As for facilitator cards, executioner's capsul is a pretty solid include anyway, IMHO, but I don't think I'd ever put in the replica just for her. As long as you draft artifacts aggressively with Glissa, I don't think you can go wrong with her ability. People will be pin-point killing and wrathing artifacts all the time, so there will likely always be some blown out piece worth retrieving from the graveyard.
Yeah, this, basically.
There are only three cards I would consider must-haves for Glissa - Executioner's Capsule, Expedition Map and Wurmcoil Engine.
Wurmcoil and probably the Map would be within the recommended cube suggestions already, so I don't think there needs to be much reinvention of the wheel to fit Glissa in.
Ran my second grid draft session with my edh cube last night, and it was figgin awesome! I highly recommend this when you have 2-3 folks for a session. Here's the process we blundered our way through.
The first time (a month or so ago), my friend and I did a general draft; setting up a 3x3 grid of generals twice, so that each of us got a first row/column pick. At this point we kept our intended generals secret from one another. I chose Animar, he chose Rafiq, but we didn't share this information with each other until the end.
Next phase we did 30 rounds (alternating first pick) of 3x3 grid drafting using the main cube. We both ended up with the 70-80 ish cards we otherwise would have gotten from a 5 pack draft. In the end, the deck qualities were very high, especially compared with sealed, where 150 cards out of the cube still sometimes doesn't get you as polished a deck as I'd like.
The second grid we did involved 3 folks, so we improvised a little on the drafting style.
We started with the 3x3 general grid again, and did this three times, so everyone got a first pick. I landed up playing Riku, but kept Maelstrom Wanderer and Zegana as alternates+MD inclusions. My friends landed up doing Kaalia and Zedruu (MD Ruhan).
Not certain of the best way to approach the MD grid portion with 3, we decided on 30 rounds (10 first picks each), with a 4x4 grid. By the end of the draft, this landed up being a bit too many cards for each player, and made it a little hard to decide on a final archetype and deck. Next time, we'll likely go down to 24 rounds with the 4x4.
I just want to reiterate that both sessions were a blast, and as the cube's builder, I love seeing such huge swaths of the cube's contents laid out for viewing. Open information did not seem to adversely affect the outcomes of the decks, especially considering the quantity of cards you'd otherwise have to keep track of. I highly recommend this draft format for edh and multiplayer cubers who have too small a group to do a proper draft with (I hate sealed).
I wanted to talk about Countermagic and removal in a multi player cube.
Both counter magic and removal exist in multiplayer and they have to but I have been finding more and more as my group and I are playing less and less 1 vs 1 games that many players really don't like using counter magic or removal that results in a 1 for 1 (even less cards like force of will that they can loss two cards to one) because they loss virtual card advantage to the rest of the players at the table.
I am finding less traditional counter magic that replaces itself is significantly better in our multi player cube then traditional cards like counterspell have been fairing. Counters like Bone to ash, arcane denial, force void, dismiss, and similiar cards that replace themselves are being played and are sought-after by players in a multi-player cube a lot more then the cards like mental mistep, counterspell, mana leak and other cards that do not.
Creature removal follows a similar vein in my playgroup. where players prioritize cards like sweepers or removal that cantrips over the standard spot removal. Most players would rather have Annihilate or Dregs of Sorrow over Doom blade and murder. Even with the higher mana costs, the lack of card disadvantage to the rest of the table is great enough, that we have shifted a few of our slots over to this type of effect.
This is also true with enchantment removal and artifact removal as well.
The main point of my post is I have kept some of the more traditional removal and counterspells in my multi-player cube because let's face it, sometimes you just needs to hit a monster with a swords to plowshares.
Is this something other multi-player cubes have experienced as well?
Have any of you found a good balance between cantripping card removal/counterspells and more traditional one?
Edit: I forgot to mention removal and counter spells on a stick. cards like mystic snake and sex monkey's are also very good in my cube because they can be reused and abused.
In our cube too, sweepers or cantripping removal is preferred over one for one type of removal (whether it's a counterspell or not). The flexibility of the cheaper spells is nice, it's good to be able to throw down a two drop and still have mana open for a Doom Blade or a Counterspell.
For the counters, I think Dismiss is good enough to make the cut, the others I don't think I would run. Force Void is a card that I'm seeing for the first time though, and it is interesting...but I think CMC 3 for a Force Spike is just too much whether or not you get to replace your card afterwards.
As for the other removal, I'd rather have stuff like Doom Blade because you don't always have 5 or 6 mana open and sometimes you don't want to use up a whole turn on removing a single target while not really being able to build up your board position. I'd run the entire suite of 187 guys (Nekrataal, Skinrender, Shriekmaw, Big Game Hunter, Bone Shredder, Serpent Assassin) before I'd run Annihilate or Dregs of Sorrow.
In our cube too, sweepers or cantripping removal is preferred over one for one type of removal (whether it's a counterspell or not). The flexibility of the cheaper spells is nice, it's good to be able to throw down a two drop and still have mana open for a Doom Blade or a Counterspell.
For the counters, I think Dismiss is good enough to make the cut, the others I don't think I would run. Force Void is a card that I'm seeing for the first time though, and it is interesting...but I think CMC 3 for a Force Spike is just too much whether or not you get to replace your card afterwards.
As for the other removal, I'd rather have stuff like Doom Blade because you don't always have 5 or 6 mana open and sometimes you don't want to use up a whole turn on removing a single target while not really being able to build up your board position. I'd run the entire suite of 187 guys (Nekrataal, Skinrender, Shriekmaw, Big Game Hunter, Bone Shredder, Serpent Assassin) before I'd run Annihilate or Dregs of Sorrow.
Complicate > Runeboggle > Force Void. Complicate is definitely worth looking at, as it's a (slightly overcosted) Mana Leak when you need more than a Force Spike, and it cantrips when they overextend.
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While I haven't had problems with my guys leaving the one-shot removal behind, I do have that problem with the countermagic. I've struggled to get a decent balance of countermagic in my cube, and I think I'm still a way away from doing that.
The problem is that in order to be better than a one-shot effect, it needs to be repeatable, and repeatable countermagic is very, very, very strong. It's a superfine balance. I've currently got Ertai, Wizard Adept in, and he's been fine. Daring Apprentice has just been added, and is about to get a Sun Titan to combo with... I'll be interested to see if that turns out more broken than Ertai. Other than that, I think about the only other repeatable one I could stand to put in is Null Brooch, although that's quite dependent on the archetypes it's built around (and therefore probably not in the top 360 for Multiplayer).
Outside of that, I have Counterspell, Arcane Denial, Dissipate, Dismal Failure and Force of Will. I'd like to get Mystic Snake in some day, and Dismal Failure should probably be Dismiss. At least no-one's completely locked a game out with this lineup yet.
How has Ertai worked out for you? Every once in a while but each time I'm on the cusp of giving him a shot I talk myself out of it by saying that he'd be too slow (my MP Cube is a bit on the fast side, I think).'
As to Daring Apprentice, I'm a bigger fan of the Spiketail family (Spiketail Drakeling and Spiketail Hatchling). They're a softer no, but have evasion and aren't dead for a turn like Daring Apprentice. They also both still combo with Sun Titan, if that matters to you.
How has Ertai worked out for you? Every once in a while but each time I'm on the cusp of giving him a shot I talk myself out of it by saying that he'd be too slow (my MP Cube is a bit on the fast side, I think).'
As to Daring Apprentice, I'm a bigger fan of the Spiketail family (Spiketail Drakeling and Spiketail Hatchling). They're a softer no, but have evasion and aren't dead for a turn like Daring Apprentice. They also both still combo with Sun Titan, if that matters to you.
Ertai has (surprisingly) been very balanced for us. He's something you have to play around, which aids blue no end, but he's also not the hardest thing to get off the table in Multiplayer (because let's face it, he's the type of thing more than one opponent will be gunning for). So he gives blue some level of control, but not to the point where blue becomes unstoppable.
Surprisingly the Spiketails don't see a lot of play in my group, but I agree with you in that their relative speed and evasion makes them better than Daring Apprentice. I think if I ever get a Lurking Predators for my cube, I'll probably have to sub one of them in for the Apprentice (ever played against a Lurking Predators deck full of creatures like the Spiketails, Mystic Snake, Draining Whelket al? My stars, it's brutal... it'd be a draft strategy all by itself in cube).
My group did leave the one to one counterspell aspect behind first, I would say probably a year or so ago, the group started to look more for the cantripping counters. The shift in other removal is a more recent thing (I think it started coming up around RTR's release)
We have also been increasing our counterspells on a stick for Blue.
Vodalian Mage is better then he looks. mostly because he is repeatable and cheap. ps. the hoover art is the best one.
Voidmage Prodigy for 2 reasons, he is a counter on a stick and I wanted more morph creatures.
Mystic Genesis is a newer card that my group has been enjoying. Play the almost same as mystic snake costs one more but a lot of times you end up with something much larger then a 2/2, for those looking for another mystic snake effect I like this one. But because it makes a token it can't be abused by bounce effects. However it can be abused with Snapcaster, Archaeomancer, and other graveyard type effects.
I run a lot of the 187 creatures mentioned above as well. I just wish the cantripping removal was better on the spell side of things.
First big DGM spoiler looks to be solely worth MP / EDH discussion, so let's bring him in here.
Ruric Thar, the Unbowed (4RG)
Rare
Vigilance, reach
Attacks each turn if able.
Whenever a player casts a non-creature spell, ~ deals 6 damage to that player.
6/6
Certainly worth a look as an EDH General.
Competes with Rubblehulk in my list. I wish he had trample.
My group did leave the one to one counterspell aspect behind first, I would say probably a year or so ago, the group started to look more for the cantripping counters. The shift in other removal is a more recent thing (I think it started coming up around RTR's release)
We have also been increasing our counterspells on a stick for Blue.
Vodalian Mage is better then he looks. mostly because he is repeatable and cheap. ps. the hoover art is the best one.
Voidmage Prodigy for 2 reasons, he is a counter on a stick and I wanted more morph creatures.
Mystic Genesis is a newer card that my group has been enjoying. Play the almost same as mystic snake costs one more but a lot of times you end up with something much larger then a 2/2, for those looking for another mystic snake effect I like this one. But because it makes a token it can't be abused by bounce effects. However it can be abused with Snapcaster, Archaeomancer, and other graveyard type effects.
I run a lot of the 187 creatures mentioned above as well. I just wish the cantripping removal was better on the spell side of things.
Just a heads up that I've posted the first draft of my EDH cube in the cube lists sub-forum. Would appreciate any feedback my fellow multiplayer cube designers could offer.
Just a heads up that I've posted the first draft of my EDH cube in the cube lists sub-forum. Would appreciate any feedback my fellow multiplayer cube designers could offer.
There is a link to the page in my signature.
Many thanks
I'd consider reserving the first reply post, that you can include things like an (expanded) change log and/or cube adjustments, without going over the character limit.
I'd consider reserving the first reply post, that you can include things like an (expanded) change log and/or cube adjustments, without going over the character limit.
I'll take a look this weekend!
-Dolono
Good Plan! Thanks, I look forward to hearing what you think.
I don't get to play much EDH these days so I'm considering scavenging my decks for cards to go in the cube.
I am looking for cards that could go well with Repercussion. I think it is a nice addition to the red section as it goes well with the Earthquake type effects, and makes for quick games.
I added a Hunted Dragon in the red section to go with it, as some control decks lack creatures. Dragon also fits decently in the Wildfire/Destructive Force archtypes.
I am looking for cards that could go well with Repercussion. I think it is a nice addition to the red section as it goes well with the Earthquake type effects, and makes for quick games.
I added a Hunted Dragon in the red section to go with it, as some control decks lack creatures. Dragon also fits decently in the Wildfire/Destructive Force archtypes.
What are your thoughts/suggestions?
The Dragon is in my cube, and has made for some funny political plays. Given how weak red is for mid-range creatures in FFA, it's actually a really solid 5-drop.
Repercussion is a wonderful card. Could you get the whole archetype in a cube? Not sure...
In normal multiplayer, the usual trick is to run it alongside the aforementioned Earthquake as well as repeatable red damage (like Pyrohemia or Shard Phoenix), a little opponent creature generation (like our friend Hunted Dragon, and Forbidden Orchard), and Glacial Chasm for protection.
I guess it depends on how much blanket red damage you can get away with in your cube. I would likely run Repercussion, Earthquake and Pyrohemia together if I had them. Forbidden Orchard is definitely FFA cubeable. The Phoenix, Glacial Chasm and a few other assortments start to hit the border of playability.
One thing's for sure, if you're already running Chandra's Spitfire, this archetype makes it dance.
From today's spoilers, I think it's fair to say that Ral Zarek is worth a long look, but the Izzet guild champion intrigues me too, and I'd be laughed at for even suggesting him out in the main forum - he's clearly FFA/EDH only.
What are your thoughts on him?
Melek, Izzet Paragon (Rare) - 4UR
Legendary Creature - Weird Wizard
Play with the top card of your library revealed.
You may play the top card of your library if it's an instant or sorcery card.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for this copy.
2/4
If I can't lay hands on a copy of Ral, I suspect it's going to be this guy that unseats Hypersonic Dragon from my cube.
I don't love him. I think he should have been either a bit cheaper, a bit more powerful, or at least had some kind of evasion. The future sight ability is always relevant but it seems like you're not going to want to copy that many spells in UR, especially not the high CMC ones.
That being said, Izzet is probably the weakest color pairing so I think he makes it in by being the best of the worst. At first glance I like him better than Hypersonic Dragon.
I'm not a huge fan of the weird wizard either. He's a 6 drop with a small body, that doesn't do anything until your next turn.
Granted, after that he can do some crazy things. In my cube, blue has some nice things to copy, but most of the red spells are Earthquake type effects and kill him. At that point he seems like an overpriced Fork.
I'm probably missing something, but that is my first impression. As for Izzet being a weak guild, I just decided to include less Izzet cards in my multicolored section!
I don't know whether I should be disappointed that the three, released champions aren't that great, or happy that they'll be so inexpensive to pick up...
I don't know whether I should be disappointed that the three, released champions aren't that great, or happy that they'll be so inexpensive to pick up...
Trick Jarrett must've heard you...
Now that's a little more like it. This one has potential.
Now that's a little more like it. This one has potential.
Hmm. Not bad. Definitely one of the more playable champions we've seen so far. I like her less than Olivia Voldaren and Terminate / Dreadbore but it's kind of a toss-up after that. Good stats for the cost, I don't think that the ability will be relevant very often. Vorapede and Mikaeus the Lunarch and...that's it for my Cube I think.
My favorite out of the spoiled champions so far is probably still Ruric Thar...vigilance and reach together are just so good, and it's also a decent card to ramp into that isn't a big X spell for Gruul.
Yeah, this, basically.
There are only three cards I would consider must-haves for Glissa - Executioner's Capsule, Expedition Map and Wurmcoil Engine.
Wurmcoil and probably the Map would be within the recommended cube suggestions already, so I don't think there needs to be much reinvention of the wheel to fit Glissa in.
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The first time (a month or so ago), my friend and I did a general draft; setting up a 3x3 grid of generals twice, so that each of us got a first row/column pick. At this point we kept our intended generals secret from one another. I chose Animar, he chose Rafiq, but we didn't share this information with each other until the end.
Next phase we did 30 rounds (alternating first pick) of 3x3 grid drafting using the main cube. We both ended up with the 70-80 ish cards we otherwise would have gotten from a 5 pack draft. In the end, the deck qualities were very high, especially compared with sealed, where 150 cards out of the cube still sometimes doesn't get you as polished a deck as I'd like.
The second grid we did involved 3 folks, so we improvised a little on the drafting style.
We started with the 3x3 general grid again, and did this three times, so everyone got a first pick. I landed up playing Riku, but kept Maelstrom Wanderer and Zegana as alternates+MD inclusions. My friends landed up doing Kaalia and Zedruu (MD Ruhan).
Not certain of the best way to approach the MD grid portion with 3, we decided on 30 rounds (10 first picks each), with a 4x4 grid. By the end of the draft, this landed up being a bit too many cards for each player, and made it a little hard to decide on a final archetype and deck. Next time, we'll likely go down to 24 rounds with the 4x4.
I just want to reiterate that both sessions were a blast, and as the cube's builder, I love seeing such huge swaths of the cube's contents laid out for viewing. Open information did not seem to adversely affect the outcomes of the decks, especially considering the quantity of cards you'd otherwise have to keep track of. I highly recommend this draft format for edh and multiplayer cubers who have too small a group to do a proper draft with (I hate sealed).
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
I wanted to talk about Countermagic and removal in a multi player cube.
Both counter magic and removal exist in multiplayer and they have to but I have been finding more and more as my group and I are playing less and less 1 vs 1 games that many players really don't like using counter magic or removal that results in a 1 for 1 (even less cards like force of will that they can loss two cards to one) because they loss virtual card advantage to the rest of the players at the table.
I am finding less traditional counter magic that replaces itself is significantly better in our multi player cube then traditional cards like counterspell have been fairing. Counters like Bone to ash, arcane denial, force void, dismiss, and similiar cards that replace themselves are being played and are sought-after by players in a multi-player cube a lot more then the cards like mental mistep, counterspell, mana leak and other cards that do not.
Creature removal follows a similar vein in my playgroup. where players prioritize cards like sweepers or removal that cantrips over the standard spot removal. Most players would rather have Annihilate or Dregs of Sorrow over Doom blade and murder. Even with the higher mana costs, the lack of card disadvantage to the rest of the table is great enough, that we have shifted a few of our slots over to this type of effect.
This is also true with enchantment removal and artifact removal as well.
The main point of my post is I have kept some of the more traditional removal and counterspells in my multi-player cube because let's face it, sometimes you just needs to hit a monster with a swords to plowshares.
Is this something other multi-player cubes have experienced as well?
Have any of you found a good balance between cantripping card removal/counterspells and more traditional one?
Edit: I forgot to mention removal and counter spells on a stick. cards like mystic snake and sex monkey's are also very good in my cube because they can be reused and abused.
For the counters, I think Dismiss is good enough to make the cut, the others I don't think I would run. Force Void is a card that I'm seeing for the first time though, and it is interesting...but I think CMC 3 for a Force Spike is just too much whether or not you get to replace your card afterwards.
As for the other removal, I'd rather have stuff like Doom Blade because you don't always have 5 or 6 mana open and sometimes you don't want to use up a whole turn on removing a single target while not really being able to build up your board position. I'd run the entire suite of 187 guys (Nekrataal, Skinrender, Shriekmaw, Big Game Hunter, Bone Shredder, Serpent Assassin) before I'd run Annihilate or Dregs of Sorrow.
Complicate > Runeboggle > Force Void. Complicate is definitely worth looking at, as it's a (slightly overcosted) Mana Leak when you need more than a Force Spike, and it cantrips when they overextend.
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The problem is that in order to be better than a one-shot effect, it needs to be repeatable, and repeatable countermagic is very, very, very strong. It's a superfine balance. I've currently got Ertai, Wizard Adept in, and he's been fine. Daring Apprentice has just been added, and is about to get a Sun Titan to combo with... I'll be interested to see if that turns out more broken than Ertai. Other than that, I think about the only other repeatable one I could stand to put in is Null Brooch, although that's quite dependent on the archetypes it's built around (and therefore probably not in the top 360 for Multiplayer).
Outside of that, I have Counterspell, Arcane Denial, Dissipate, Dismal Failure and Force of Will. I'd like to get Mystic Snake in some day, and Dismal Failure should probably be Dismiss. At least no-one's completely locked a game out with this lineup yet.
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As to Daring Apprentice, I'm a bigger fan of the Spiketail family (Spiketail Drakeling and Spiketail Hatchling). They're a softer no, but have evasion and aren't dead for a turn like Daring Apprentice. They also both still combo with Sun Titan, if that matters to you.
Ertai has (surprisingly) been very balanced for us. He's something you have to play around, which aids blue no end, but he's also not the hardest thing to get off the table in Multiplayer (because let's face it, he's the type of thing more than one opponent will be gunning for). So he gives blue some level of control, but not to the point where blue becomes unstoppable.
Surprisingly the Spiketails don't see a lot of play in my group, but I agree with you in that their relative speed and evasion makes them better than Daring Apprentice. I think if I ever get a Lurking Predators for my cube, I'll probably have to sub one of them in for the Apprentice (ever played against a Lurking Predators deck full of creatures like the Spiketails, Mystic Snake, Draining Whelk et al? My stars, it's brutal... it'd be a draft strategy all by itself in cube).
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We have also been increasing our counterspells on a stick for Blue.
Vodalian Mage is better then he looks. mostly because he is repeatable and cheap. ps. the hoover art is the best one.
Voidmage Prodigy for 2 reasons, he is a counter on a stick and I wanted more morph creatures.
Mystic Genesis is a newer card that my group has been enjoying. Play the almost same as mystic snake costs one more but a lot of times you end up with something much larger then a 2/2, for those looking for another mystic snake effect I like this one. But because it makes a token it can't be abused by bounce effects. However it can be abused with Snapcaster, Archaeomancer, and other graveyard type effects.
I run a lot of the 187 creatures mentioned above as well. I just wish the cantripping removal was better on the spell side of things.
Ruric Thar, the Unbowed (4RG)
Rare
Vigilance, reach
Attacks each turn if able.
Whenever a player casts a non-creature spell, ~ deals 6 damage to that player.
6/6
Certainly worth a look as an EDH General.
Competes with Rubblehulk in my list. I wish he had trample.
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I hope you know that Vodalian Mage is strictly worse than Disruptive Student, who in turn is strictly worse than Disruptive Pitmage
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I'd consider reserving the first reply post, that you can include things like an (expanded) change log and/or cube adjustments, without going over the character limit.
I'll take a look this weekend!
-Dolono
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Good Plan! Thanks, I look forward to hearing what you think.
I don't get to play much EDH these days so I'm considering scavenging my decks for cards to go in the cube.
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I am looking for cards that could go well with Repercussion. I think it is a nice addition to the red section as it goes well with the Earthquake type effects, and makes for quick games.
I added a Hunted Dragon in the red section to go with it, as some control decks lack creatures. Dragon also fits decently in the Wildfire/Destructive Force archtypes.
What are your thoughts/suggestions?
My 450ish 1vs1 cube
The Dragon is in my cube, and has made for some funny political plays. Given how weak red is for mid-range creatures in FFA, it's actually a really solid 5-drop.
Repercussion is a wonderful card. Could you get the whole archetype in a cube? Not sure...
In normal multiplayer, the usual trick is to run it alongside the aforementioned Earthquake as well as repeatable red damage (like Pyrohemia or Shard Phoenix), a little opponent creature generation (like our friend Hunted Dragon, and Forbidden Orchard), and Glacial Chasm for protection.
I guess it depends on how much blanket red damage you can get away with in your cube. I would likely run Repercussion, Earthquake and Pyrohemia together if I had them. Forbidden Orchard is definitely FFA cubeable. The Phoenix, Glacial Chasm and a few other assortments start to hit the border of playability.
One thing's for sure, if you're already running Chandra's Spitfire, this archetype makes it dance.
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What are your thoughts on him?
Melek, Izzet Paragon (Rare) - 4UR
Legendary Creature - Weird Wizard
Play with the top card of your library revealed.
You may play the top card of your library if it's an instant or sorcery card.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for this copy.
2/4
If I can't lay hands on a copy of Ral, I suspect it's going to be this guy that unseats Hypersonic Dragon from my cube.
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That being said, Izzet is probably the weakest color pairing so I think he makes it in by being the best of the worst. At first glance I like him better than Hypersonic Dragon.
Granted, after that he can do some crazy things. In my cube, blue has some nice things to copy, but most of the red spells are Earthquake type effects and kill him. At that point he seems like an overpriced Fork.
I'm probably missing something, but that is my first impression. As for Izzet being a weak guild, I just decided to include less Izzet cards in my multicolored section!
My 450ish 1vs1 cube
My cube
My cube on Cube tutor
I'm OP_Forever. I'll be putting this in my signature for a while so everyone know I change my nickname.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Trick Jarrett must've heard you...
My Stupidly Large Number of Current Decks
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The Multiplayer Power Rankings
Cube: the Gittening (My Multiplayer Cube) - MTGS Cube List | @ CubeTutor
The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
Hmm. Not bad. Definitely one of the more playable champions we've seen so far. I like her less than Olivia Voldaren and Terminate / Dreadbore but it's kind of a toss-up after that. Good stats for the cost, I don't think that the ability will be relevant very often. Vorapede and Mikaeus the Lunarch and...that's it for my Cube I think.
My favorite out of the spoiled champions so far is probably still Ruric Thar...vigilance and reach together are just so good, and it's also a decent card to ramp into that isn't a big X spell for Gruul.
Just curious if folks are starting to formulate their multiplayer/edh substitutions yet? Here's a preliminary list of mine:
1 Teysa, Envoy of Ghosts
1 Vorel of the Hull Clade
1 Varolz, The Scarstripped
1 Blood Scrivner
Boros
1 Boros Initiative
Gruul
1 Savageborn Hydra
1 Turn/Burn
1 Ral Zarek
Test
1 Lavinia of the Tenth
1 Tajic, Blade of the Legion
1 Ghost Council of Orzhova
1 Momir Vig, Simic Visionary
1 Skullbriar, the Walking Grave
1 Mindslicer
Boros
1 Razia's Purification
Gruul
1 Savage Twister
1 Cerebral Vortex
1 Stitch in Time
Test
1 Rasputin Dreamweaver
1 Brion Stoutarm
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."