Klothys, God of Destiny 1RG
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to red and green is less than seven, Klothys isn’t a creature.
At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, add R or G. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
4/5
Does your cube need another Sulfuric Vortex? This operates along the similar axis of "sticky threat." You lose the lifegain hosing and Klothys can whiff if there's nothing in a graveyard, and it's two-color - but you gain some life, can ramp in a pinch, and it's indestructible. I wouldn't count on the creature mode - 7 is probably too hard in cube.
The "opponents can't gain life" aspect of Sulfuric Vortex is as critical as the consistent two damage a turn. This has neither, in that it can miss, and, as mentioned, is two colors. I agree that the creature aspect of Klothys isn't going to happen in cube, and I think the ability to add mana by exiling lands is unlikely as well. Exiling specific stuff from the GY is definitely useful however. Also, is it just me, or does dealing two damage (to an opponent) and gaining two life seem more like an Orzhov thing than Gruul?
Interesting card, but I don't think it's for my cube.
I’m really excited about this. I think vortex mode is great. Not hosing lifegain is a bummer but I don’t have that many in cube. Incidental graveyard hate is most welcome as b/w sacrifice and reanimate see regular play in my cube, are good decks and need, but don’t need dedicated hate cards.
I can see this being alright in Jund or midrange as a win con/ hate/ ramp .
Gruel midrange can vomit stuff on the board so the creature mode is a bonus.
Best of all it takes effect on precombat not upkeep so you get the first activation right away.
This card seems like a slam in my 540. It's obviously not Vortex (the best red card?) but despite being in a guild it's still quite good. It is inevitability which is something I love in Cube cards. If unanswered this card will (eventually) win the game even if everything else is even.
I've also learned from The Great Henge how good gaining a few life every turn can be. That card has been a big surprise & I'm excited to see this card in action.
I think this card is being underrated. It's basicly a one-sided Vortex that loses the life clause in exchange for a bunch of other things. First, you don't get hurt by it. Also, you can ramp yourself to T5, you can gravehate your opponent, you gain some life each turn and you ultimately have access to a 4/5 indestructible beater. Seems like an excellent card. I just don't get why all this happens on a precombat mainphase trigger.
EDIT : Forget it, it's for the mana to be used. It's inelegant but otherwise the mana wouldn't be usable for sorcery-speed stuff.
Also being green & enabling ramp from 3 to 5 (which is the sweet spot in green) is pretty huge as well. An appropriate red & green card to get on this very Merry Christmas!
You are right, I think the tricky wording will catch people, and there are similar cards that get a rebate. That said a powerful 3 drop in Gruul is great. Going are the days where we only have 4 drops
This card does a lot of interesting things for a card. I like it. Feels like a more interactive version of Keranos, God of Storms and that's really cool. Minor changes in templating (and 2 lower CMC, sure) make for a much more interesting card.
The fact you can monkey around with other peoples' graveyard is particularly cute. Not sure it'll nose anything else out of my
section but it's certainly possible.
I don't think this is consistent enough unless you support green aggro, but even then, sometimes you'll whiff on the abilities. Domri, Anarch of Bolas pretty much does everything this wants to do, and has immediate impact with its anthem.
I think this card is pretty sweet. I dont like putting indestructible in my cube but I might make an exception for this. Gruul needs some variety. Will test over Huntmaster.
People seem to be focusing a ton on "its ability to ramp you." My question is this: how often are you really going to have a land in your graveyard and have this on turn three? From my perspective (and granted I'm looking at it from the perspective of a bigger cube - 720) there are only so many lands that get themselves into the graveyard. I remember trying out cards with the Delirium ability and assuming at the time that I could almost take for granted that I'd find some way to get a land into the yard; it was harder than I thought. Maybe you won't have your one fetch and this both early. Maybe you won't even have a fetch in your deck. Of course, you could have other lands like Strip Mine, but in my 720 card cube I only have seventeen lands that easily enter the graveyard. Obviously manlands can die, and you could use spells to loot away lands as well. I just don't think this is a consistent source of early ramp in bigger or even mid-sized cubes.
Additionally, it's a one-time use unless you - or your obliging opponent I suppose - puts another land into the yard.
I could be totally wrong here, but I honestly didn't see "slam dunk Gruul cube card" when I first saw this; I saw "another interesting Gruul card for a lands-matter package."
People seem to be focusing a ton on "its ability to ramp you." My question is this: how often are you really going to have a land in your graveyard and have this on turn three? From my perspective (and granted I'm looking at it from the perspective of a bigger cube - 720) there are only so many lands that get themselves into the graveyard. I remember trying out cards with the Delirium ability and assuming at the time that I could almost take for granted that I'd find some way to get a land into the yard; it was harder than I thought. Maybe you won't have your one fetch and this both early. Maybe you won't even have a fetch in your deck. Of course, you could have other lands like Strip Mine, but in my 720 card cube I only have seventeen lands that easily enter the graveyard. Obviously manlands can die, and you could use spells to loot away lands as well. I just don't think this is a consistent source of early ramp in bigger or even mid-sized cubes.
Additionally, it's a one-time use unless you - or your obliging opponent I suppose - puts another land into the yard.
I could be totally wrong here, but I honestly didn't see "slam dunk Gruul cube card" when I first saw this; I saw "another interesting Gruul card for a lands-matter package."
From experience with similar cards like Deathrite Shaman, Wren and Six and Crucible of Worlds at 720, you are right. Exiling nonlands will be by far the most common mode, with the occasional ramp a random nice to have bonus.
Card seems nuts. In fact, it looks unfun. Mogis, God of Slaughter is on the chopping block for being too hard to interact with. This might be even worse.
Gain and drain/ grave hate is a strange direction for Gruul to be going. It's a neat direction to take the colors. But it's just a little much for me.
I feel like this card is kinda bad. You're dependent on graveyards to have any function, and you'll maybe ramp or maybe do a drain 2. What deck will be content with whichever you get? Unless you've got a lot of control over what's happening, I just don't see it even being particularly good at the things other cards already do better.
After playing this for a while this card has been super strong. a sulfuric vortex that can't be disenchanted, can ramp you in a pinch, hates on opponent graveyard strategies, can be a threat, and can gain you life in tight situations. If it hits the board on turn three, much like vortex its almost always game over.
It's been so strong that I am actually going to be removing it from my list because it just can't be interacted with in enough ways to make it feel fun.
It has been very strong in my testing, too. It almost hoses certain archetypes to the point where it's oppressive. Anything with instants/sorceries will have a hard time to fight against the life swings that this generates - all while disrupting recursion, too.
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Klothys, God of Destiny 1RG
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to red and green is less than seven, Klothys isn’t a creature.
At the beginning of your precombat main phase, exile target card from a graveyard. If it was a land card, add R or G. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
4/5
Does your cube need another Sulfuric Vortex? This operates along the similar axis of "sticky threat." You lose the lifegain hosing and Klothys can whiff if there's nothing in a graveyard, and it's two-color - but you gain some life, can ramp in a pinch, and it's indestructible. I wouldn't count on the creature mode - 7 is probably too hard in cube.
I feel it's best suited in aggro while up against decks that feature a lot of wipes, giving you "something to do"
Interesting card, but I don't think it's for my cube.
I can see this being alright in Jund or midrange as a win con/ hate/ ramp .
Gruel midrange can vomit stuff on the board so the creature mode is a bonus.
Best of all it takes effect on precombat not upkeep so you get the first activation right away.
I've also learned from The Great Henge how good gaining a few life every turn can be. That card has been a big surprise & I'm excited to see this card in action.
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EDIT : Forget it, it's for the mana to be used. It's inelegant but otherwise the mana wouldn't be usable for sorcery-speed stuff.
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Graveyard hate, damage, ramp and value and it’s hasty!
Any cheap card that makes mana the turn it comes into play deserves a close examination.
nissa who shakes the world, Teferi hero of Dominaria, Garruk wildspeaker etc
part of the hidden value of these cards is they effectively cost less mana than they appear to.
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How this card ramping you the turn you play it. I don't get it. The beginning of precombat mainphase is already long gone when you cast it, no?
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The fact you can monkey around with other peoples' graveyard is particularly cute. Not sure it'll nose anything else out of my
section but it's certainly possible.
Cool card.
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Ah crap, you are right. Brain made a Faulty shortcut.
Card is worse than I thought by a lot. Maybe good enough. Maybe too slow.
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Additionally, it's a one-time use unless you - or your obliging opponent I suppose - puts another land into the yard.
I could be totally wrong here, but I honestly didn't see "slam dunk Gruul cube card" when I first saw this; I saw "another interesting Gruul card for a lands-matter package."
From experience with similar cards like Deathrite Shaman, Wren and Six and Crucible of Worlds at 720, you are right. Exiling nonlands will be by far the most common mode, with the occasional ramp a random nice to have bonus.
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Gain and drain/ grave hate is a strange direction for Gruul to be going. It's a neat direction to take the colors. But it's just a little much for me.
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I'm gonna stick with Domri for a while longer.
It's been so strong that I am actually going to be removing it from my list because it just can't be interacted with in enough ways to make it feel fun.