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  • posted a message on [NEO][CUBE] Fable of the Mirror-Breaker
    Quote from ThatOneNinja »
    Anyone have more testing results from this? It seems like it was underestimated in Constructed and I'm wondering if that's the case with Cube too. Its now one of the top 10 most played cards in Pioneer and I've heard its basically game over if chapter III isn't immediately killed.

    Yeah, I've seen it in action a half dozen times in cube now as well as dozens of times in constructed... card is great. I basically slam it in every deck that can cast it and isn't a red agro deck... Even in agro it's a low priority playable.

    It's a staple in my eyes
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CLB][CUBE] Delayed Blast Fireball
    maybe I’m underestimating the foretell mode.

    Chandra 4 , light up the stage, shelldock isle, gonti, new 4 drop adventure creature, Laelia are the cards off the top of my head that are commonly cubed and will bypass the foretell cost.

    It’ll come up, but 90%+ of the time it won’t be for the foretell cost.
    The problem with foretelling it is, if you foretell it early you lose the ability to cast it for its 3 mana mode. The alternate mode is a lot more restrictive and expensive than overloading mortars/wings.

    The interaction is powerful enough to skew the drafting process though, which is fun. (Ie pick Chandra higher then you otherwise would)
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Delayed Blast Fireball
    Card is gas. Main deckable sweeper in agro decks that's also a solid sweeper in ramp decks.
    The foretell is not far from flavor text, but it adds a little spice to the card.

    I'm trying to watch my sweeper count, but if I don't add it over a random burn spell, I'll replace another sweeper with it.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Includes and Testing
    Weird set. A few really really powerful cards, but I don't want to give them auto-include status because they are either brokenly powerful or require extra setup (dungeon cards) and warp the game.

    Trying to figure out how many initiative cards to support. Could see the number being anywhere between 0-5.. Probably end up with 2 or 3.

    Auto Include (unless unfun):
    Minsc & Boo
    White Plume adventurer
    Seasoned Dungeoneer

    Caves of Chaos adventurer
    Delayed blast fireball

    Undermountain adventurer

    Monster's Manual

    Gut true soul zealot
    Noble's Purse
    Black market connections
    Vicious battlerager
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][CLB] Seasoned Dungeoneer
    Def testing.

    This cards body/ability alone is easily worth 3+ mana, then add the initiative to it and you have a very powerful card.

    Imo this is the second best initiative card.

    The initiative is good in aggressive decks and the enablers have blink synergy, so white is the best at leveraging them both.

    My only question with these cards is, how many are too many? How annoying/fun will frequent games revolving around the initiative be?
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Black Market Connections
    Card seems good.

    I've wanted more black lifegain for a long time and this card makes me want it even more.
    If you can gain a lot of life, the card is very good. A lotus petal and a card a turn is a fantastic rate.
    The problem is black has so many good cards that deals small amounts of damage to you that the life loss really start to add up. Not even being able to shut it off is a problem too.

    Not sure how I feel about it overall. The lifeloss is unprecedently high as is the value generated for it's cost.
    I'm thinking of sylvan library, which I commonly pay 4-8 life for.. but it's in a color with much less life loss and much more life gain.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Archivist of Oghma
    I run a cube with 2x fetchlands. I found opposition agent to be quite strong, but a miserable play experience.
    This card allows the opponent to play magic (more fun), but is less powerful pound-for-pound.

    It could be good enough, but it's clearly nothing special. It doesn't synergize with much and isn't great in agro which is 50% of what white does well.

    Not going to test , but it's close for my cube. For a cube with normal fetchland density, I think it's a safe pass.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Greatsword of Tyr
    Seems quite good. I like that if the opponent kills the artifact a turn after it's played, the creature still gets a +1/+1 counter that persists.
    For a pure white equipment, I think I prefer maul of the skyclave? it's a card that I have for stoneforge density that overperformed for me.
    I find the ground gets clogged up causing flying to be a big deal in my cube. Tapping down a blocker is a strong form of evasion, one that I don't have an intuition for yet.

    Wouldn't fault anyone for testing.
    Posted in: Cube New Card Discussion
  • posted a message on [SNC] [CUBE] Ledger Shredder
    Quote from Red13th »
    Anybody tested this?

    yes, not conclusively.
    Had it once in a control deck vs a combo deck. It looked good but nothing special in that matchup.

    It’s definitely worse in cube than in eternal formats. It's better in formats with a high density of cheap spells. It's strength depends heavily on the cube and the particular deck it's in. Powered > Unpowered and smaller cubes > larger cubes.

    Despite that, I'm of the opinion it's a strong cube card.

    It has to be dealt with within a few turns or it'll generate fantastic velocity for its cost.
    It's toughness gets very quickly out of red removal range. It blocks cheap aggressive creatures and small fliers extremely well.

    It’s looting is incredible in slow matchups and it’s body is incredible in aggressive ones.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CLB][CUBE] Gut, True Soul Zealot
    Yeah seems really strong, especially in a powered cube where you can sac a mox or equivalent cheap artifact (blood token?).

    Obviously it’s best case scenario is incredible, but it does have a pretty low floor compared to other 3 drops in red.

    don’t hate testing it over a random rabblemaster variant.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Erinis, Gloom Stalker
    Doesn’t do it for me.
    3 mana creatures with no value or protection against sorcery removal need to be really

    if you are attacking multiple times with other 3 drops that fit that criteria, you are probably winning the game. A few land ramps over multiple turns is great, but it is far from a guaranteed victory.

    There’s also the situations where you run out of lands in the graveyard to get any value from.

    It’s ok. it’s on theme for lands, but it’s not medium powered cube level imo.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Noble's Purse
    A huge advantage over sphere of the sun’s is it makes multiple permanents and you can store up treasures for one big explosive turn.

    Making multiple artifacts is always more valuable than is intuitive (smoke stack, tolarian academy, constructs, tanglewire).

    Don’t think it’s as good as a signet, but it’s in the same league
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] White Plume Adventurer
    So if I understand initiative correctly, you get the first dungeon effect when this card enters the battlefield (land) and the second one on your upkeep , provided you aren’t dealt combat damage on the opponents turn?

    If so, card seems nuts. Best 3 drop white creature printed.

    I could see not playing it because it requires an extra reminder card and too many monarch like sub-games could be annoying.
    Posted in: Cube New Card Discussion
  • posted a message on [CLB][CUBE] Monster Manual
    This is a good card to increase cheaty face redundancy that isn’t on the power level of a sneak attack or a channel, but still is competitive for cube.

    Obviously the adventure spell sucks for it’s cost but there are times it’ll be a nice “free” spell to have.

    Would love to play it with mishras workshop/tinker type decks. Can turn 2 play it , turn 3 activate it, which is quite powerful.

    prob will test, but don’t think it’ll become a staple
    Posted in: Cube New Card Discussion
  • posted a message on [SNC] [CUBE] Ledger Shredder
    Didn't realize this card triggered off your opponents spells when it was spoiled.
    With moxen/signets/cantrips etc. It's really easy for SOMEONE to cast two spells in a turn.

    a 1/3 flying body is nice on defense and it's not hard for this to grow out of control, especially in a spells matters shell.

    Even a single activation is a 2 mana 2/4 flyer that looted once? that's pretty darn close to at rate in itself.

    Prob gonna test
    Posted in: Cube Card and Archetype Discussion
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