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 TRY AND PAY GREEN NOW!
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.
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.
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
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
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?)
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
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 ). 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?
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?
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
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
Any special reason why Jelly needs a forest? I think it's the only kird ape variant that does
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
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 TRY AND PAY GREEN NOW!
Turn 2 this cascade into Brimaz?
I've tested it, and it's usually just atrictly better arc trail, which is asking a lot from modern burn
whenif it ever gets disenchanted is not okay, 1 life a turn or noIt should be G for a 2/2? Not that I'm disagreeing, that'd be sweet, but I'm not sure it'd fly
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?)
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
Is marauder not basically a lava spike style burn spell as opposed to a creature?
I mean I'm passing on this guy too, but out of curiosity, what even comes close to wurmcoil?
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
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
Any special reason why Jelly needs a forest? I think it's the only kird ape variant that does
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