Testing pretty well, usually a 2/2 attacker (found that it was 20 out of 25 times, it was a 3/3 attacker 7 times; trial runs assuming that it is in opening hand as I'm just trying to get quick data.)
Testing pretty well, usually a 2/2 attacker (found that it was 20 out of 25 times, it was a 3/3 attacker 7 times; trial runs assuming that it is in opening hand as I'm just trying to get quick data.)
Obviously a small, controlled sample anyway, but your build seems excessively three drop light, and the one you have can't pump it if it is a 2/2.
Obviously a small, controlled sample anyway, but your build seems excessively three drop light, and the one you have can't pump it if it is a 2/2.
Prolly yeah, honestly it was whatever I could scramble together but more 3s would probably help, the list was created to push more towards 2-drops to give the initial pump.
Prolly yeah, honestly it was whatever I could scramble together but more 3s would probably help, the list was created to push more towards 2-drops to give the initial pump.
I don't think more threes would help, you're playing 15 land including two colorless land and one cipt land. It seems to me that Figure of Destiny is Pouncing Jaguar in your deck, for instance.
I think the lesson is that you'd be better of ditching green since it adds so little..or at least cut it down to a splash.
My brother draft a deck yesterday that he said would be great for EO since it had 2 power 1 drops like Cackler and Jackal Pup and it also had haster 3 power guys like Flinthoof and Ram-Gang. Then haste creatures like BBE and Vengevine as finishers.
He also mentioned Tarmogoyf who could give a counter in the late game easily.
Not all of those creatures are universally played but he drafted the MODO cube.
This is about what I would expect. The real question for me is how it performs when drawn later in the game. I can drop a Nacatl or Kird Ape on later turns and still have it be a relevant body. This however...
Comparing a mono-colour one drop to a multicoloured one is not really fair. I'd rather topdeck this than Jungle Lion at most points of the game.
You can actually substitute Kird Ape or Loam Lion for Nacatl (and only require one specific dual land for each instead of two) as Experiment One triggers on toughness as well as power.
You can actually substitute Kird Ape or Loam Lion for Nacatl (and only require one specific dual land for each instead of two) as Experiment One triggers on toughness as well as power.
Great point, maybe a little more plausible than I imagined. Maybe a little bit harder than having Wild Nacatl attack for 3 on turn 2.
Actually speaking of Grave Titan am I reading the mechanic right, where if Experiment One is a 1/1 and a G-Titan is played it then becomes a 4/4? Is the P/T checked when the creature comes into play, or upon resolution of effect?
I picture 2-triggers on the stack, the counter and the token making. Stack it so the tokens are made first. When they enter then 2 more counter triggers go on the stack making it a 3/3 before the final Grave Titan counter is added. I assume this works correctly. If so it seems fun with additional cards like Terastodon or Armada Wurm, though generally if those cards are being played chances are the game is not far out of reach anyways.
Actually speaking of Grave Titan am I reading the mechanic right, where if Experiment One is a 1/1 and a G-Titan is played it then becomes a 4/4? Is the P/T checked when the creature comes into play, or upon resolution of effect?
It's checked both times due to the intervening "if" clause. The Experiment should be a 3/3 after Grave Titan comes into play if it was a 1/1 to begin with, getting one +1/+1 from one of the tokens and a +1/+1 from the Titan.
Yeah, there's an intervening if clause, which prevents it from getting too huge. Technically, evolve will trigger on every creature of yours that hits play, but will then check to see whether it gets counters. Thanks for pulling up the rules quote Trunkers.
I had a B/G deck already drafted and my opponent was happy to let me toss a proxy E1 in as a 41st card. From the limited sample size, it is one of the better turn one plays available in an aggro deck. It also attracts more expensive removal than other one drops owing to its potential to grow out of burn or profitable blocking range if left unchecked. Both times he wasn't blocked as a 2/2, he soon became a 3/3 or 4/4 (once) thereafter, and that's a nice size 'free' creature to have midgame, especially given his regeneration at that stage. Lousy topdeck syndrome is obviously an issue but early impressions are excellent and he's probably the best aggressive green* one drop we have, particularly in the control matchup where they may not afford to wait for a sweeper when he can help you rebuild after.
I think most cubers will be fine with the Experiment as a bad late-game card. It more than makes up by getting bigger for free in the right deck, which isn't hard to build. And as we all know, getting stuff for free in Magic is a Big Deal.
Assuming Experiment One was in hand:
20/25 games resulted in T1 Experiment One and it being a 2-power attacker.
(2 were due to mulliganing where one was a mull to 6, another was a mull to 5. In both, however, it ended up being a 3/3 by turn 4.
2 others were due to not having the right mana, 1 was just not having a 2-power guy in hand.)
In 11/20 games, it was a 3/3 by turn 3. On average for the 25-game sample, it had 1.88 counters by turn 4.
The build wasn't meant to optimize how big it could get but to see how often it'd get to 2/2 or more and it looks like it will (and getting it to a 3/3 shouldn't require too much work but like with Wild Nacatl in a GW or GR deck, I'll happily play it as a 2/2.) Granted, this is using hands where it is in the opening hand, so this isn't conclusive, but it's a good sign.
Granted, this is using hands where it is in the opening hand, so this isn't conclusive, but it's a good sign.
It's the most effective way of rating the card as any time you draw it late, it's going to much worse than it is in the opener, like any aggressive 1cc guy.
Whenever I rate one drops against other one drops, I assume they're in my opening hand.
I think this is the card that finally has me excited about aggro green. The thought of landing him on 1 followed by geist on 2 is just juicy. I wonder if the undying trigger will hit before the evolve check. If so E1 could get a bump from the same creature twice. Awesome. I also love how droping walls(brambles, roots, utopia tree, etc) make this guy more aggresive .
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1 Raging Ravine
1 Mishra's Factory
1 Arid Mesa
1 Windswept Heath
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4 Mountain
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1 Experiment One
1 Llanowar Elves
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1 Gore-House Chainwalker
1 Chandra's Phoenix
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1 Vengevine
1 Cursed Scroll
1 Chain Lightning
1 Reckless Charge
1 Searing Spear
1 Staggershock
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Testing pretty well, usually a 2/2 attacker (found that it was 20 out of 25 times, it was a 3/3 attacker 7 times; trial runs assuming that it is in opening hand as I'm just trying to get quick data.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Obviously a small, controlled sample anyway, but your build seems excessively three drop light, and the one you have can't pump it if it is a 2/2.
Prolly yeah, honestly it was whatever I could scramble together but more 3s would probably help, the list was created to push more towards 2-drops to give the initial pump.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
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!
I don't think more threes would help, you're playing 15 land including two colorless land and one cipt land. It seems to me that Figure of Destiny is Pouncing Jaguar in your deck, for instance.
I think the lesson is that you'd be better of ditching green since it adds so little..or at least cut it down to a splash.
I think that type of build would be fantastic, as your packing a lot of three-four-and some five drops, along with a smattering of 2+ power one drops.
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He also mentioned Tarmogoyf who could give a counter in the late game easily.
Not all of those creatures are universally played but he drafted the MODO cube.
Comparing a mono-colour one drop to a multicoloured one is not really fair. I'd rather topdeck this than Jungle Lion at most points of the game.
Draft it on Cubetutor!
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Turn 1: Stomping Grounds, Experiment One
Turn 2: Temple Garden, Jungle Lion, Wild Nacatl
Not very likely lol, but it could happen!
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You can actually substitute Kird Ape or Loam Lion for Nacatl (and only require one specific dual land for each instead of two) as Experiment One triggers on toughness as well as power.
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Great point, maybe a little more plausible than I imagined. Maybe a little bit harder than having Wild Nacatl attack for 3 on turn 2.
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I picture 2-triggers on the stack, the counter and the token making. Stack it so the tokens are made first. When they enter then 2 more counter triggers go on the stack making it a 3/3 before the final Grave Titan counter is added. I assume this works correctly. If so it seems fun with additional cards like Terastodon or Armada Wurm, though generally if those cards are being played chances are the game is not far out of reach anyways.
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It's checked both times due to the intervening "if" clause. The Experiment should be a 3/3 after Grave Titan comes into play if it was a 1/1 to begin with, getting one +1/+1 from one of the tokens and a +1/+1 from the Titan.
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5 Swamp
1 Bayou
1 City of Brass
1 Wasteland
1 Llanowar Wastes
1 Overgrown Tomb
1 Golgari Rot Farm
1 Experiment One
1 Dryad Militant
1 Arbor Elf
1 Gravecrawler
1 Deathrite Shaman
1 Carnophage
1 Diregraf Ghoul
1 Oona's Prowler
1 Lotleth Troll
1 Nantuko Shade
1 Strangleroot Geist
1 Wolfir Avenger
1 Kitchen Finks
1 Call of the Herd
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Assuming Experiment One was in hand:
20/25 games resulted in T1 Experiment One and it being a 2-power attacker.
(2 were due to mulliganing where one was a mull to 6, another was a mull to 5. In both, however, it ended up being a 3/3 by turn 4.
2 others were due to not having the right mana, 1 was just not having a 2-power guy in hand.)
In 11/20 games, it was a 3/3 by turn 3. On average for the 25-game sample, it had 1.88 counters by turn 4.
The build wasn't meant to optimize how big it could get but to see how often it'd get to 2/2 or more and it looks like it will (and getting it to a 3/3 shouldn't require too much work but like with Wild Nacatl in a GW or GR deck, I'll happily play it as a 2/2.) Granted, this is using hands where it is in the opening hand, so this isn't conclusive, but it's a good sign.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
It's the most effective way of rating the card as any time you draw it late, it's going to much worse than it is in the opener, like any aggressive 1cc guy.
Whenever I rate one drops against other one drops, I assume they're in my opening hand.
Blimpy's Aggro-Focused Cube (powered 360)
I'm always open to suggestions on how to improve my cube. Take a look and ask a question, or give a constructive critique whenever you can.
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!