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  • posted a message on [MID] [CUBE] Malevolent Hermit // Benevolent Geist
    I like this card. Being able to counter any non-creature spell for U even if the Hermit is tapped will be annoying for opponents. Also the Hermit having two power on the front and back and always being able to block basically guarantees you a two for one.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MID][CUBE] Bloodthirsty Adversary
    Imho this is the highlight card of the set so far.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [C21] [CUBE] Laelia, the Blade Reforged
    Immediately swinging as a 3/3 and the inevitability of it becoming a 4/4 makes it very hard to deal with on the battlefield. Putting this much pressure on the ground while also providing card advantage is a very unique set of skills and I'm going to find space for it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KHM] Showdown of the Skalds
    Yeah, I'm definitely going to test this. It's been really good in my standard decks and it's a unique ability for Boros that can fit into almost any deck with the possible exception of hyper-aggro.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KHM][CUBE] Firja's Retribution
    I like this card. It can give a drafter I bit of direction without being an all in build around. There's a lot of Angels in white now so it's not crazy to think you could get some pretty good value off the second stage and it curves nicely after the new Starnheim Unleashed. Lyra Dawnbringer tribal here we go!
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KHM][CUBE] Starnheim Unleashed
    Yeah, this card is great. Undercosted flyer(s) with a flexible mana cost. Not much to dislike here.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KMH][CUBE] Esika's Chariot
    I think crew 4 will prove to be very prohibitive.
    That could well be the case. Crew 4 is a heavy ask no question about it and that why I'm kinda thinking of this as a hidden selesnya card. Chariot curving into an Angel of Invention or Trostani Discordant are both string plays. You also have green only options like Deranged Hermit or cast a Verdurous Gearhulk to attack for 12! It's definitely an "archetype" card more than a pure "power" one.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KHM][CUBE] - Eradicator Valkyrie
    It's just too much of a liability to commit your turn 4+ to. I like a lot about the card but I fear it's just too fragile.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KMH][CUBE] Esika's Chariot
    Quote from allred1234 »
    I think you only need 1 activation off this to pull ahead. Its alresdy 8 p/t over 2.5 bodies for 4 mana. It depends on what you can copy as well. A 3/3 wurm coil token or 4/4 shark? Or a 1/1 human token
    I'd be perfectly happy making 2/2 cats.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KMH][CUBE] Esika's Chariot
    I actually think this green four drop is pretty good. It adds a lot of board presence, power and toughness, and synergizes well with token/go wide strategies. Green 4's are pretty weak overall and this one is very unique in what it does. I think I'm gonna try it out.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [KHM] [CUBE] Valki, God of Lies // Tibalt, Cosmic Imposter
    The threat of activation on this card makes Tibalt very hard to block especially if the exiled creature is undercosted/ overstatted (Uro anyone?). Couple that with the late game planeswalker and I think we have a winner here. Will definitely test.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][CMR] Sweet-Gum Recluse
    It would be cool if you do some sort of combo to cascade into your Deep Forest Hermit but I don't think I like this as much as Earthshaker Giant.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [ZNR] Includes & Testing Thread
    What a great set for cubes of all types and sizes. Lots of powerful cards at rare, mythic and uncommon! Not only does this set contain the clearly amazing MDFC's but it also has a a great compliment of two drops that span nearly the color spectrum. After the disappointing M21, I am really excited for these inclusions.

    WWW
    Emeria's Call - A game winning effect on a land. Yes Please.
    Luminarch Aspirant - A great two drop that can play different roles depending on the board state.

    UUU
    Jace, Mirror MAge - An excellent planeswalker with a unique play style.
    Thieving Skydiver - Looks to be a future cube all star. A great card that is even better in powered cubes.

    BBB
    Agadeem's Awakening - This card is going to win a lot of games in very memorable and silly ways. Oh, and it's also a land lol.
    Nighthawk Scavenger - A three drop that can just run away with the game.
    Skyclave Shade - A nice aggressive and recursive two drop. Can fit into a few different archetypes.
    Nullpriest of Oblivion - A two drop that is good early and late. Probably the weakest card I'm including from this update.
    Bloodchief's Thirst - A good removal spell that can help recoup some tempo from my cube's swath of good low cmc creatures and planeswalkers.

    RRR
    Shatterskull Smashing - X burn spells are always fun cards and here's one that red decks can include for free.
    Kargan Intimidator - A solid aggro 2 drop that will make blocking hard for your opponent.

    GGG
    Turntimber Symbiosis - I love that this spell gives +1/+1 counters to low cmc creatures in case you can't find the beef. I also love that it's a free spell.
    Bala Ged Recovery - I'm a big fan of Regrowth and getting another copy of the effect on a card that's possibly better is very exciting.
    Kazandu Mammoth - A 3cmc beater was needed in green and this one comes with added versatility.






    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] [ZNR] Agadeem's Awakening // Agadeem, the Undercrypt
    Quote from steve_man »
    In terms of ranking the mythic MDFCs, my initial take is this:

    - Red above all else since it's the most flexible. Any deck playing red as a primary color should maindeck this, period.

    - Green / White / Black are pretty equal, IMO. The white one has the best overall effect, the green one benefits from green's natural ability to ramp, and the black one is scalable.

    - Blue one the worst of the bunch, IMO.
    I would rank them Green = Black > Red > White >> Blue
    I think the Green and Black spells are actively good in their respective colors and fit my cubes' themes very well. The Red ones best attribute is that it's an extremely flexible card that can be played basically at any point in the game. The White land is still excellent and had a solid "close the game" effect but I think it will be played as a land more often than not. I'm not a fan of the blue one because it needs too much set up, too much mana and it's sorcery speed.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Glasspool Mimic // Glasspool Shore
    Okay, the kids are in bed so lets try to put a proper thought together.

    At this point everyone understands these MDFC's will almost always make the decks of their respective colors and that they will prevent non-games by helping prevent flood/screw. As well, everyone hopefully understands that the cost of including these cards comes at cutting another card from you Cube not your deck. Cube real estate is hard to break into these days with so many archetypes and generic high powered cards. That means even though each of the MDFC's would be played, does not mean they are auto-includes in a Cube.

    So, where is the line drawn? How often does the card need to be played on it's front to be worth the inclusion? If it's a tapped land 75% of the time then it's almost certainly not worth it. What if it's a tapped land only 50% of the time. Is it worth it then? As well, the impact of the card needs to play into the equation. The mythic cycle for example are high-cost high-powered effects. Yes, they'll be cast less often but when they are, they'll have a large effect on the game.

    I don't know where the line is drawn, but my instincts tell me that the players should WANT TO cast the spell, only using it as a land as the fail safe. I don't want players to include a card in their decks that will be a tapped land nearly every game with the off chance it might be something else a fraction of the time. Glasspool Mimic would get played in a lot of blue decks, but I feel would be a tapped land far too often for it to be worth an inclusion in my cube. I played Cackling Counterpart for a long time because the card looked to be so broken. Two creatures at instant speed for one card. This has to be good! Well, it turned out to be a trap. It just sat in players hands far too often or ended up copying something inconsequential just to be played.

    That experience told me I'm not looking for this effect in my Cube. Putting a land on the back makes it playable in decks but I don't want to cut a card that has a role in my cube for a card that I feel will be a tapped land most of the time.
    Posted in: Cube Card and Archetype Discussion
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