I'm always on the lookout for good/fun combat tricks to add to my cube and it looks like they're trying to push low-cost combat tricks in Theros. Does anyone think any of these could make the cut? All are potential 2-for-1s for one mana, but are they too narrow?
Boon of Erebos
Cost: B
Instant - Common
Target creature gets +2/+0 until end of turn. Regenerate it. You lose 2 life.
Coordinated Assault
Cost: R
Instant - Uncommon
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
Titan's Strength
Cost: R
Instant - Common
Target creature gets +3/+1 until end of turn. Scry 1.
Warrior's Lesson
Cost: G
Instant - Uncommon
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
All look too narrow. But the main disadvantage of boost is that you can be two for oned. These cards don't help that. Bloodrush has been strong because it cannot be countered in any way. Vines of Vastwood was playable for the same reason. The Charms do more than just boost.
I would prefer the first generation of charm (Funeral Charm, Piracy Charm,..) to this batch.
Not really a combat trick, but i'm replacing faiths's shield with god's willing. I like a cheap protection spell for white, and scry is better than fateful hour
Yeah, God's Willing is the one that you're missing from the list, and probably the only one I would play in a cube of any size. Shelter has been extraordinarily fun for us--it's not powerful, but before I added it in (as well as the bloodrush guys), combat had become way too stale for us. Essentially deterministic. The consensus seems to be that scry 1 is ~60-70% as good as draw 1, so chopping off one colorless mana seems to be an upgrade in that regard.
Coordinated assault is pushed a lot and will crush a lot of games of Theros draft, but nobody was falling over themselves to put Weapon Surge in the cube, either.
That said, I do wish my cube featured more combat tricks. I put Briarhorn back in recently to try to fix that.
Are there any other combat tricks commonly run in cube? Only one off the top of my head is Vines of Vastwood.
I cube to be much like constructed. the Format is mostly defined - people tend to know there aren't combat tricks, plenty of instant speed removal, but not combat tricks. The plethora of instand speed removal is partly why combat tricks aren't played - getting 2fer-ed is such a risk.
I play Shining Shoal, Simic Charm, Vines of Vastwood and Might of Oaks (the last has produced many giggles).
Boon of Erebos
Cost: B
Instant - Common
Target creature gets +2/+0 until end of turn. Regenerate it. You lose 2 life.
Coordinated Assault
Cost: R
Instant - Uncommon
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
Titan's Strength
Cost: R
Instant - Common
Target creature gets +3/+1 until end of turn. Scry 1.
Warrior's Lesson
Cost: G
Instant - Uncommon
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
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I would prefer the first generation of charm (Funeral Charm, Piracy Charm,..) to this batch.
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No, I really don't think it is. Scry 3 might be close, but scry 1 is nowhere near as good as a cantrip.
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That said, I do wish my cube featured more combat tricks. I put Briarhorn back in recently to try to fix that.
Are there any other combat tricks commonly run in cube? Only one off the top of my head is Vines of Vastwood.
I play Shining Shoal, Simic Charm, Vines of Vastwood and Might of Oaks (the last has produced many giggles).
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