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  • posted a message on This or That discussion.
    The three non-replaceable pillars of a strong green creature based ramp deck are Gaea's cradle, Natural order and Craterhoof behemoth.
    Cube green decks are creature based because mana elfs are so much more powerful relative to non-creature ramp, so you want payoffs that synergize and leverage them.

    In an unpowered legacy cube, green ramp might be the best archetype (depending on how hard you support parasitic reanimator cards).. so it missing this peice is not a nail in the coffin for it by any stretch.

    It's obviously up to you... It's not "too powerful" for the format, but it's among the most powerful things to be doing. Treetop is nowhere close to as good.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MID][CUBE] Inclusions and Testing Results
    Quote from steve_man »
    Quote from LucidVision »
    [b]Preliminary draft impressions:[/b]

    - [b]Bloodthirsty adversary[/b] is worse than I was estimating (it was my #1 pick for the set). I miss understood that you can kill the creature in response to the counters being put on it, then the spells don't get flashed back. That being said, it wound up in a Grixis deck with recall and kologhan's command and [b]did an excellent premium dark dwellers impression. Still hyped on it[/b]. Always cast for 5 mana in that deck.

    [/b]


    You still "flashback" the spell even if Bloodthirsty Adversary dies in response to the trigger. All that matters is that you paid the cost X times, not how many counters you put on it. Not getting the counters doesn't fizzle the trigger.


    That’s what I assumed too! A L1 judge in my playgroup told me otherwise. He told me a second trigger gets created that fizzles if the counters don’t get placed. Now I don’t know what to believe haha.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Inclusions and Testing Results
    Quote from Breathe1234 »
    Thanks for the write up. This is actually bad news not good news because I'll have to try to make room for - Suspicious Stowaway, Brutal cathar in addition to the 5-6 cards on bench right now.

    I'm not surprised about Brutal cathar - The part I dislike about it is how Fiend Hunter can setup flicker shenanigans, but does Brutal Cathar work with Sun Titan/ Reveliark with a sacrifice outlet for infinite sacrifice/ ETB?

    Suspicious Stowaway/ Consider both seem really good, but blue cards are too difficult for me right now.

    I am happy angur of autumn worked out - I love this type of effect. It helps to prevent flood, helps with a lands archetype etc.


    You really find those flicker shenanigan's with fiend hunter come up often? While it's very powerful when it does, I believe it's so rare that it doesn't affect it's average case performance much. And without that rare scenario, fiend hunter and brutal cathar aren't in the same league. 1WW vs 2W matters a lot too.
    It's a totally reasonable splash card in Bw agro , Rw agro or Gw creature ramp. That adds a lot of playability.

    If you're only gonna test one, I recommend testing suspicious stowaway though. Card might be the card of the set for cube when the dust settles. Cathar just another card among a sea of great white 3 drops.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Inclusions and Testing Results
    Preliminary draft impressions:
    Ran two 8 mans last night with the full gauntlet of test cards in. My decks were Gw ramp and UW control.

    -Werewolf's were easier to flip than I estimated and thus overperformed. I tilted the margins of my cube to be more instant speed focused prior to this set, but it shouldn't have made much of a difference.

    - Suspicious Stowaway is way better than looter il-kor. Blue is the best color for werewolfs (instants). I played it in a deck with a lot of instant speed interaction, which made me able to threaten the flip every single turn. I was able to draw many many cards with it across multiple matche. I think this play pattern will be common. This makes the card WAY better than looter in generic fair blue decks. Moving it from 25%+ to 75%+.

    - Brutal cathar overperformed. 2W allowed me to play it in a Gw ramp deck that 1WW wouldn't have. It gave the deck much needed interaction while still using the body for gaea's cradle/craterhoof. The biggest upside it has over banishing priest is you can run the card out on curve and it be a reasonable threat. Flipping it was not hard. If you run it out on curve, and they play a must answer creature later in the game, you can try to set up two spells in one turn. Mox's and such make it easier for a vintage cube deck to sculpt double spelling. While I still need to test it more, it's clear to me that it's a BIG upgrade over priest/fiend hunter not a small one. It can become a relevant body AND potentially flip multiple times. Moving it from 10%- to 75+. If you were on the fence, trust me. Test it out.

    - Intrepid adversary sat in the sideboard of my GW ramp deck. It was a playable, but I had more than enough playables. If it were to make the main deck of a green ramp deck the deck would have to be REALLY token heavy. Little bit lower on it than when it was first spoiled, but still looking forward to see it in action.

    - Bloodthirsty adversary is worse than I was estimating (it was my #1 pick for the set). I miss understood that you can kill the creature in response to the counters being put on it, then the spells don't get flashed back. That being said, it wound up in a Grixis deck with recall and kologhan's command and did an excellent premium dark dwellers impression. Still hyped on it. Always cast for 5 mana in that deck.

    - Primal adversary sat in the sideboard of my GW ramp deck that had a slight beat down element, but was more ramp focused. The way the deck was structured, it didn't make too much sense to play it. Paying attention to how games played out, I was confident in that decision. If it didn't make the final 24 in this deck, I realized there weren't that many shells that it will. Probably not gonna stick around too much longer. But needs more testing.

    - Augur of autumn saw play in my GW ramp deck.. It felt very similar to courser of kruphix. The ability is slightly better , but the body is much worse. Assembling coven didn't feel hard, but it didn't feel easy either. I get the sense that augur is 5% better vs most archetypes but MUCH worse against agro. 95% of courser of kruphix still a good card. Performed as I expected and I'll continue to test.

    - Outland liberator saw play in my Gw ramp deck. I only drew it a couple times but it felt great. I drew it in matchups where there weren't relevant artifacts on the board, but I ended up flipping it easily... so I extrapolated from that, among other things. Still not sure if it's better than a viridian shaman variant though. Increasing prediction from 10% -> 25%.

    - I only drew Memory deluge a couple times but it felt realllly good. I was playing a draw/go control deck which was the perfect deck for it. I even got to flash it back once. Really cool spot happened where my opponent was swinging for alpha with a thalia in play and I got to dig 5 cards deep because of thalia's tax and the wording on deluge. It was a spot where the extra card was worth the tax. When I saw it spoiled I thought there was a 65% it was better than FoF. Now I think it's 90%+. Needs more testing. Increasing prediction from 50%+ to 90%+.

    - Moonveil Reagent circulated during both drafts and ended up in sideboards, no obvious home for it =/.

    - Falkenrath pit fighter ended up in both drafts. It was a red savannah lions. Nothing surprising.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][Cube] Smoldering Egg
    Seems decent.. pretty narrow though.
    Thing in the ice can be played as an 0/4 wall without too many instants/sorceries to act as an anti agro card.
    Red is primarily an offensive color that is used as supplement in other strategies (combo/ramp first ->)

    It's sideboard value is very limited and it's only good in one shell (UR with a bunch of sorceries/instants).
    If it was busted in that strategy, i'd be interested in something that narrow, but I don't think it is.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Moonveil Regent


    My pick for "sleeper" of the set.
    A draw engine stapled onto a solid body with a damage based death trigger.
    A bit of a build around, but I believe it could fit naturally into multi color good stuff decks, mono red agro decks (24th playable) and maybe even some storm decks.
    It's power will vary wildly based on the cards it's surrounded with, so it should impact draft decisions an interesting way.

    Decided to test it. Confident in it's upside, not confident in it's average performance.
    Posted in: Cube New Card Discussion
  • posted a message on Set (P)review - My top 20 Innistrad: Midnight Hunt (MID) cards for the cube!
    I'm tempted to back through all your articles and count how many of your #1's have been savanah lion upgrades hahaha. Just teasing. Amazing article as always man.

    A quick argument on why I'm high on bloodthirsty adversary.
    Of the entire cycle, it's the card who's value scales the best. As long as you have spells to flashback, you are guaranteed to get an additional card of value each kicker. Same with if you blink it. Every other card in the cycle can be answered up it's mana chain entirely by a single wrath or a removal spell.
    It's a big upgrade to goblin dark-dwellers a card I already have decent experience with. In the perfect dark-dwellers deck, it was a really powerful card. But it's floor was quite bad and it's ceiling was rare. This card has more upside of dark-dwellers and a much higher floor as a curve filler in red agro.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on [MID][Cube] Outland Liberator
    I like this card.
    Exchanges the exalted from qasali pridemage to have the upside of the night side.
    The night side can single handedly ravage multiple artifacts if it flips.

    Gonna test it.. It's power depends on how easy it is to flip it, and my intuition for that isn't tuned.
    Because it has an activated ability to hold up to pass the turn, it has a self complimentary play pattern.

    All of these flip cards play well together. Gonna re-include nightpack ambusher for some extra support while I test them all.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Cathar Commando
    Good find, impressive for a common. Love me some Qasali pridemage and this is close in power.
    Not gonna test, but it's not far away.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Inclusions and Testing Results
    Love this set! The cube stinker that was the D&D set had me afraid that R&D got spooked by the negative powercreep feedback they received for Throne of Eldraine. The power in this set comes in the form of incremental upgrades of cards we have familiarty with. "safer" from a design space.

    I intend to re-include Nightpack ambusher while I test all these flip cards... See if a sub-archetype forms.

    Cards I'm testing ranked by % chance they stay for a year+:

    Auto Include:
    Bloodthirsty Adversary
    Falkenrath Pit fighter
    Consider

    90%+
    Adeline, Brilliant Cathar

    75%+
    Intrepid Adversary
    Light up the night

    50%+
    Memory Deluge

    25%+
    Suspicious Stowaway
    Tovolar's Huntmaster
    Augur of Autumn

    10%-
    Arlinn's the pack hope
    Malevolent Hermit
    Brutal Cathar
    outland liberator
    Primal Adversary
    Wrenn and seven
    Moonveil Reagent
    Fateful Absence


    Watching:
    Briarbridge Tracker
    Sacred Fire
    Jadar, Ghoulcaller of Nephalia (if I cut storm and re-add black agro)
    Meathook massacre (if I re-add black agro)
    Jerren, corrupted bishop (if I support a humans archetype)
    Stitcher of dolls
    Cathartic Pyre
    Consuming blob (if I go deeper on delirium)
    Geistflame resevoir
    Spectral adversary
    Burn down the house
    Katilda, Dawnheart prime
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Fateful Absence
    Quote from steve_man »
    Quote from LucidVision »
    For those that think exile isn’t a big deal..


    Generally exile does not make or break a card. Change exile to destroy on any removal spell would nerf it sure, but would it change its viability? I don't think so. It's the same result when you do the opposite and change destroy to exile, IMO, the card's viability will remain the same.

    Destroy PW + creature > exile creature, but it’s a lot closer than people here are acknowledging.


    Yeah, but unconditional creature + PW removal at 2 mana / instant speed is quite the premium. There's no shortage of 1-2 cmc creature removal spells.

    Path to exiles drawbback is worse but exile + half the mana makes it a better card.


    Unless I missed something, I don't think anybody is arguing that this is a better card than Path to Exile.


    You did miss something... one guy above did said he'd cube this before path =). I'm sure that's a rare opinion, not held by the majority of people in opposition to my view.
    Agree that there's very few unconditional creature + pw removal for 2 mana @ instant speed. They all have steep drawbacks in one way or another.
    It's a powerful flexibility.

    Exile can make or break a card that's on the fence of inclusion imo... Given there's a lot of good white removal that this is competing with on the bench I think those smaller differences are important to examine and qualify.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Fateful Absence
    For those that think exile isn’t a big deal..
    I scoured over my list and 21 2CMC+ creatures have significant graveyard value, indestructible or death triggers compared to 30 planes walkers in my list.

    It’s not a head to head comparison , as the planes walkers are generally more important threats to deal with..
    But that list doesn’t factor in the numerous ways to recur creatures in graveyards. 8 reanimation spells, kolaghans command, welder, daretti, Feldon , revilark and more.

    Destroy PW + creature > exile creature, but it’s a lot closer than people here are acknowledging.

    Path to exiles drawbback is worse but exile + half the mana makes it a better card.
    Posted in: Cube New Card Discussion
  • posted a message on [MID] [CUBE] Malevolent Hermit // Benevolent Geist
    Have a tough time evaluating this card.
    Counter magic is awsome in cube, it’s effect is powerful for its cost. (Glen elendra is a very high cube pick for me)

    Unlike elendra, it’s body is terrible.
    Graveyard value is dope, but the disturb is over costed..
    It Doesn’t directly support any archetype.

    It’s so unique that I’ll likely test even though I don’t think it’ll quite get there.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Primal Adversary
    Someone propagated a cube article a while ago about making green more beefy midrange and less super ramp…
    This is the epitome of that type of card.
    Seems like a great scaleable threat.

    my concern is about how soft it is to wrath effects. It’s very possible it’s raw power and scalability more than makes up for that… but I’m hesitant.

    Will probabily test as i could imagine it performing much better than I expect.
    I expect it to fall barely short in my cube.
    Posted in: Cube New Card Discussion
  • posted a message on [MID][CUBE] Cathartic Pyre
    Solid floor , low ceiling card that can see play in every Rx archetype…
    If you looking to increase discard outlet density this seems like a great place to start.

    it doesn’t do anything… well. But it does a lot of things. Hard to imagine it ever being bad.

    I like cube to be composed of cards on a sliding scale of versatility to narrowness with the cards power increasing as it becomes narrow.
    This falls on the low power -> high versatility part of the spectrum.
    Posted in: Cube New Card Discussion
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