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  • posted a message on 2 brand new keywords for older abilitys (potentionally)
    I'm very glad neither of these are set keywords. I think both abilities are fine as one- or two-ofs in a set, or for build-around uncommons, but I don't think they would make for interesting set mechanics, especially unstoppable as either the creatures are overcosted and bad, or undercosted and the format becomes super aggro.
    Posted in: The Rumor Mill
  • posted a message on This or That discussion.
    Quote from Daemion »
    for a multiplayer/edh cube

    pick 2

    Plunge into Darkness
    Night's Whisper
    Demonic Tutor

    thank you Grin


    DT is an auto-include unless you are removing it for power level reasons.

    If you normally play 20 life multiplayer with the cube, I like night's whisper.
    If it's normally commander, I like Plunge, as you'll have more life, and often more creatures, to play with.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW] Needle Spires
    I run all the manlands except this and wildwood, and run the canopy lands in those slots instead. It's a combination of the manlands being weak enough and the decks wanting the card draw enough that makes me do this (along with dual, fetch, shock for each guild as well). The reason I run canopy over wildwood is cause wildwood is awful and GW likes the card draw and doesn't mind the damage. The reason I run canyon is cause RW really doesn't care about the damage and really wants the card draw, and really doesn't want a CITP land. However, Spires was STILL very good in play and I liked it, just not as much as canyon.

    The rest of the enemy pairs all had combinations of the man lands that being too good to cut, not caring as much about the card draw, not caring as much about a CITP land, and not wanting to pay life.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Nevinyrral's Disk
    Disc taking a turn to come online is too bad for a modern cube. Too telegraphed, and too slow. I've never missed cutting it.

    If you want a non-creature artifact that effects the board, all the powder keg variants are better, as is blast zone as a land. Also, Tangle Wire is a much more interesting board-impacting artifact IMO.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Quote from Cobble »
    Condescend, Force of Negation, Forbid

    Scry 2 is good. Free counter magic turns key matches. Forbid locking is spenny therefore not worth it in key matches.


    If I had to pick one, forbid. Two, Forbid and Condescend (I assume you have Force?)

    Breach seems bad in a cube that doesn't support storm.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Set (P)review - My top 20 Theros Beyond Death cards for the cube!
    Quote from happyjosiah »
    Woe Strider over Plague Engineer and Drana, Liberator of Malakir? I dunno about that. I'm more interested than I was since reading your write-up though.


    Based on the cube I wouldn't be surprised at all if woe strider was better than Drana. Drana is a very good beater/go wide enabler, but that's basically it. Woe Strider fills a whole bunch of roles so if you support stax, or aristocrats, or a sac infinite combo deck, or even just value self-mill it does well.

    Plague engineer has just been *chef's kiss* for us, though, so I don't think I'd run woe strider over it.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Set (P)review - My top 20 Theros Beyond Death cards for the cube!
    Thanks as always! I like that I'm testing #20 (although don't expect it to stick) and have 0 interest in #1.

    This set seems much weaker/more niche than the last few, which is great news for my wallet lol (as was opening an Uro in my prize packs and an Elspeth in my sealed pool).
    Posted in: Articles, Podcasts, and Guides
  • posted a message on [ELD][CUBE] Stonecoil Serpant
    It's probably good in a powered cube running workshop, academy, et al, like the vintage cube. I don't think it would be very good in an unpowered cube.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][THB] Shadowspear
    I went down to only 2 swords a couple years ago and have never regretted it.
    Posted in: Cube New Card Discussion
  • posted a message on This or That discussion.
    I like spawn in a vacuum, Drana if you're trying to support BW tokens.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [THB][CUBE] Includes and Testing Thread
    No slam dunks for me.

    Testing:

    WHITE - Eidolon of Obstruction, Heliod, Sun-Crowned (I want more combo enablers that aren't broken, and he's interesting with persist guys + sac outlets for non-infinite value combos, and of course walking ballista)

    RED - Phoenix of Ash (I may keep this just so all the red 3's aren't army in a can guys, although I think it's probably worse), Storm's Wrath (this probably won't be good enough, but I like that it gives red some chance against multiple walkers and lets UR controlling decks have an efficient wrath)

    MC - Polukranos, Unchained (may finally kill lotleth troll, a pet card of mine)

    WATCHING - Uro, Titan of Nature's Wrath, Dryad of the Ilysian Grove, Woe Strider
    Posted in: Cube New Card Discussion
  • posted a message on [THB] [CUBE] Eidolon of Obstruction
    I think this probably isn't good enough, but it's a very interesting effect we haven't seen before. I really wish it was red since red was hurt by the damage redirection rule change and needs more ways to interact with PWs.

    I am going to test it, because it's a cool effect we haven't seen before and a floor of 2/1 first strike for 1W isn't that low.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Irreverent Revelers
    I'm running Sheildbreaker over Vandal now, but if I was still running vandal this would be an obvious slam.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][THB] Storm's Wrath
    I don't know if this is straight up worse than the wildfire and quake variants. Getting to kill multiple walkers is increasingly important, and with the new non-redirect rule being able to kill walkers at all is a pretty important upgrade over the quake variants (not to mention being able to kill flyers over OG quake). Also it is more efficient at 4 at dealing with creatures than quake is. Obviously you can't scale which is rough, and it doesn't have the land killing of wildfire, but I still think I want to test this to make red a more flexible color.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][THB] Woe Strider
    It's a very cool card, but I think it's a little too fair and grindy for modern cube. 5 years ago I would have been all in.
    Posted in: Cube New Card Discussion
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