The new ability, Saddle, works like crewing for Vehicles except the card itself is always a creature, and gets a bonus when it becomes saddled; it is also worth noting that you can only saddle at Sorcery speed.
We often see Tumblewagg's ability on White cards, most notably Luminarch Aspirant and Siege Veteran. I don't think this card is all too bad; the turn it comes into play you can pump itself, then the following turn Saddle it, get another counter at the beginning of combat, then double it with its attack trigger and make it a 6/6. The only thing I wish this card had would be some sort of evasion, like Trample.
I think it has legs in larger lists, and I might even give it a spin myself.
G/W has been a stagnant section of the Cube for many years, and this might be the shot in the arm it needs. A 4/5 for 2GW with Vigilance is a pretty good rate, and she also has the ability to make 1/1 red Mercenary tokens whenever you cast a creature, which is pretty neat. The mana ability is a nice little bonus, and can help jump us to our top end; if she gets to untap, I can see her tapping for 2 or 3 mana on a typical board.
I didn't see a thread made yet, so I thought I'd get the ball rolling. Truth be told, this seems like a poor set for my Cube, I don't see much in the way of cards I want to test. Curious to see if any cards caught anyone else's eye this spoiler season!
I've been looking for another 6-drop for my Cube and this seems like a slam dunk for my list. Her passive makes it so that it is hard to attack her with a swarm of small creatures like Bitterblossom or Spirit tokens, and her -4 is an asymmetrical sweeper, as you get to choose what each player keeps. This effect can't be understated, as you effectively keep your best creature, and your opponent is left with their worst. The 2/2 double striking token she creates also represents a fast clock if unanswered, and the +1 not only synergizes with your ETB effects, but can take out an opposing blocker if it's in the way, and the +1 effectively takes out that creature as an attacker as well as it doesn't come back until that player's next end step. Can't wait to play with her!
Lyra Dawnbringer > Starnheim Unleashed
Mardu Woe-Reaper > Usher of the Fallen
Master of the Wild Hunt > Toski, Bearer of Secrets
Lavaclaw Reaches > Blightstep Pathway
Starnheim Unleashed: Foretelling this card early, then casting it where X >= 2 will give the player a massive advantage. Worst case, getting a Serra Angel for 4-mana is also fine, but obviously not the best thing you can be doing with the card.
Usher of the Fallen: A decent 2/1 for 1, I don't think it'll get to Boast that often, but should prove more relevant than Mardu Woe-Reaper's ability.
Blightstep Pathway: Rakdos really wants lands that don't come into play tapped, and while this Pathway is fine, I'm expecting to see a B/R Horizon land in Modern Horizons 2, so Blightstep Pathway might not stay in the list for very long.
Toski, Bearer of Secrets: I think this is the sleeper of the set. Coastal Piracy and Bident of Thassa are both fine cards, but both cards are in Blue, and the colour is not known for their creature strategies. If you think about it, Toski is an uncounterable, indestructible Bident of Thassa, that also happens to be a body, and in a colour that heavily supports creature-based strategies. The 1/1 body is not impressive, no, but the opponent almost certainly has to devote a creature to block Toski, or else you get to draw a card. Toski has to attack each turn, yes, but the turn it enters the battlefield you essentially have a blocker that will almost certainly survive the next turn, and with Toski's on-hit effect you'd want to be attacking more often than not. I think all these factors combined makes Toski a decent inclusion, and is better than the sum of its many, many parts.
Does Chandra and Yawgmoth's Will allow you to cast the Adventure side? "While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure" seems to contradict this.
Isn't this Chandra more flexible? Flamecaller can only remove a board of small creatures, and this new one can do the same, but also the option to take down a larger threat.
Yep, I played it in a UW Control shell. Card was great, dealt with problematic permanents while also generating 2/2s each turn was very valuable. Once I traded away one of the 2/2s, got the facedown card back, and Venser-bounced another spell coming down. I love the versatility of the card, and it's a great finisher to have on 6.
Same, Usman. All too often Paladin eats a chump block and dies. Vanguard gets through for damage because the opponent doesn't want to feed creatures to it, aggro decks don't mind paying 4, and living through a wrath effect is huge.
Just the other day I Palace Jailer'd a threat, then I cast Restoration Angel and blinked the Jailer, taking care of another threat, and finally Flickerwisp on Jailer allowed me to exile 3 things in total, all the while drawing an additional card each turn; I was very impressed.
The new ability, Saddle, works like crewing for Vehicles except the card itself is always a creature, and gets a bonus when it becomes saddled; it is also worth noting that you can only saddle at Sorcery speed.
We often see Tumblewagg's ability on White cards, most notably Luminarch Aspirant and Siege Veteran. I don't think this card is all too bad; the turn it comes into play you can pump itself, then the following turn Saddle it, get another counter at the beginning of combat, then double it with its attack trigger and make it a 6/6. The only thing I wish this card had would be some sort of evasion, like Trample.
I think it has legs in larger lists, and I might even give it a spin myself.
G/W has been a stagnant section of the Cube for many years, and this might be the shot in the arm it needs. A 4/5 for 2GW with Vigilance is a pretty good rate, and she also has the ability to make 1/1 red Mercenary tokens whenever you cast a creature, which is pretty neat. The mana ability is a nice little bonus, and can help jump us to our top end; if she gets to untap, I can see her tapping for 2 or 3 mana on a typical board.
I've been looking for another 6-drop for my Cube and this seems like a slam dunk for my list. Her passive makes it so that it is hard to attack her with a swarm of small creatures like Bitterblossom or Spirit tokens, and her -4 is an asymmetrical sweeper, as you get to choose what each player keeps. This effect can't be understated, as you effectively keep your best creature, and your opponent is left with their worst. The 2/2 double striking token she creates also represents a fast clock if unanswered, and the +1 not only synergizes with your ETB effects, but can take out an opposing blocker if it's in the way, and the +1 effectively takes out that creature as an attacker as well as it doesn't come back until that player's next end step. Can't wait to play with her!
Mardu Woe-Reaper > Usher of the Fallen
Master of the Wild Hunt > Toski, Bearer of Secrets
Lavaclaw Reaches > Blightstep Pathway
Starnheim Unleashed: Foretelling this card early, then casting it where X >= 2 will give the player a massive advantage. Worst case, getting a Serra Angel for 4-mana is also fine, but obviously not the best thing you can be doing with the card.
Usher of the Fallen: A decent 2/1 for 1, I don't think it'll get to Boast that often, but should prove more relevant than Mardu Woe-Reaper's ability.
Blightstep Pathway: Rakdos really wants lands that don't come into play tapped, and while this Pathway is fine, I'm expecting to see a B/R Horizon land in Modern Horizons 2, so Blightstep Pathway might not stay in the list for very long.
Toski, Bearer of Secrets: I think this is the sleeper of the set. Coastal Piracy and Bident of Thassa are both fine cards, but both cards are in Blue, and the colour is not known for their creature strategies. If you think about it, Toski is an uncounterable, indestructible Bident of Thassa, that also happens to be a body, and in a colour that heavily supports creature-based strategies. The 1/1 body is not impressive, no, but the opponent almost certainly has to devote a creature to block Toski, or else you get to draw a card. Toski has to attack each turn, yes, but the turn it enters the battlefield you essentially have a blocker that will almost certainly survive the next turn, and with Toski's on-hit effect you'd want to be attacking more often than not. I think all these factors combined makes Toski a decent inclusion, and is better than the sum of its many, many parts.
Thoughts? This might replace Sun Titan for me.