- NoobinCube
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Member for 8 years, 8 months, and 20 days
Last active Sat, Jun, 27 2020 15:49:52
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Merovingiann posted a message on M19 Commons SpoilersPosted in: Pauper & Peasant Discussion
Functional reprint for those who prefer Angels to Eagles. -
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Humphrey posted a message on M19 Commons SpoilersPosted in: Pauper & Peasant Discussion
The card is definitely a T1 card if your cube supports enough lifegain. Its easily a strong Orzhov card in most cubes, since everybody should run a certain amount of lifelink there, especially since we got Mesa Unicorn and Bishop's Soldier. But also black got a certain amount with Child of Night, Cartouche of Ambition, Gray Merchant of Asphodel and so on. Totally bonkers with extort and Recumbent Bliss
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Tjornan posted a message on Player drafts everytime the same deckIt's probably a combination of different things. That player is first and foremost probably preying on an underappreciation for fixing in your playgroup. Second, there might be too much fixing in your cube. Third, it might be that the decks that prey on 5C Control - ie aggro decks - just simply don't have the tools they need to win (like TheGrogLord mentioned).Posted in: The Cube Forum
Fixing is so incredibly important in cube, moreso than any other limited format. If I'm solidly in two or more colors, I will almost never pass the first dual I see in my colors. Risking it not wheel and ending up with a 9/8 basic mana base is a recipe for disaster in cube. This is especially true of aggro decks that need to hit their colors early. If I'm drafting Boros aggro that's evenly split on RW, but I have no fixing, I'll take Plateau over pretty much anything, including Sulfuric Vortex, especially if I have some fetches and need that fetchable dual. If it's early I might take Vortex and try to slant heavy red to avoid mana issues. -
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TheGroglord posted a message on Player drafts everytime the same deckI would suggest drafting decks that pray on 5 colour control for a while. If 5CC was the deck to beat in standard you would see a lot of aggressive decks showing up to take advantage, cube is no different.Posted in: The Cube Forum
It's difficult to get someone off a gameplan that they like, especially if it is the correct thing to do in their mind because it is winning. The best way is to just make the deck seem less viable; draft to best it or increase the number of aggressive cards in your cube.
It could be the player has "solved" the format, if the same deck always come together and usually wins it could be a sign 5CC needs nerfed or the other strategies need a few more cards dedicated to them.
Would changing the types of fixing you are running help? Maybe go for faster 1 shot effects rather than slower tap lands like the bounce lands, I don't have too much experience with the format so I don't know what to suggest.
Maybe cut the fixing down? If it is less plentiful it become much harder to force 5CC as that deck relies on alot of fixing. Cutting out a some of fixing hits 5CC the hardest but mid range etc cares less.
I had to cut Sovereign's Realm because it was causing similar issues, if someone got it early it made everyone else at the tables deck worse just by existing since the 5CC player just lifted all the colour intensive that should have been a reward for players who were specifically in that deck. -
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wtwlf123 posted a message on Player drafts everytime the same deck4-5 color control decks should be playable, but not so good that it can be forced in every draft and crush the table. It sounds like other drafters need to focus on strategies that can beat control more, and prioritize fixing higher. The player playing aggro might want to pass that Stormblood Berserker and take that Arid Mesa early, hoping that the Berserker will wheel since the land probably won't. It takes drafters a few tries picking up no fixing for their deck to draft this way, but the quality of their final 40 will be higher once they do.Posted in: The Cube Forum -
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Medail posted a message on Do you get in response to a plainswalker's ability?Posted in: Magic RulingsQuote from TrueShoe »So that brings me to my next question. Would the proper defense here have been to lightning bolt the plainswalker in response to it resolving? To prevent any ability usage?
to clarify a bit on peteroupc and wizardMN's response
In order to do this you have to gain priority. You as the player who's turn it is not do not have priority until the player (and players in turn order before you in multiplayer) attempts to resolve a non-mana ability, spell, or pass to another phase/step in their turn.
So if the first thing that the player does after casting Liliana is to activate her ability, then no bolt will not stop +1.
however if the player attempts to do anything else (besides generate mana, or play a land) then, once they try to resolve it, yes you can respond to that with the bolt and stop the +1 -
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WizardMN posted a message on What editions are my basics?Posted in: Card Authentication
The very first printing of every language is printed in black border. Since Chinese and Japanese were first printed in 4th edition, those cards are black bordered. Its why Russian 9th edition cards are black bordered.Quote from NoobinCube »Are you sure? I was confused, because in all the other languages, the 4th edition is from 1995. Also, they are black bordered. 4th edition should be white-bordered.
As for the date, they were released in China and Japan in 1996 instead of 1995. Everything points to these being 4th edition FBB basics.
Check out this page for more details:
http://www.magiclibrarities.net/sets-fourth-edition.html - To post a comment, please login or register a new account.
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Here the Modern Masters evaluation:
Pitfall Trap: Cubeable. Solid hardremoval with a resonable cost, which can get cheaper.
Augur of Bolas: Bad. Only special decks need this card and for all other it is just not good enough.
Grasp of Phantoms: Bad. Sorcery speed and the cost are way too big of a drawback.
Tandem Lookout: Cubeable. The creature of your choice gets additional value, possibly multiple times, giving you card advantage.
Falkenrath Noble: Staple. This creature can drain a lot of life with removal backup und can also swing in for some damage.
Gnawing Zombie: Borderline. This creature can drain your opponent a lot, but there aren't enough sac-targets in pauper.
Grixis Slavedriver: Borderline. The value is high in this creature, but so is the mana cost.
Mortician Beetle: Bad. There are not enough sacrifice effects in most pauper cubes.
Scorched Rusalka: Borderline. This card can give you value out of dying creatures, but does close to nothing, if you're behind.
Scourge Devil: Bad. Just +1/+0 is not very much for 5 mana, even if a 3/3 is attached to it.
Thunderous Wrath: Cubeable. Possibly Lava Axe your opponent for just one mana is really good.
Slime Molding: Borderline. This is a great mana sink for late game, but absolutley useless in the beginning.
Call of the Conclave: Cubeable. A Watchwolf in pauper is just useful.
Dinrova Horror: Cubeable. A nice finisher for control decks with a huge enter-the-battlefield effect.
Gift of Orzhova: Cubeable. Buff plus evasion plus lifelink is worth the possible card disadvantage of auras.
Ground Assault: Cubeable. The removes almost any creature.
Spike Jester: Cubeable. A 3/1 with haste for 2 can be a beating, that needs to be answered.
Edit:
And here are my Amonkhet evaluations:
Anointer Priest: Bad. This card is only viable in token strategies and even then it is only mediocre.
Binding Mummy: Bad. There are not enough Zombies in Pauper to make this a good card.
Cartouche of Solidarity: Borderline. It doesn't produce card disadavantage, if it resolves but the effect isn't that strong.
Compulsory Rest: Cubeable. Strictly worse Pacifism, but it is still a solid removal.
Djeru's Resolve: Bad. This card is way too situational.
Fan Bearer: Borderline. Strictly better Dromoka Dunecaster, but still not Gideon's Lawkeeper.
Forsake the Worldly: Borderline. A very good sideboard card, but nothing more.
Graceful Cat: Bad. Reprint of Benalish Veteran.
Gust Walker: Cubeable. A bear with a relevant upside. The problem is, without ways to untap it, it can only be used every second turn.
In Oketra's Name: Bad. This is one of the worse anthem effects.
Rhet-Crop Spearmaster: Bad. The base creature is too bad for the exert effect to be viable.
Sacred Cat: Borderline. Strictly worse Doomed Traveler, except for it's a cat.
Sparring Mummy: Borderline. The ETB-effect of this creature can be very good, but the cost is a little bit too high.
Supply Caravan: Borderline. The payoff of this is good, but the restriction can be too high.
Tah-Crop Elite: Cubeable. A reusable anthem-effect is decent and worth playing.
Those Who Serve: Borderline. A 2/4 vanilla for 3 is okay, but not what you want in a power-oriented cube.
Unwavering Initiate: Borderline. A 3/2 vigilance for 3 is okay and it can come back, but than it is quite expensive.
Winged Shepherd: Bad. This creature is a just one mana overcosted and will almost always be cycled away.
Cartouche of Knowledge: Cubeable. The fact, that it replaces itself and gives the creature evasion is worth the risk of card disadvantage.
Compelling Argument: Bad. Milling doesn't have enough support in pauper and is a parasitic mechanic.
Decision Paralysis: Bad. Strictly worse Frost Breath.
Floodwaters: Borderline. Six mana is a way too much, but it can win you the game and cycling prevents it from being a dead card.
Hekma Sentinels: Bad. This card wasn't even exceptionally good in it's own draft environment and lacks support in most pauper cubes.
Hieroglyphic Illumination: Cubeable. Instant speed and the flexibility of this card makes it viable.
Illusory Wrappings: Bad. There is better removal available for this cost.
Naga Oracle: Borderline. Basically it is a way worse Omen Speaker with a bigger body.
River Serpent: Bad. There are better finishers in blue for that cost.
Scribe of the Mindful: Bad. The card has a weak body, is slow and almost card disadvantage.
Seeker of Insight: Borderline. A bigger body than Merfolk Looter is not worth the restriction for the loot effect.
Shimmerscale Drake: Cubeable. A nice finisher with the ability to cycle it away, if you can't cast it.
Slither Blade: Borderline. Strictly better Triton Shorestalker, but still has the same problems.
Tah-Crop Skirmisher: Borderline. Well costed aggressive creature, that can even come back. Unfortunately, in general blue doesn't want aggressive creatures without evasion.
Winds of Rebuke: Bad. This is just an overcosted Unsummon in the average cube.
Cartouche of Ambition: Cubeable. On cards like [card]Crypt Rats[card], this gets ridiculous. On other creatures it is at least a removal for an opponent's creature and a buff for your own creature.
Cursed Minotaur: Cubeable. An aggressive creature with a good body and evasion.
Doomed Dissenter: Borderline. This is basically a worse Butcher Ghoul.
Dune Beetle: Borderline. This can be a good blocker for control decks, but it doesn't do much in other decks.
Festering Mummy: Borderline. A strictly better Festering Goblin, but with the same problem.
Final Reward: Bad. Five mana are way too much and exiling isn't relevant in pauper cubes.
Horror of the Broken Lands: Bad. There is not enough cycling support in pauper.
Miasmic Mummy: Borderline. The body is fine and the discard is only situational relevant.
Painful Lesson: Bad. This is a black Divination with downside.
Pitiless Vizier: Bad. This creature wasn't even good in it's own environment with proper support.
Scarab Feast: Bad. Graveyard hate isn't relevant in most pauper cubes.
Soulstinger: Cubeable. This can often be a two for 1 or a 4 mana 4/5, if you have a creature you don't need anymore.
Splendid Agony: Borderline. It can be a 2-for-1, but there are better removals available for that cost.
Supernatural Stamina: Cubeable. This is a slightly better Undying Evil.
Tattered Mummy: Borderline. 1 power is too less, for this cost, to be a good creature.
Trespasser's Curse: Bad. This card is good in the beginning of the game against creature heavy decks. In all other situations it is terrible.
Wander in Death: Cubeable. Strictly better Death's Duet.
Wasteland Scorpion: Cubeable. The flexibility of this card makes it really valuable.
Blazing Volley: Borderline. Strictly better Tremor. But 1 damage still isn't very much.
Bloodlust Inciter: Cubeable. The 1/1 body doesn't do much on it's own, but effectively giving every creature haste, is a huge andvantage for aggro decks.
Cartouche of Zeal: Borderline. Mechanical reprint of Hammerhand.
Desert Cerodon: Borderline. The body is huge and has some flexibility, but the high cost for a vanilla creature is a drawback.
Electrify: Bad. Strictly way worse Lightning Blast. Not hitting players is a big no-no.
Emberhorn Minotaur: Borderline. There are a lot of better alternatives for this card without the right support.
Hyena Pack: Bad. Mechanical reprint of Highland Giant.
Manticore of the Gauntlet: Borderline. This deals 3 garantueed damage to your opponent, but it also shrinks one of your creatures and the competition in this mana cost is high.
Minotaur Sureshot: Borderline. Reach is rare in red. But the pump is overcosted.
Nef-Crop Entangler: Borderline. A solid, aggressive creature. Unfortunately it gets killed rather easy with just 1 toughness.
Nimble-Blade Khenra: Bad. Mechanical reprint of Sanguinary Mage.
Pathmaker Initiate: Bad. Strictly better Goblin Tunneler, but still not exciting.
Pursue Glory: Bad. Overcosted Dynacharge. The cycling isn't worth the extra cost.
Thresher Lizard: Borderline. A 4/4 for 3 is quite solid, but the restriction isn't nothing and the competition at mana cost 3 is high.
Violent Impact: Bad. Strictly better Demolish. Still not very good.
Bitterblade Warrior: Borderline. A bear in normal mode and a deathtoucher in exert mode. That is not enough to be really exciting.
Cartouche of Strength: Cubeable. A buff, that also gives the creature evasion AND can be removal spell is worth the risk of card disadvantage.
Colossapede: Cubeable. This is Hollowhenge Beast, but better splashable.
Dissenter's Deliverance: Bad. This is a bad sideboard card. Cycling doesn't make it better.
Gift of Paradise: Borderline. It fixes, gives you life and ramps you, but just for one.
Greater Sandwurm: Cubeable. It has the flexibility to be cycled away, if you can't cast it and it is a huge creature, that cannot be chump-blocked.
Haze of Pollen: Bad. Fog effects aren't good, even with overcosted cycling.
Hooded Brawler: Cubeable. A solid body for the cost, and can get huge if needed.
Initiate's Companion: Bad. The effect is weak and it dies to everything.
Naga Vitalist: Borderline. It's a nice ramp creature, but it doesn't fix and the body is just not big enough.
Oashra Cultivator: Bad. It can't deal any damage and the ability is overcosted.
Ornery Kudu: Borderline. A 3/4 for 3 would be nice, but a 2/3 isn't.
Pouncing Cheetah: Borderline. Strictly better King Cheetah, but Flash still isn't really good for this body.
Quarry Hauler: Borderline. The body is just not big enough and the ability is useless most of the time.
Shed Weakness: Bad. Strictly worse Giant Growth.
Stinging Shot: Borderline. Even if it doesn't kill the creature, it weakens it very much. But the restriction is high.
Honed Khopesh: Borderline. Reprint of Leonin Scimitar (will be set to Borderline).
Luxa River Shrine: Bad. There is no reason to play this card. Lifegain on itself is irrelevant.
Painted Bluffs: Borderline. This is a Desert version of Shimmering Grotto.
Sunscorched Desert: Bad. 1 damage isn't enough to counter the effect of colorless mana, but at least it enters untapped.
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My thoughts about the elemental -> Stalwart swap was, Elemental dies to every 2/X. Rhonas Stalwart doesn't if i don't want to, because it can't be blocked by those. Also I think it is the more interesting card.
the Censer came in, because I have quite a lot of humans in my cube and I wanna try the incidental synergy with exert creatures. Sickleslicer was always just okay in my cube. Never saw any amazing plays with it.
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Spellweaver Eternal: Afflict is damn good mechanic, at least in HOD limited. And this was the creature my opponents had to think the most about blocking or not blocking. Blocking and lose two life and possibly also lose the blocker or not blocking and risking more damage. I liked it, especially in late game, when your opponent's life total is low, Afflict creatures really are a problem.
Scrounger of Souls was not as good, as I thought it would be, but it was still annoying and I played a really aggressive deck, so it might find its place.
Solitary Camel overperformed imo, but unfortunatly it doesn't work without deserts, like Wall of forgotten pharaohs
Rhonas Stalwart was as good as I thought it would be. Good, aggressive 2-drop. But I'm not sure, if good enough for cueb. Have to check this.
Edit: Other cards I hadn't the chance but am interested in (especially experience from others):
Tragic Lesson, Khenra Eternal, Frontline Devastator
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Important to note here, that you have to cast Stifle-like effects, when the trigger of Champion is on the stack, meaning, you can't wait to see, which creature your opponent wants to put.
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