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  • posted a message on Modern Horizons (Updated)
    I hope it's just a coincidence or a joke, TNN would be incredibly frustrating to play against, that thing can only be answered by non-damage sweepers, which means only UW or Tron have ways to deal with it, GDS can yank it out of your hand before it hits the board but is nearly helpless against a topdecked one, and to make it even worse, it's blue of all freaking colors, so any deck that plays it will probably have counter backup for its nearly unkillable attacker and immortal blocker. I can't see any upsides of bringing TNN to Modern to be honest, there has to be another way to help Fish decks without bringing that pest in, leave it for multiplayer where it belongs.


    Arguably. TNN's clock is much slower than the speed most modern decks go in competitive lately.
    Posted in: The Rumor Mill
  • posted a message on Modern Horizons (Updated)
    In regard of True Name Nemesis, today the MTG distributer of the Netherlands sent all its LGS stores the official announcement they could now pre-order Modern Horizons. This mail came paired with a layout containing (slightly different?) art of, you guessed it, True Name Nemesis.

    For something to do country-wide and internally from distributers, that seems either a very double-edged troll/joke, or a genuine upcoming reprint.
    Posted in: The Rumor Mill
  • posted a message on Building a Frontier cube, need archetypes
    Those are some really solid ideas Red!

    Yeah my planning was to give at least some cards to just add some singleton value, but only 10 at max (1 for each archetype.), like Hardened Scales, Favorable Winds and Annointed Procession.

    As well for Sacrifice outlets, how about Vampiric rites? I think white/black would fit quite good in an Aristocrat theme.

    Today I ordered some cards in as well that I was still missing, cards like Archangel of Invention (tokens/counters/flying), Wingmate roc (flying/tokens), Archangel Avacyn (flying/aristocrat theme), Elenda the Dusk Rose (aristocrat theme) and Hanweir Militia Captain (tokens/aristocrat theme)

    I think white/red would be a good choice for something with equipment tho, which in turn can simply bleed out in artifacts as well. But there aren't many WR cards beside Weapons Trainer that do anything with equipment in WR, it's more just aggro. I might as well just turn it into 'tactics aggro', aggro with arrays of abilities like First Strike, Double Strike, Menace... things to proc Path of Mettle, and creatures like Sky Tyrant.
    Posted in: The Cube Forum
  • posted a message on Building a Frontier cube, need archetypes
    Red that sounds like quite some good ideas for sure :). I'm curious though what white stuff would be useful for Sacrifice, I guess white would be more the Reanimation part? This is what I had in mind for what's possible to do:

    Azorius Tempo // Flyers
    Selesnya Tokens // Counters
    Orzov Sac'n'reanimate // Aristrocrats/life-matters // tokens
    Boros tactical aggro // Enhancers (equipment/aura's)
    Dimir Control // Artifacts
    Rakdos reckless aggro // Discard
    Golgari Counters // tokens // Dredge/Delerium
    Simic on-hit // Control
    Izzet Artifacts // Instants/Sorceries
    Gruul Aggro // Ramp/'go big'
    Posted in: The Cube Forum
  • posted a message on Building a Frontier cube, need archetypes
    I'm primarily looking for Archetype ideas, what theme/mechanic to use for each color. Flying is a pretty solid color already for W/B, but that's about it, the rest is either split among colors or doesn't have a solid archetype at all.

    And at one point I don't really fancy waiting all the way until end 2018 either.
    Posted in: The Cube Forum
  • posted a message on Building a Frontier cube, need archetypes
    I love the ideas you're putting in... but please look the format. None of these cards beside Riddleform are Frontier legal.
    Posted in: The Cube Forum
  • posted a message on Building a Frontier cube, need archetypes
    Hey all,

    So after a failed attempt on my Tribal cube, I started to put that cube project into cold storage for a while, and start with a cube with cards that are much more accessible, and with less power spikes; Frontier (Officially, yeah I know M15 is a frontier set too, but I choose to only run cards from KTK and onwards.)

    At the moment, this is my cube; http://www.cubetutor.com/viewcube/104000
    But the cube has several glaring problems... I have way, way too much multicolor and colorless cards (in my opinion), and the cube runs hardly any guild archetypes, which is the next step I want to build into.

    So here is my concern... I don't know what archetypes most guild colors could run, or what cards would be best to put in there. What archetypes should I run, or should it include some tribals (considering Ixalan gave a big nod to Tribal support.)
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    About Temur Elves, the big problem is that there's hardly to no Elves that are solely blue or red. In fact, I'm more sold on Abzan elves because there are a CRAPLOAD of White, WG, BG and Black elves that hold a strong independence value on their own. But this in turn leaves me with the dubious choice what Temur would be then.

    Next to that, the next step I gotta take is card selection, and when I have very, very broad card categories, I'm completely blown away by what to even pick.

    I'll write down here some cards what I had in mind of to run for the tribals I had named above, maybe so I can give over some of the ideas I had with it:

    Knights:
    Knight Examplar (Lord)
    Knight of the Reliquary
    Wilt-leaf Liege, Crosses over with Elves
    Puresteel Paladin, Crosses over with Artificers and Soldiers
    Stillmoon Cavalier
    Fiendslayer Paladin
    Jackknight, Crosses over with Artificers (Yeah, I know, Unstable. BUT, it's a perfect 2 mana 1-drop that'll always say; "Whenever an artifact enters, put a +1/+1 counter on this.)"

    Soldiers:
    Captain of the Watch (lord)
    Daxos of Meletis
    Preeminent Captain
    Ranger of Eos
    Recruiter of the Guard
    Thalia's Lieutenant (Human lord)
    Champion of the Parish
    Porcelain Legionaire (Crosses over with Artificers)

    Warriors:
    Khenra Charioteer
    Rubblebelt raiders
    Target Minotaur (Crosses over with Wizards) (Unstable, but still a dead-normal 2-mana 2/1 Prowess.)
    Voltaic Brawler (Crosses over with most other GRB cards)
    Goblin Rabblemaster
    Greenwheel Liberator
    Radha, Heir to Keld
    Warfire Javelineer (Crosses over with Wizards)
    Champion of Rhonas
    Tuskguard Captain

    Clerics:
    Mother of Runes
    Skirsdag High Priest
    Fiend Hunter
    Leonin Relic Warder
    Kalastria Healer
    Sin Collector
    Marven Fein, Dusk Apostle
    Auriok Champion

    Artificers:
    Aether Chaser
    Pia Nalaar
    Jor Kadeen (Crosses over with Warriors)
    Flamewright
    Ghirapur Gearcrafter
    Pia and Kiran Nalaar
    Relic Seeker (Crosses over with Soldiers)
    Stone Haven Outfitter
    Blade Splicer
    Sensor Splicer
    Stoneforge Mystic
    Toolcraft Examplar
    Reckless Fireweaver

    If desired I could update the list further for the other tribals, but these were the kind of cards I were looking at that I drew inspiration of.
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    But that's a bit of a problem though. Lords tend to be either broken or severely underpowered. Death baron, i.e., it's a nice support for both Wizard and Zombies... but it doesn't affect himself and contributes nothing to Wizards, and for Zombies it just goes beyond insane (As if +1/+1 wasn't enough, they'll also get deathtouch which, as zombies token generator, gets ridicillious.)

    Warriors has pretty much been a *shrug* for me. There are a lot of good Warrior cards that supply for black-assisted aggro, most goblins are warriors too (or soldiers), it fills the slot to name 'black/red' best.

    Druids and Clerics aren't there for the big slam wins. Technically these don't need to have lords (even though, the 'class' lords will only be like 1 or 2), because their whole role serves support value. Clerics are things like lifesteal, protection, etc. Think of Mother of Runes, a must-have in white humans. But she's a Human Cleric. In these cases if one would really want to build a strong synergy with clerics, I'd love to let them get that chance, so give the beast a name(?). Likewise for druids, their purpose is one thing; ramp. (Beside for some standalones like Sylvan Advocate.) Nearly all mana dorks are druids, and a cube that runs with tribals - aka, a much higher creature vs noncreature ratio - needs mana dorks.

    The idea is something like this:

    40 White Human cards + 2 nonhuman Knight/Soldier/Artificer/Cleric + 1 Mirror Entity + 16 noncreature cards
    36 Blue Merfolk cards + 2 nonmerfolk Druid/Soldier/Rogue/Wizard + 5 clone cards + 16 noncreature cards
    35 Red Goblin cards +2 nongoblin Warrior/Artificer/Wizard/(?Red/Black?) + 1 Terraen Mauler + 21 noncreature cards
    41 Black Zombie cards +2 nonzombie (?Red/black?)/Rogue/Cleric/Shaman + 16 noncreature cards
    41 Green Elf cards +2 nonelf druid/shaman/knight/warrior + 16 noncreature cards (total 65)

    Multicolor:
    5 WU Soldiers + 3 WU 'value' cards
    5 WG Knights + 3 WG 'value' cards
    5 WB Clerics + 3 WB 'value' cards
    5 WR Artificers + 3 WR 'value' cards
    5 UR Wizards + 3 UR 'value' cards
    5 UB Rogues + 3 UB 'value' cards
    5 UG Druids + 3 UG 'value' cards
    5 GB Shamans + 3 GB 'value' cards
    5 GR Warriors + 3 GR 'value' cards
    5 RB ??? + 3 RB 'value' cards

    Colorless: 15 colorless Myr cards + 10 tribal support cards + 15 value colorless cards.


    Also, tbh: I'd love to drop in a Sword of Dungeons and Dragons xD. The fact this cube runs Clerics and Rogues makes me say yes so hard xD.
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    It's most definetly true that the 5 monocolored tribes you mentioned are very strong...

    BUT, there is a big problem. If I only have five tribes, that means at least two people (if drafting with the minimal 6) will be fighting each other and end up with 'meh' decks, while the other 4 ace it with little competition.

    SO, instead, and sure this might be starting to overcomplicate things... What if I base mono-colored off Race, and multicolored off Profession?

    White humans
    Green Elves
    Blue Merfolk
    Black Zombies (Or vampires, depending which got the most support.)
    Red Goblins

    White/Blue soldiers
    Blue/Red wizards
    Blue/Black rogues
    White/Black clerics
    White/Red artificers
    White/Green knights (This enables BOTH Knight of the Reliquary AND Wilt-leaf Liege)
    Red/Green werewolves
    Blue/Green druids
    Green/Black shamans
    Red/Black warriors

    The important thing to note is: I especially DON'T want to let the tribals run too much through tribal supports/lords. I want tribals to be available as option by providing several cards that boosts any creature type (adaptive automaton, unclaimed territory, metallic mimic, door of destinies, conqueror's banner, etc), but that people can still draft just fine outside drafting tribal.


    But for real, I value your input a lot. I'm still new to this and it's a complicated task, so your insight into this is invalueable.
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    Goes without saying ;).

    But I still need to know/get some feedback if the current list is something people can live into, and perhaps if they know some themes (like Sets/blocks) that would fit best in them.

    I.E., Evolve (Mutant, RCoG + RTR) goes well with Outlast (DTR) and Fabricate (KLD).

    Energy maybe not so much solely 'energy', but more in, 'counters' that aren't +1/+1 counters (-1/-1, wither, NO INFECT)
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    Okay so I have this idea:

    Themes:
    RGUB Energy
    BGUW Counters
    UGWR Tokens
    RUBW Artifacts
    RBGW (??)

    Tribals:
    (Classes)
    RG Druids
    GU Mutants
    UR Wizards
    UW Soldiers
    WR Artificers

    (Races)
    WG Human (+Werewolf?)
    WB Vampires
    UB Faeries
    BR Goblins
    BG Elves

    (Extra)
    Golem + Myr (Colorless)
    Ally (all) *I'm gonna try it anyway, for those creative enough to figure a way. I couldn't find any other idea for WG and I found that Human/WW has many crossovers with Warriors, Druids and Mutant <I believe it contains Mutant since Eldritch Moon? Or it was Horror.>
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    (I'll read the rest of the info soon later.)

    Actually, I just had a fantastic idea. Mutants comes with the Evolve ability a lot. Since I want people to be able to draft the cube without tribals too (like, following a certain theme), I'd recon smashing in a Warriors - Outlast, with Mutants - Evolve would do very well.
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    Druids is something I'd love to! This would enable a nice green staple, Sylvan Advocate.

    For professions, I yesterday was also thinking for the Artificer as a possibility for Red/Blue, Blue/White or White/Red.
    Posted in: The Cube Forum
  • posted a message on Creating a Tribal cube (Needs a lot of help/feedback)
    I have drawn an incredible lot of insight from your post so far! The idea of having 5 Unfriendly-color classes and 5 friendly-color races is a very good separation.

    The goal that I had drawn - and I'm sorry I had forgotten to write that - is that even though it's a tribal cube, I want to let cards have a strong 'Independence Value'. I will only jam in like 1 or 2 lords per tribe (with 3 colorless ones and a joker one on white), so you don't 'have' to draft your tribe. You can easily just slam with Green-Red 'whatever' without mandatorily following Werewolves, so to say. TL:DR, I want people to be able to draft like they normally would, but that going tribal is a widely available option too.

    That having said, this would make me need to look at what tribals will fit with each color.

    (Normal)
    Red-Green - ??
    Green-White - ??
    White-Blue - Spirits?
    Blue-Black - Faeries
    Black-Red - Goblins

    Red-White Soldiers
    White-Black Warriors
    Black-green ??
    green-blue ??
    blue-red Wizards

    (Reversed)
    Red-Green - ??
    Green-White - Knights
    White-Blue - Soldiers
    Blue-Black - Rogues
    Black-Red - Warriors

    Red-White - Humans
    White-Black - ??
    Black-green - Elves
    green-blue - Merfolk
    blue-red - ??

    Also, I hadn't anticipated the idea of 5-color humans. That is a great idea to do rather than Allies.
    Posted in: The Cube Forum
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