The idea is for each card discarded by each player, you get a 2/2 zombie for each card discarded.
I been thinking about this card for these archetypes:
- Lands archetype - this synergies well with the land recursion effects, the three play lands from the top of your library while providing the disruption against the archetypes lands traditionally struggles with.
- +1/+1 counters, aristocrats, go wide archetypes - can better utilize the zombies against the opponents while again providing disruption against combo/ control archetypes.
- Reanimator decks might not come together that often - I would play this as a 1 off in bad draws, to buy time against the opponent.
- Helps with cards like Lurrus, Sevinne, Escape, flashback etc.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
It's a cool card that presents an interesting design challenge. I think it probably works best where you can attrition your opponent, and this helps you just empty them out of whatever gas they're trying to preserve. Probably good with smokestack.
My theory is the hand disruption could be incredible against combo/ control decks, while the discard your hand could also be good against aggressive decks all the while your deck can rebuild a lot faster with cards like Courser of Kruphix, Crucible of Worlds, Nissa, Vastwood Seer, Wrenn and Six while at the same time it is incidentally stronger with cards like Cultivate. (The lands deck in cube cannot play like a lands deck in legacy as it lacks redundant strip mines + exploration style effects).
It solves land's biggest two problems IMO.
I would love to play this with smokestack as well - I found smokestack to be a bit too slow and I've played it more as a top end for an aggressive shell that in a more true stax style deck.
I would also like to see how it pans in aristocrats/ persist - those decks lack interaction vs combo. The disruption could be invaluable + the 4-5 zombies are a lot stronger on the aristocrats' side than the control/ combo player's side.
I don't think it will present a design challenge - I think it can really help solve these two deck's biggest weaknesses.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I think I get the idea, but isn't this card way too slow?
Pointing discard at my opponent on turn 5 is rarely what I want to do, and I'm not even guaranteed the card is doing anything at all, since my opponent could already be in topdeck mode or have just 1 card in hand.
It feels like an Armageddon, in that it essentially enhances the importance of the current boardstate, breaking symmetry by having a better boardstate or inherent recovery. But it just seems way worse at doing this. If I have a Crucible out for example, I'd rather resolve Armageddon than this, which is already one Mana cheaper.
I think I get the idea, but isn't this card way too slow?
Pointing discard at my opponent on turn 5 is rarely what I want to do, and I'm not even guaranteed the card is doing anything at all, since my opponent could already be in topdeck mode or have just 1 card in hand.
It feels like an Armageddon, in that it essentially enhances the importance of the current boardstate, breaking symmetry by having a better boardstate or inherent recovery. But it just seems way worse at doing this. If I have a Crucible out for example, I'd rather resolve Armageddon than this, which is already one Mana cheaper.
This the part about Armageddon - my problem is my lands deck is likely behind on board compared to my opponent. It could be strong against control/ combo, but its often detrimental against aggressive decks. I'm interested in the potential tempo swing with the zombies as well as how bad the aristocrats/ lands deck is against decks like storm, fatty cheat etc.
My other theory is, if the opponent I'm playing this against is in topdeck mode - its very likely the aristocrats deck/ lands deck I'm playing is already winning. I do agree this card might be too much of a feast or famine - but I feel that if its bad (i.e. bad top deck) its likely not the end of the world. I feel we have enough recursion style effects but not enough symmetrical stacks.
Obviously defending/ trying a card that saw almost no play in any format is a losing proposition. But I'll try it out.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I can tell you a card I been really liking right now is Rankle, Master of Pranks - his ability to answer planeswalkers + put pressure on both the board + hand is incredible.
In some ways I been looking for a card that could play a similar role that could answer both the board + hand in attrition archetypes.
But one thing is I do not want the Braids/ lands deck needing to rely on mana dorks for turn 1 acceleration to be relevant.
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
The idea is for each card discarded by each player, you get a 2/2 zombie for each card discarded.
I been thinking about this card for these archetypes:
- Lands archetype - this synergies well with the land recursion effects, the three play lands from the top of your library while providing the disruption against the archetypes lands traditionally struggles with.
- +1/+1 counters, aristocrats, go wide archetypes - can better utilize the zombies against the opponents while again providing disruption against combo/ control archetypes.
- Reanimator decks might not come together that often - I would play this as a 1 off in bad draws, to buy time against the opponent.
- Helps with cards like Lurrus, Sevinne, Escape, flashback etc.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
It solves land's biggest two problems IMO.
I would love to play this with smokestack as well - I found smokestack to be a bit too slow and I've played it more as a top end for an aggressive shell that in a more true stax style deck.
I would also like to see how it pans in aristocrats/ persist - those decks lack interaction vs combo. The disruption could be invaluable + the 4-5 zombies are a lot stronger on the aristocrats' side than the control/ combo player's side.
I don't think it will present a design challenge - I think it can really help solve these two deck's biggest weaknesses.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Pointing discard at my opponent on turn 5 is rarely what I want to do, and I'm not even guaranteed the card is doing anything at all, since my opponent could already be in topdeck mode or have just 1 card in hand.
It feels like an Armageddon, in that it essentially enhances the importance of the current boardstate, breaking symmetry by having a better boardstate or inherent recovery. But it just seems way worse at doing this. If I have a Crucible out for example, I'd rather resolve Armageddon than this, which is already one Mana cheaper.
This the part about Armageddon - my problem is my lands deck is likely behind on board compared to my opponent. It could be strong against control/ combo, but its often detrimental against aggressive decks. I'm interested in the potential tempo swing with the zombies as well as how bad the aristocrats/ lands deck is against decks like storm, fatty cheat etc.
My other theory is, if the opponent I'm playing this against is in topdeck mode - its very likely the aristocrats deck/ lands deck I'm playing is already winning. I do agree this card might be too much of a feast or famine - but I feel that if its bad (i.e. bad top deck) its likely not the end of the world. I feel we have enough recursion style effects but not enough symmetrical stacks.
Obviously defending/ trying a card that saw almost no play in any format is a losing proposition. But I'll try it out.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
In some ways I been looking for a card that could play a similar role that could answer both the board + hand in attrition archetypes.
But one thing is I do not want the Braids/ lands deck needing to rely on mana dorks for turn 1 acceleration to be relevant.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i