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  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from asmallcat »
    1(R/G)(R/G)
    Creature
    Haste
    Whenever ~ enters the battlefield you may destroy target artifact.
    2/3

    Just looking for anything to fit into the RG guild that isn't a 4 drop.


    Is that really that much better than tin street hooligan? I mean, I know it's better, but I don't know if it's enough better to cube, especially at 3. I think wizards would totally print a rg hybrid 2/2 for 2 that killed an artifact when it came into play.

    I like it more. the 3rd toughness being able to attack through bears is surprisingly relevant, and there's just odd situations in which tin-street is a little less than what you want
    The cutest of which is when you have something that makes him cost less, like a flipped duskwatch recruiter :p TRY AND PAY GREEN NOW!
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from Suicufnoc »
    Quote from psly4mne »
    Quote from AvalonAurora »
    Quote from Suicufnoc »
    Undying Clone thingy...

    I don't think that works rules wise, because I'm pretty sure it would lose the other creature abilities and the undying when it leaves the battlefield. I think you have to give it undying normally, and specify that it doesn't lose it from becoming a copy of another creature.
    That is not correct. Are you familiar with the card Undying Evil? Really basic effect, and it wouldn't work if the rules worked the way you thought. Leaves-the-battlefield triggers like Undying are checked for before the permanent leaves the battlefield.

    There is actually a minor rules issue with Undying Mimic though - you shouldn't refer to creature cards on the battlefield. It should be "creature card in a graveyard or creature on the battlefield" (the "on the battlefield" is redundant but good for clarity). Balance-wise, I would make it a Clone or a Body Double, but not both. I know making it a clone would make it more vulnerable to wraths, but your creature sometimes dying to a wrath is really okay, and having both options at 4 mana is way too good. I think keeping the Body Double option and dropping the clone option would make for more interesting gameplay. It helps make the reanimator deck less binary if they have a good payoff card at 4 mana when most are 2-3.

    So here's what I'll be trying out:


    Copying creature cards on the battlefield would definitely be un-intuitive, as you couldn't copy tokens, but would it not technically work? I don't really want it to be just a body double and have blue mana in the cost, though, as It just feels too black.

    Quote from BZ Gunshot »
    Cascader Mage blue mana red mana
    Creature - Wizard
    Cascade
    2/1

    Would really love this to round out a RUG cascade archetype with Bloodbraid Elf and Shardless Agent. Cascade on CMC = 2 is probably too powerful though.


    Here:

    Cascader Mage U/2 R/2
    Creature - Wizard
    Cascade
    2/1

    Now you can't guarantee you hit the 1 lightning bolt in your deck... Grin

    Wait can't this hit a 3 drop?
    Turn 2 this cascade into Brimaz?
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Bendable Lightning was suggusted ages back in this thread by Net9 (So you I assume?) long before strive, so kudos :p

    I've tested it, and it's usually just atrictly better arc trail, which is asking a lot from modern burn
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    I mean if you actually want it to only go on your opponent, something tells me a card that makes sure they draw lands for most of the rest of the game that cantrips when if it ever gets disenchanted is not okay, 1 life a turn or no
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from 6jerfz »
    Should probably only cost G. It's a really weird alternate weathered wayfarer, but it definitely shouldn't cost 1G.

    It should be G for a 2/2? Not that I'm disagreeing, that'd be sweet, but I'm not sure it'd fly :p

    Also, I like it at 1G. Presuming you meant it should more closely mirror wayfarer and be a 1/1, I actually like the ability for fauna shaman to beat down with some efficiency, especially since Flora Shaman probably isn't activating turn after turn (How many broken lands do you need?)
    Posted in: The Cube Forum
  • posted a message on [Cube][SOI] Topplegeist
    Quote from psly4mne »
    This is a funny little card; it's probably the most pushed Flying Men we've ever had.
    It's at best a distant second most pushed Flying Men.

    I don't see it being active often enough to be worth playing, but it's a neat design aside from the wonky and random condition on Delirium. I foresee myself typing that sentence a lot this season.

    Delver of secrets doesn't have flying. When it flips it does, but then it's not a 1/1.
    At no point is delver flying men :p
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SOI][CUBE] Duskwatch Recruiter // Krallenhorde Howler
    Quote from PyreDream »
    Now that the options for Savannah Lions have been all but filled up, I think 3 power 2 drops are the new frontier (still looking for an iconic card whose label can be applied - I like Marauder from Keldon Marauders and Borderland Marauder Grin ). This one is a bit meh on the offensive front, but like other posters have mentioned, the abilities on both sides are excellent and will probably be worth taking the hit in damage output for a turn.

    Not a terrible topdeck either, as it digs for options. I like it!

    Is marauder not basically a lava spike style burn spell as opposed to a creature?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Print This Wizards (so I can put it in my cube)
    it's probably fine if you word it that it isn't ancient tomb some of the time
    Posted in: The Cube Forum
  • posted a message on [OGW][CUBE] Endbringer
    Quote from noshadowkick »
    Wormcoil is probably the best artifact creature in cube and I LOVE Scuttling doom engine, but as this guy is not an artifact he competes for a different slot. If I include a swath of <> cards they will compete not only with artifacts, but also with colored cards because I'd probably have to trim a couple cards from my colored sections to make room. If we get enough cards to make <> a viable splash "color", I think this guy could really be worth considering.

    I mean I'm passing on this guy too, but out of curiosity, what even comes close to wurmcoil?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW] Needle Spires
    I dunno. For the UR one, I'm hoping it's closer to tar pit instead of another verison of the loothouse. I'd love another wildfire friendly threat for closing games out.

    Like I'd love 1UR for a 3/3 flying, but I've put like -10 minutes into how that would affect standard or weather that'd even be good
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW][CUBE] Kalitas, Traitor of Ghet
    I also love the idea of a control 4cc creature that isn't another boring nekkrataal :p
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW][CUBE][UNCONFIRMED] Sea Gate Ruins
    I like that this card has me excited for how good it will be with x4 wasteland, not how bad
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Print This Wizards (so I can put it in my cube)
    I mean it'd be worse, but if draingyser only gave you the mana if they did pay it, that'd be sweet
    Posted in: The Cube Forum
  • posted a message on Print This Wizards (so I can put it in my cube)
    Quote from 6jerfz »
    Some multicolor-but-not-exactly 1-drops:

    Foul Thing B
    Creature - Devil
    Foul Thing gets +1/+1 as long as you control a Forest.
    Foul Thing gets +1/+0 as long as you control a Mountain.
    1/1

    Jumping Jelly G
    Creature - Ooze
    Jumping Jelly has flying and gets +1/+0 as long as you control a forest and an island.
    1/1

    Coffin Leech B
    Creature - Zombie Leech
    Exile two cards from a graveyard: Coffin Leech gets +2/+2 until end of turn. Activate this ability only if you control a forest or a plains.
    2/1

    Foul thing should probably just be a 1/2 that gets +1/+0 on both abilities, rather than one of the lands randomly giving him toughness :p
    Any special reason why Jelly needs a forest? I think it's the only kird ape variant that does
    Posted in: The Cube Forum
  • posted a message on [BFZ] Battle for Zendikar : Includes and Testing Result
    The players in my cube mostly play with 2 color deck with a rare splash for the third color. This makes cards like Bring to Light or Woodland Wanderer a pretty hard sell.

    Well wanderer is probably still fine as a 4/4 or 5/5 with random BoP/City of Brass upside, but I see what you mean
    It's not like he's much more soft to removal than Polyk is. Hell, Monstrous is like the one creature ability that actually CAN be countered by pathing the creature in response :p
    Posted in: Cube Card and Archetype Discussion
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