mythic rares that look incredible ARE incredible if not better. Hexdrinker, Urza, Yawgmoth, Seasoned Pyromancer have all done very impressive things.

    -The only card that has been worse than I predicted is wrenn and six, NOT because it's bad, but because it's a bit more narrow than I thought. We kept not main decking it due to lack of ways to get lands in graveyard.

    -The card that has impressed me the most relative to my expectations is Plague Engineer. It's almost always found targets to kill, and the body has been relevant. I don't think it's better than the four cards I mentioned earlier, but it's still an absurd card.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MH1] Winding Way
    this Card stood out to me when scanning the spoilers. But not so much for cube.

    Where I think it’s best in cube is as a self mill graveyard enabler, in a recurring nightmare type deck. I played a lot of mulch in its standard season and the card is great if you can mill things like unburial rites, lingering souls and things to reanimate.

    The bi-modal nature of having the option to hit creatures or lands makes it much better than mulch. If I’m mana screwed , I name lands. If I’m flooding or it’s late game, I name creatures.

    It’s great in cube if self milling gains considerable value, but I’m skeptical its good when stocking your graveyard doesn’t matter much. even In decks where it’s a solid source of card advantage (1.6-1.7 cards on either mode). Do I want to be spending 2 mana off in a creature deck to get that value? Explosivity is very important in those decks... it’s also weakening other creature synergies in the deck , by not being a creature.

    Seems pretty narrow, and only a decent playable in the decks it qualifies for. Maybe self mill value gives it a higher ceiling than I’m estimating.

    In a constructed strategy of like 40 lands and graveyard synergies, the card seems insane. I don’t know how tight legacy lands is , but a 2 mana draw 3 and mill life from the loam has to be at least solid?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1][CUBE] Wren and Six
    I couldn't quite get life from the loam to work without a strip mine... though I do love the card in theory and WANT it to be good. These new canopy lands and wren and six may give me pause to revisit it.

    Bazaar of baghdad is another card that works great with loam.

    crucible/ramunap on the other hand, while still somewhat narrow, enables some very cool build arounds as well as the fastbond combo. Definitely a large portion of it's use is with breaking strip mine or with fastbond combo, but I have seen plenty of wildfire/stax/armageddon/value builds without a strip mine or a fastbond.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MH1] Includes and Testing Results
    Very small testing session (2 cubes, 6 people) preliminary impression.

    Ice-Fang Coatl / Snow basics
    I'm currently testing with the house rule, basic land = snow lands and so far this seems like an easy change. My cube group is full of experienced players and a pretty consistent stable, so I have a feeling it won't cause too much confusion. Everyone seemed happy with this at the first draft.

    I played this card in a sultai value deck and it felt incredible. To make good use of the body I had the scarab god, drana , edric and Meren. I had a mana leak and some instant speed things to do to leave up the mana for. My mana base was 50% non basics, which felt like a lot to turn on deathtouch, but in this grindy deck, death touch in the mid-late game felt somewhat trivial. It truly felt like a simic baleful strix.

    Honestly, after playing with it a bit I think it's good enough to test even without the deathtouch.
    A flying cantripping chump blocker that can screw up combat math when cast at instant speed is a pretty great card... I'd be happy to play that card assuming you can make decent use of the body some how. (Edric, opposition, skull clump, anthems, birthing pod etc)

    Hexdrinker
    I somewhat forced a RG agro deck taking this card a bit too early. Didn't really get to do anything fun, but I felt it's power quickly. Both times I cast it, it was answered. However, neither time did it require any significant investment from me and both board states it would have won the game single handedly had the opponent not had an answer immediately.

    Seasoned Pyromancer
    Happened to see this card the most today. Had it in my RG agro and saw it in a Grixis Artifact reanimator deck.
    I believe this card is as good as it looks if not better. In my agro decks the bodies and the flashback were relevant to insure I had creatures on the battlefield for my multiple pieces of equipment. Unfortunately HAVING to discard 2 cards was a bit annoying in the early-mid game a couple times. I didn't want to pitch good burn spells to get the 1/1 bodies and the lands had clear uses such that rummaging didn't have much value.
    Overall struck me as a decent playable in agro, but it's not the archetype it shines in.

    In the grixis artifact reanimator deck it was AMAZING. It blocked very well, it was a discard outlet, it managed to draw 2 when hellbent once... It provided multiple disposable bodies for recurring nightmare.
    The 3RR instant speed graveyard ability was relevant more times than I thought it would be in both decks.

    Sword of sinew and steel
    Sword of truth and justice

    Both cards rode sideboards, and never got brought in. Bad luck in aligning with match ups where the protection wouldn't have been great. Inconclusive testing.

    Plague Engineer
    Saw it in a Esper control deck against a white agro deck and my RG agro deck... It seemed completely oppressive against the white agro deck and great against my red deck. If this card doesn't stick it'll be it's be because it's simply too good against decks that are already lower tier, while being bad against many of the unfair decks that are higher tier... There's no doubt in my mind this is an extremely powerful card against creature strategies, even with a diversity of creatures types. I expect it to see modern and legacy play.
    Even in matchups where it's not great, like UW control, naming a creature type like monk/soldier can single handedly shut down elspeth or monastery mentor until it's removed. Artifact decks have thopters/servos.
    So it'll rarely be dead.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MH1] Includes and Testing Results
    Best cube set EVER!!!! I read in a mark rosewater design article that they had cube as one of the target markets when designing this set.
    Not only did this mean we got a bunch of great cards in this set, but I anticipate more going forward!

    I don't think I've given out an "auto-include" rating to a card in a while that wasn't a strictly better card already in cube. This set has a dozen!!!

    Ranked by the likelyhood they will stick around for a year+

    100%+
    Hexdrinker
    Urza, Lord high artificer
    Seasoned Pyromancer
    Wrenn and six
    Horizon Canopy lands
    Prismatic Vista
    Nature's Chant
    Deep forest hermit

    75%+
    SNOW PACKAGE (Ice-fang, Onthin ice, Ice hide golem)
    Winds of abandon
    Yawgmoth, Thran Physician

    25-50%
    Plague Engineer
    Force of Negation
    Sword of sinew and steel
    Sword of truth and justice
    Echo of aeons
    Giver of runes

    10%-
    Force of Virtue
    Archmage's Charm
    Defile
    Kaya's Guile

    Cards I may test eventually:
    Serra, The benevolent
    Mist sindicate naga
    Shenanagins
    Watcher for tomorrow
    Arcum's Astrolabe
    Lesser manticore
    Soul herder
    Dead of winter
    ranger, captain of eos
    Force of vigor
    Scale up
    Lightning skelemental
    Everdream
    Vesperlark
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1] [CUBE] Soulherder
    Wow. WTF azorious?!

    Seems like the perfect blink archetype enabler, potentially the best?
    Brago costs 4 mana and has to untap to realize value, which is a huge deal.
    Venser 5 mana and can be attacked.

    Doesn't make it into my cube, but not far off at all.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Leovold, Emissary of Trest
    Quote from ryansaxe »
    I play three color cards that are either incredibly powerful on their own (e.g. Nicol Bolas, the Ravager) or help push some archetypes (e.g. Sphinx of the Steel Wind).

    Personally, I don't think it's important to have a balanced three-color section. I play cards that make my environment the best it can be, and I'm not going to include cards that don't fulfill that just so the colors and color-combinations have equal representation. Balancing the size and representation of colors does not equate to a balanced Limited environment. The sets that WotC releases pretty much always have different numbers for the colors and color-combinations.


    I feel the same way.

    I like to structure my cube environment to mostly contain cards that work in as many archetypes and decks as possible, but I also want cards that are very powerful but only work in specific strategies.

    3 color cards fall under the category of narrow but powerful, and would only want to include them if the power was there to justify the narrowness. There aren't that many cards on a leovold/bolas power level that's worth including, certainly not in every shard/wedge... And even if there were, including too many of them could be harmful to the environment.

    As long as supported archetypes are consistently getting enough playables, it doesn't matter if everything is symmetrical.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE}[MH1] Magmatic Sinkhole
    Quote from Wildfire393 »
    I think you both are underestimating this card. Hitting five-toughness dudes is big game, especially since Red has trouble with that a lot. And it can hit walkers too, killing most relevant ones the turn they come down. It's practically a red Murderous Cut and I think it's worth considering.


    Good point. I do like that it does things unique to the color.
    However, costing an extra mana compared to murderous cut is not trivial for it's early game application. I played murderous cut for a while and It was common to pay more than 1 mana for it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1][CUBE] Wren and Six
    Quote from opterown »
    How do you guys think this will work without a Lands-Matter theme? For example, in a smaller cube without the Horizon Lands and Titania


    My prediction is Wren and Six is the most powerful RG card ever printed. But requires strip mine to be truly busted.

    Though, it is a card you don't slam into any deck and have it be great. It should play out very much like a crucible of worlds effect.

    If you don't have fetches/Horizon lands or stripmine/wasteland in your deck, it's not playable.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [MH1] Defile
    I am interested in this card, will possibly test, but I don't expect it to stick.
    I see it as a slightly more narrow fatal push/disfigure with a higher upside.

    In 2-3 color decks with black as a secondary color, defile is a sideboard card and noteably less powerful than disfigure.

    In 2 color decks with a lot of swamps, it's probably equivalent to disfigure or slightly better. Occasionally losing the ability to hit a 2 toughness creature early, but occasionally hitting a bigger toughness creature in the late game.

    In mono black it becomes a removal spell that should never miss a main deck.

    I like the idea of having an effect like this with a higher ceiling.. though the ceiling still isn't THAT high. In mono black I'm not convinced it's better than dismember.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MH1] Everdream
    Back in the day in a slower format I think this card would be bonkers.

    Now... probably too mana intensive to make it as an engine.
    I imagine this card will be stupid in normal limited.

    Sleeper potential, but not testing
    Posted in: Cube Card and Archetype Discussion
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