In white based deck it has a harder cost, but overall it being a two colour hybrid should make it easier to cast in more decks.
It can be cast by more decks, but it's not easier to cast. Outside of WG, it's harder to cast than Disenchant in white or Naturalize in green. That added flexibility proved not to outweigh the drawback of being WW in my white decks or GG in my green decks. Because, it fails to trigger on T2 with the regularity I get from Disenchant.
I like Sundering Growth because it lets my players get creative, both in mana base and in deck construction, and lets them be rewarded for that creativity. I can't argue against Disenchant, as it is often more efficient, but it sure is boring comparatively.
I like Sundering Growth as well, but I wouldn't cut Disenchant for it. I think of it as a good extra support for instant speed artifact/enchantment removal. There are nowadays so many important targets for this effect.
Sure it does. You can play it a GB deck or a RG deck. Try that with Disenchant. In white based deck it has a harder cost, but overall it being a two colour hybrid should make it easier to cast in more decks.
That being said I prefer Disenchant in white decks, because Sundering Growth mainly rocks in Garruk.dec. But even if you only get a 1/1 soldier or goblin, it is very good.
Oh I see. You mean less restrictive in that sense. That's not how I would have phrased it, but carry on. Still, it certainly isn't an effect you can turn to as a splash, like I might splash Disenchant in my red deck as it only needs one W. So it can fit into more potential decks, but it's still a more restrictive cost.
It depends on how many indestructible targets they have, and how much recursion they run vs how many tutor effects they use. It's probably really close.
Yeah, I am planning to include it in addition to Naturalize if we get a couple more good enchantments. After all, one can never have too many of these effects knocking around in a draft.
I don't understand the "boring" arguement. Lots of cube cards are boring...and quite powerful/efficient...
Would you not run any of the following cards because they're boring:
Terror/Snuff Out/Doom Blade (insert black kill card here)
counterspell
Llanowar Elves/Fyndlhorn Elves (random 1cc dork)
Lightning Bolt
They are all "boring"...and they're all nicely efficient. Aren't efficient, simple answers good in cube?
Disenchant is much needed in our cube (powered), but even if unpowered, it wouldn't be going anywhere. Far too many dangerous artifacts and enchantments running about.
Sorry to reopen this thread no one has posted in years, but I am wondering if there are new opinions on this topic now. Also with umezawa's jitte being in the resent FTV and thus easy to acquire, and I have also picked up some other powerful equipment, + Kaladesh might have some new fun toys for cube which are artifacts (if the rumors are true) I thought I would ask a question to more experienced cubers. How many "answers" to artifacts should a cube have.
These are my personal thoughts
Each player should have access on average to 2 answers on average. If the cube is powered, add +0.5 per person.
Thus in a non powered cube for 8 people at 560 you need 16 answers. Does this feel about right?
A look through my cube and this is what I found I am running.
Is anyone else running anything better? Am I missing anything?
Without seeing the rest of your cube, it's difficult to say. Speaking for my cube, it's unpowered but I'm running the full cycle of Signets and enough other mana rocks to power Upheaval and other very strong rampy archetypes, as well as Jitte, Batterskull, and the full cycle of Swords. I consider it very important for there to be plenty of cards available that are good/flexible enough for the main deck that can answer some of the scarier artifacts on time.
I'm running 27 cards that can get rid of artifacts in play, here's what I'm running that you're not that you might consider if you think you need more artifact removal:
Most of these can do quite a bit more than just answer artifacts. If you're running broken equipment like Swords or Grafted Wargear I do also think it's a good idea to include some instant speed effects like Disenchant because they can double as combat tricks.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
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It can be cast by more decks, but it's not easier to cast. Outside of WG, it's harder to cast than Disenchant in white or Naturalize in green. That added flexibility proved not to outweigh the drawback of being WW in my white decks or GG in my green decks. Because, it fails to trigger on T2 with the regularity I get from Disenchant.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Oh I see. You mean less restrictive in that sense. That's not how I would have phrased it, but carry on. Still, it certainly isn't an effect you can turn to as a splash, like I might splash Disenchant in my red deck as it only needs one W. So it can fit into more potential decks, but it's still a more restrictive cost.
On spoiled card wishlisting and 'should-have-had'-isms:
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
It's also way better vs. Wurmcoil Engine and reanimation tricks in addition to indestructible things.
-AA
I use descriptive language. Assume that I'm being nice and respectful. (I'll tell you when I'm not.)
My Cube: http://cubetutor.com/viewcube/9029
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
https://cubecobra.com/cube/list/3pq
On spoiled card wishlisting and 'should-have-had'-isms:
Would you not run any of the following cards because they're boring:
Terror/Snuff Out/Doom Blade (insert black kill card here)
counterspell
Llanowar Elves/Fyndlhorn Elves (random 1cc dork)
Lightning Bolt
They are all "boring"...and they're all nicely efficient. Aren't efficient, simple answers good in cube?
Disenchant is much needed in our cube (powered), but even if unpowered, it wouldn't be going anywhere. Far too many dangerous artifacts and enchantments running about.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
These are my personal thoughts
Each player should have access on average to 2 answers on average. If the cube is powered, add +0.5 per person.
Thus in a non powered cube for 8 people at 560 you need 16 answers. Does this feel about right?
A look through my cube and this is what I found I am running.
Is anyone else running anything better? Am I missing anything?
I think I want to run a few more, but I am not sure if I want disenchant
Is this wrong?
http://www.cubetutor.com/cubeblog/63569
I'm running 27 cards that can get rid of artifacts in play, here's what I'm running that you're not that you might consider if you think you need more artifact removal:
Disenchant
Banishing Light
Council's Judgment
Manic Vandal
Pillage
Fiery Confluence
Uktabi Orangutan/Viridian Shaman
Woodfall Primus
Kolaghan's Command
Maelstrom Pulse
Sundering Growth
Pithing Needle
Phyrexian Revoker
Ratchet Bomb
Engineered Explosives
Nevinyrral's Disk
Most of these can do quite a bit more than just answer artifacts. If you're running broken equipment like Swords or Grafted Wargear I do also think it's a good idea to include some instant speed effects like Disenchant because they can double as combat tricks.
450 card Peasant cube thread. Draft it here.