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  • posted a message on Green 4 drops.
    Quote from Metamind »
    Quote from LucidVision »
    Quote from Metamind »
    Caller is great with many cards. Glorybringer, Flametongue Kavu, Nightpack Ambusher and Deranged Hermit have all been used in recent drafts to great success.


    I've even seen a big ramp deck use Ashen Rider to success!
    While not an optimal target, was extremely fun. I could hear the guy laughing from down the table as he went off.

    Unless you guys are gambling for high stakes or having some kind of professional cube circuit, I do think fun should be a design principle to keep heavily in mind when debating between cards. I found caller to be a fun card.

    Novelty is generally fun, and combining different cards with it means the card stays fresher for longer.

    Yeah I view this as one of the greater strengths of the card, as well as some of the hidden agendas. They always play slightly differently, encourage creativity and generate stories.
    Ashen Rider is certainly risky, but sounds awesome that it worked.

    Other points in its favor is that it is one of the few green four drops that doesn't cost double green mana, and that it allows usage of some of the undrafted cards, so more picks matter. Changing the named card between games is not rare, which amplifies this effect.

    A fresh new Caller of the Untamed story from today's draft. Opponent went first and got:
    T1: Mana Elf
    T2: Ancient Tomb, Caller naming Acidic Slime
    I did not win that game.


    Yeah, it was running plays like that through my mind that convinced me Caller is pretty good Smile
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Green 4 drops.
    Quote from LucidVision »
    Quote from Metamind »
    Caller is great with many cards. Glorybringer, Flametongue Kavu, Nightpack Ambusher and Deranged Hermit have all been used in recent drafts to great success.


    I've even seen a big ramp deck use Ashen Rider to success!
    While not an optimal target, was extremly fun. I could hear the guy laughing from down the table as he went off.

    Unless you guys are gambling for high stakes or having some kind of professional cube circuit, I do think fun should be a design principle to keep heavily in mind when debating between cards. I found caller to be a fun card.

    Novelty is generally fun, and combining different cards with it means the card stays fresher for longer.


    I concur on this point. Sometimes we push novelty to the point where it ends up being totally unfun. And then we just stop cubing for a while until everyone gets over the resentment. Being berserked out on turn 2 (fill in your own broken scenario) turns out to be really sucky. Who knew.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on The Official Cube Discussion Thread
    There's at least a little blame in liking Nickelback Smile

    Some of the banding cards are a bit weak as well, but like arcane, there is a very small pool to pull from. You don't need to make brutal cuts to these strategies (or you'll kill the strategy), but I have a hard time seeing Icatian Skirmishers going anywhere.


    We put together some low power stuff sometimes and you are right that Icatian Skirmishers don't cut it. And that is in decks that use some of the other Icatian banders from Fallen Empires.
    Posted in: The Cube Forum
  • posted a message on Green 4 drops.
    Quote from Metamind »
    Caller is great with many cards. Glorybringer, Flametongue Kavu, Nightpack Ambusher and Deranged Hermit have all been used in recent drafts to great success.


    After thinking about it you're right and I'm underestimating the Caller. I'm going to lobby to include it in our next session.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [UST][CUBE]Clocknapper
    If you split up the beginning phase you could still achieve a recurring lock if your opponent is tapped out but they would get their card for their turn. If they're not tapped out is the issue (mainly I guess they'd have to draw some removal spell for Clocknapper).

    So I'm not totally sure but I can tell you that Clocknapper is easily a top 5 blue creature if you build around it. By comparison, Arcane Savant can do a few infinite combos by itself but you mostly have to run some rather narrow cards for that (eg Twinflame)
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Green 4 drops.
    Quote from opterown »



    I think I'm going to test Caller of the Untamed in my next draft. It looks bonkers with Clocknapper!


    The thing with Clocknapper is that you need some way to abuse its ability because natively it isn't as good as you might think at first glance. I'm not sure if Caller of the Untamed qualifies as an effective way to abuse it or not though. It would be good once you (eventually) get it going.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Green 4 drops.
    Quote from Visserdrix »
    just a little bit of a bump for one of my pet cards Briarhorn has some of the best blowout stories from all my cube experiences.

    Great flexible cost with evoke for getting through the last few damage on attack, or just taking down a unsuspecting Titan as a defensive play.

    Great for death triggers for cards like meren of clan nel toth if you are into that kind of thing.

    one of the best ways to get a combat trick into cube which is always difficult.


    Briarhorn has always generated highlights whenever we've had it in. Really fond of it personally.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ELD] [CUBE] Inclusions & Testing Thread
    I have no idea what cards or how many we will end up adding but for high powered <=360 Cubes I think Rankle adds something interesting while the Shieldbreaker should be a good roleplayer. I have no idea how Once Upon a Time will work out. Brazen Borrower seems like a great tempo card but most Cubes seem to push heavy control or combo in Blue. We've long thought tempo was on the verge of being too good in blue if you seeded the cards for it ("too good" ofc being relative since there are also a sizable number of insta-wins if you opt to Cube them). Not sure about the gruul persist enabler because I'm not sure if we'd go for persist combo without the Muzzio conspiracy. Persist combo isn't the funnest thing in the world to begin with.

    Resounding "no" on The Royal Scions for us since we just proxied Inzerva, Master of Insights. That thing is ridiculous.
    Posted in: Cube New Card Discussion
  • posted a message on [ELD] [CUBE] Inclusions & Testing Thread
    Does anybody else value the human beaters in red higher due to the human boosters in White? That would make me consider a different cut than Stormblood Berserker for the new Manic Vandal variant.
    Posted in: Cube New Card Discussion
  • posted a message on Stompy
    Aspect kind of requires three drops because otherwise you need 3+ creatures to have it reliably be better than Giant Growth.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from binmaa »
    I am not that much into theory crafting as I tend to test the cards one by one. So I take my build slot the cards in and then test them. If I like them I they stay If I dislike them I go back to the old version. And I'm trying to do this for every card. But as the MH cards are so expensive to acquire It took me some time to grind the Hexdrinkers on MTGO. Therefore my queue of cards to test is pretty long.

    But I also strongly considered dropping the 3 drops all together. Same as I am considering dropping Rancors. With all the new toys we got it looks viable. I strongly believe that we are keeping cards like Rancor and the 3 drops just out of habit, as we are so used to them being mainstays in the deck for to long. So at least for me its a big emotional hurdle to pass before I remove them. But there is a high chance that we might be better of without 3 drops and Rancor.


    3 drops I agree but without Rancor you have to make sure you are still fast enough in game 1.

    About Sir F: getting his running mate killed is not the extent of our concerns. Since you have to pump him before attacking to get the bonus they can just kill him beforehand and you get nothing. So he very much needs to be protected at all times.
    Posted in: Aggro & Tempo
  • posted a message on Throne of Eldraine spoilers
    I pretty much agree. There are a few like Smitten Swordsman who are technical upgrades (over Child of Night) but not really.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [ELD] [CUBE] Inclusions & Testing Thread
    Quote from user-21393455 »
    Quote from Marl Karx »
    Most people don't play the conspiracies because the best ones are utterly broken and might be picked even over Sol Ring and Black Lotus. The uncards can be jarring but from a power level perspective typically aren't as problematic as the top conspiracies


    It depends on how deep you go. Nerf War is a one card Storm deck. Contract from Below obviously. Necro-Impotence draws you 32 cards (ie your deck after your starting hand) for 16 life. And there are a number of others that are unbalanced without being virtual insta-wins.


    Clocknapper is an almost-black border card and is S I C K


    Arcane Savant can get pretty stupid as can Topsy Turvy if you actually go through the motions of how it works (its more like Tipsy Turvy lol).

    Another good one is Mise which is a big build around as a much better Predict. It combos with 1996 World Champion btw Smile

    https://scryfall.com/card/pcel/1/1996-world-champion
    Posted in: Cube New Card Discussion
  • posted a message on [ELD] [CUBE] Inclusions & Testing Thread
    Most people don't play the conspiracies because the best ones are utterly broken and might be picked even over Sol Ring and Black Lotus. The uncards can be jarring but from a power level perspective typically aren't as problematic as the top conspiracies


    It depends on how deep you go. Nerf War is a one card Storm deck. Contract from Below obviously. Necro-Impotence draws you 32 cards (ie your deck after your starting hand) for 16 life. And there are a number of others that are unbalanced without being virtual insta-wins.
    Posted in: Cube New Card Discussion
  • posted a message on [ELD] [CUBE] Inclusions & Testing Thread
    Quote from opterown »
    Quote from opterown »
    360 powered

    Definitely in:
    Bonecrusher Giant
    Murderous Rider
    Questing Beast
    Embereth Shieldbreaker

    Watch list:
    Once Upon a Time
    Rankle, Master of Pranks

    At conclusion of spoilers:

    Definitely in:
    Hero's Downfall > Murderous Rider
    Lightning Strike > Bonecrusher Giant
    Earthquake > Embereth Shieldbreaker
    Oracle of Mul Daya > Questing Beast
    Terramorphic Expanse > Fabled Passage

    Watch list:
    Brazen Borrower
    Rankle, Master of Pranks
    Robber of the Rich
    Once Upon a Time

    List: https://cubecobra.com/cube/list/opterown
    Pretty good overall. Most sets I only get 1-2 cards for a 360-powered cube, but 5 is nothing to sneeze at!


    My brother and our fluctuating little group normally play Cube for wacky stuff or alternative game styles. But I have to admit I am curious as to what is considered 360 Cubeable these days. All of the Unserious cards and Conspiracies warp things so much that I don't really have a touchstone to judge by. It seems like many staples from a few years are probably relegated out while I'd guess there is a parity where you could choose a bunch of different paths that are all about equally compelling.
    Posted in: Cube New Card Discussion
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