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  • posted a message on [[SCD]] Purphoros God of the Forge
    I'd also like redundancy to Purphoros. Unlike most go-wide cards, he not benefit a wide board nor creates one - he is all about future token production. He feels unnecessary in most go wide decks. With access to several copies of this effect it would be worth it to truly build around and get closer to its ceiling. Especially so since the effects stack. I plan on cutting Purphoros in the next update.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][WAR]- Blast Zone
    I've enjoyed it. I like that it gives answers to permanent types that are otherwise hard to answer, especially planeswalkers and enchantments. It can answer an Opposition lock, Moat or Sulfuric Vortex. It answered a True-Name Nemesis wielding a Sword of Fire and Ice better than most cards in cube could.
    It is weaker than my early evaluation. Only control decks truly like it, and only permission decks really love it. Even then, you don't activate it very often. It is too slow for many threats. Usually when it is activated it is to either kill an otherwise unanswerable game-winning card out of necessity or to generate card advantage (usually killing two two-drops). A lot of the value is hidden - your opponent will keep his third one drop in hand etc.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW] Needle Spires
    One of the worst in the cycle, which is still quite good. It is also able to attack into four-toughness blockers, which are sometimes a problem for aggro decks. I still think Sunbaked Canyon is significantly better though.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Isareth by quite a bit
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Treasure Cruise
    We no longer play it. It seldom cost less than four mana, usually five and felt like a trap for newer players that are accustomed to the card's powerlevel in constructed
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [M19][CUBE] Dismissive Pyromancer
    I've already cut it. I really want some non-aggro red two drops. But non-aggro decks that play red are usually not heavy in red, and eating your often sole red mana source every turn is tough.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Necropotence
    The ceiling is nuts, but the card is hard to maindeck, hard to cast, bad when you are behind and bad vs. aggro.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][ELD] Embereth Shieldbreaker
    All vandals fell out of grace here quite a while ago, but Shieldbreaker did not. It is a convenient card. When I need to destroy an artifact, it doesn't take my entire turn. When I need a body, I am paying only two mana for it. When I need both, I can still do that for the same amount of mana and can even split it between turns.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD] Scrapheap Scrounger
    Scrapheap without access to black mana is a desperate playable. The colorless cost is still an upside as it makes him playable in a deck splashing for him and Lingering Souls.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Voice of Resurgence
    Quote from Marl Karx »
    More like, "if you support green aggro, it gets a little better". It can be a nice piece of disruption but even in the most favorable (combo?) Cubes it is still a 2/1 with a double-edged marginal ability a huge percent of the time. Hardly close to the best one drops.

    The disruption will likely never be too relevant. Being an easier to cast card in Selesnya decks specifically is also marginal. But being playable in almost twice as many decks is very desirable, like Rakdos Cackler. It is much less likely to go unplayed in the draft, it is space efficient as one card plugging a hole for several archetypes etc.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Voice of Resurgence
    I think Militant is only okay. I play it as a white card only, as green is not capable of being aggressive in my cube. In that light, the only relevant upside is the ability, which in my experience backfires more often than it helps, especially with Grim Lavamancer and Firebolt.
    I rank it below all seven cards listed above, and also rank several other cards above it. It is on the chopping block for me, and was even cut before in favor of humans when I tried that package.

    If you do support some green aggression, the card becomes much better. If you support proper green aggro it is probably one of the best one drops.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Thanks for the replies. It is good to know people read these, they are a lot of effort to write.

    Players do play Worn Powerstone and it rarely tables here too. I think this a mistake, or rather a trap. We play a lot of mana rocks, and I'd play any of them besides an off-color signet before Powerstone.
    Playing Worn Powerstone turn three is a recipe for failure in this environment. An aggro deck will run you over, a control deck will gladly deploy planeswalkers without board pressure or simply counter your expensive spells and be happy it has less threats to deal with. It leads to bad play experiences as the deck loses against most of the field.

    Paladin was a close call. In an empty board it represents the most damage, but boards are seldom empty. Soltari Trooper is the weaker card in a vaccum, but fills a role white needs - inevitability. Especially with equipment, it is a good way for white weenie to beat past blockers. He is also good at pressuring planeswalkers, a relevant upside for a color without burn. Adorned Pouncer is also close, but is better against mass removals and scales very well with pumps.
    Overall all of them are very close, it could very well be that Paladin is better than Obstructionist or any of them.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Theros Besieged update is up
    Posted in: Cube Lists
  • posted a message on This or That discussion.

    Shatter over Wave
    Ashiok over Tezzeret

    About the black fatties, depends what effect you need. Sheoldred is not really a control finisher, but the best reanimation target of the three. Tombstalker is the best to hardcast. Gearhulk is the middle-of-the-road card that's not great anywhere, but serves multiple roles - it works with most cheat effects, from Tinker to Sneak Attack, is a fine card for Recurring Nightmare and decent in control. I play the first two because I find cheat decks hard to support at a large cube size.

    Looking at your cube, maybe you can count Bonecrusher Giant as a 2 CMC spell and find room for another three drop? The two cards are too different for me to compare. Feldon is not a three drop in the traditional sense - you do not play him to pad your curve and have early action, you play him as a combo piece.
    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 wtwlf123 »
    @Metamind:

    I think you're undervaluing Uro in a big way. But I have no skin in this game since I'm not cubing it at the moment either, so no big deal. But just because a deck is permanent based doesn't mean the escape loses value. In fact, if my permanent-based Simic deck can't scrap together 5 cards inn my 'yard, that means that all my permanents that have resolved that game are still on the battlefield ...which means I'm winning. What that kind of deck needs is an out to the disaster scenarios where all the permanents get swept off the board, my hand gets annihilated by disruption or all my impactful spells get countered. Enter Uro, who fixes those situations by generating card advantage and providing meaningful board presence. Uro will be good when the rest of your gameplan has been solved by the opponent, and that's where I need my cards to shine the most.

    I think we evaluating it around the same (5-7 in Simic). But that is not my point. For most cards you make a lot of effort to list their shortcoming in detail and you write absolutely nothing about Uro. I think that is some unintentional bias that you might want to avoid in the future. I am saying this as a constructive criticism.

    I think we are actually in agreement about Shadowspear too. A small Armadillo Cloak is good, the other ability will be good once in a while but not the reason to play the card.
    Posted in: Articles, Podcasts, and Guides
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