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  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    Top 3 sets in the past decade for cube. Ranked by the likelihood of sticking around for a year+

    100%:
    Shatterskull Smashing
    Emeria's Call
    Turntimber Symbiosis
    Thiefing Skydiver
    Luminarch Aspirant (possibly best white 2 drop not named stoneforge)


    90%+:
    Agadeem's Awakening (It's archetype narrowness makes me a bit more aprehensive than the others)
    Kagran Intimidator

    75%+
    Bloodchief's Thirst

    50%+
    Bala Ged Recovery (great early, great late, tapped land matters less in green decks that want regrowth)


    25%+
    Sea gate stormcaller (maybe a bit narrow, but the upside is there)

    10%-:
    Skyclave slave (solid card, but competition is strong)
    Nighthawk Scavenger
    Hagra Mauling


    Not testing, possibly test later:
    Nullpriest of Oblivion
    Magmatic channeler
    Kazandu Mammoth
    Skyclave apparition
    Nissa of shadowed boughs
    Jace, Mirror mage
    Sea gate resotration (spell is sooo bad, cant justify a slot)
    Other MDFC's not listed
    Posted in: Cube New Card Discussion
  • posted a message on Set (P)review - My top 20 Zendikar Rising (ZNR) cards for the cube!
    Great article as always man.. Look forward to them every set.

    As a fastbond fanboy, I'm particularly excited for the DFC's as they fix one of the problems with building around fastbond.
    You really want to play 18+ lands to combo off, but it's tough to get enough flexible mana sinks to justify having so many mana sources.. especially with the majority of ramp in cube being creature based.

    Now these cards are big mana pay off AND lands to let you combo into a draw 7 with fastbond in your opener.

    Works well with the oracles and the coursers etc.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on [CUBE][ZNR]Nullpriest of Oblivion
    Think it's a bit better than order of midnight... (I played silly amounts with order in standard)

    But it is very much a value creature, that isn't good when reanimated, that requires other creatures to make use of the kicker. Not really where I want to be in black in a powered cube.

    It's definitly a good card with a reasonably high floor, and worth testing... but think it's unlikely it'll stick.
    Much better card in unpowered/larger cubes than small/powered cubes.

    Gonna be great in standard.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] [ZNR] Agadeem's Awakening // Agadeem, the Undercrypt
    Obviously good card is good... I think i'd rate this 3rd place in the cycle.

    The spell side is overcosted by 1-2 mana for black agro and you won't have enough targets for control/traditional reanimator.

    The option of having a spell/land is still so good... even though im pooping on it a bit, it's a very powerful card.

    It does come at the opportunity cost of cards that support archetypes though. Black being split between
    reanimator/agro and control, means cube space for cards that don't directly faciliate those gameplans are tough to justify.
    This card will be played out as a land 90%+ time I think.

    ... Not sure how long this card will stick for me, despite it's high power level. Slamming it for now.
    Posted in: Cube New Card Discussion
  • posted a message on [SCD] - [CUBE][ZNR] Skyclave Relic
    I think it's better than gilded lotus.. Indestructible is not flavour text on a big mana rock like this.

    Having the option of a 3 cmc rock OR a 3x mana 6 mana rock is a pretty big deal relatively.
    Bonus points for tolarian academy synergy.

    That being said, gilded lotus is not close to be included for me. Curious how it compares to worn power stone... probably worse?
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    I was so disappointed by the end of battle for zendikar spoilers.. one of my least favourite sets with so much potential.

    I'm feeling the complete opposite for this one. This is the best I've ever seen a set mitigate both mana flooding and screw simultaneously...
    Lots of great, powerful cards too. Wheee

    Posted in: Cube New Card Discussion
  • posted a message on [SCD] - [CUBE][ZNR] - Skyclave Shade
    Seems very solid, and on theme for black agro.
    Kicker is a big deal for the graveyard recursion part.
    Posted in: Cube New Card Discussion
  • posted a message on [ZNR][CUBE] Kazandu Mammoth // Kazandu Valley
    If I supported green agro, I'd definitly test this out...

    Card is def not for a primarily ramp green section tho :/
    ETB tapped land hurts green ramp quite a bit, nor does it really want the beat down body.
    Posted in: Cube New Card Discussion
  • posted a message on [ZNR][CUBE] Turntimber Symbiosis // Turntimber, Serpentine Wood
    This card is insane...
    Has a high ceiling in a cheaty deck and it's floor is a slightly worst forest when you can't cast it.

    The green one and the red one are nuts...

    This set is shaping up quite nice
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Shatterskull, the Hammer Pass // Shatterskull Smashing
    This card is nuts in a ramp shell imo. Near auto-include for me.
    Posted in: Cube New Card Discussion
  • posted a message on [ZNR][CUBE] Jwari Disruption // Jwari Ruins
    God I love these cards, they are so difficult to properly evaluate.

    Yes this card sucks late, but the option of a counterspell or a land is a very powerful option for the early game.

    Counterspell heavy hand? not enough lands? no problem.
    Too many lands? Well at least I have a couple counter spells to hold up.

    You wouldn't want many of these kind of effects in a deck, but one or two seems great.
    Posted in: Cube New Card Discussion
  • posted a message on [ZNR][CUBE] Magmatic Channeler
    Such a cool card... don't really know if cube is the home for it though.

    Reanimator enabler and spells matters card is an interesting archetype overlap in red.

    Not sure if Ill test, but I'm at least a fan of the design.

    I think the ability is slightly worse than a loot on average... seeing two cards is gas, but being forced to play them is not. Makes it deck dependent, as it gets better the cheaper the spells are. But that's a big ass body for a 2 mana looter.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Luminarch Aspirant
    Quote from opterown »
    I wonder how this compares to cards such as Seasoned Hallowblade and Charming Price.


    I suspect, a lot better.. at least in agro.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Luminarch Aspirant
    WOw! I misread this thing at first glance.. thought it was just +1/+1 until end of turn.

    Think this is basically an auto-include. Probabily the best of the generic 2 drop beaters in white, at first glance.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][ZNR] Hagra Bite // Hagra Pit
    These cards get wayyyyyyy better the larger your cube size is.
    Not only is there less competition, but cheap/powerful play density should be much lower.. hence the cost of a tapland is much less severe.

    I think it's really easy to underestimate the value of flexibility here, but also really easy to underestimate the cost of a tapped land vs an untapped land.
    Posted in: Cube New Card Discussion
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