Quote from Cobble »Interesting downshifts.
Abrade - Seems alright. It's probably the most maindeckable piece of red artifact destruction. Still, is having the option to destroy an artifact really better than being able to deal 3 damage to a player?
Everflowing Chalice - My favourite manarock in other formats. I don't think this is any better than a signet here.
Conclave Naturalists - Been waiting for a Indrik Stomphowler downshift for a while. Not particularly exciting, but when you gonna destroy stuff it will get the job done well.
Bone Picker - Requires a little support, but it is cost efficient and the hard cast isn't unreasonable either. Generally something dying is one of the easiest conditions to meet.
Cast Down - By far the best common of the set. It's the stapliest staple since legendary creatures aren't a thing at common.
Heartless Pillage - It's a Mind Rot variant. Nothing remarkable.
Honourable mention: Oubliette - While not technically a downshift it was printed as a common in Arabian Nights so not many people really know about it's existence nor own one for that matter. While more or less being worse than Murder, it can deal with equipments which is something Black can't typically do. Also, worth mentioning that the phasing out wording means Oubliette circumvents command zone nonsense for the people who play that format.
Quote from MrEng1neer »Interesting. Abrade is good, but i dont know if it makes the cut (less need to kill artifacts in pauper). Clear Shot may finally displace Epic Confrontation for me.
What's the groups thoughts on Bone Picker? Morbid can be tricky to enable right away, but even at base, a 3 power flying deathtouch for 4cmc isnt horrible...
Quote from VariSami »They were discussing what could reasonably have been downgraded among the cards that have been revealed at rare and above.
Quote from TheGreatGodLoki »Yes it's removal, but as mentioned above it really wants that +2/+2 to really shine. I'd rather run Ram Through as my my removal due to it being a one sided fight and instant speed to make blocking tricky.
Quote from TheGreatGodLoki »I've never done the math, but you are right I do have a few hands every now and again that do contain a few one drops, however, I tend to stagger them of the course of a few turns and to keep extra for mass wipes.
Yes they don't evolve themselves, but the deck really wants to hit that 1 drop T1.
And I've found no better 1 drops I want to run. It's hard to tell due to no paper magic atm
Quote from TheGreatGodLoki »So I usually only play one or two at a time. My turns usually go
T2: Troll, Geist, Syr
T3: EO/PC, Troll, Geist
And keep tempo after that.
PC isn't too bad a top deck, whereas EO generally is.
So what I noticed about the rules there is that the targetted creatures power has to be equal to 2 if you want that sweet +2/+2. I've found that I can often pump my EOs and Pelt Collectors past that by T3 and then it isn't removal anymore, just super slow pump spell
Quote from mallory496 »I'm updating my cube after a year! The new sets are: Commander 2019, Throne of Eldraine, Theros: Beyond Death, Ikoria: Lair of Behemoths, and Core Set 2021.
Broadly: I cut some hexproof creatures as well as auras and effects that made more sense in a meta with more hexproof. I removed some removal, as I had more than I intended (there's still plenty). To add the 5 Thriving Grove, etc. lands, I cut a card from each color. And I added Escape cards.
I have about 15 white Soldier creatures. Is that enough to include War Falcon?I have about 10 green Elf creatures. is that enough to include Priest of Titania?There seems to be less love for Martyr's Soul. Any reason for that?Why don't more people run Wildfire Elemental, Ruthless Invasion, Lifecraft Cavalry, Citanul Woodreaders?Which two of Nantuko Shaman, Peema Outrider, Festerhide Boar would you pick?Were there really no new good U cards in these sets?What do you think of the changes below?
The format in the next sections is REMOVED -> ADDED.
Pristine Talisman -> Gingerbrute
Duress -> Thriving Moor
Hand of Silumgar -> Boot Nipper
Blind Zealot -> Underworld Charger (Escape)
Slum Reaper (Hexproof-related) -> Bushmeat Poacher
Ainok Survivalist -> Thriving Grove
Jungle Lion -> Wildwood Tracker
Kujar Seedsculptor -> Mosscoat Goriak
Primal Huntbeast (Hexproof) -> Voracious Typhon (Escape)
Jade Guardian (Hexproof) -> Fierce Witchstalker
Rhox Maulers -> Llanowar Visionary
Thunderous Wrath -> Thriving Bluff
Viashino Slaughtermaster (Hexproof/aura-related) -> Underworld Rage-Hound (Escape)
Run Amok -> Spelleater Wolverine
Benthic Giant (Hexproof) -> Thriving Isle
Benalish Cavalry -> Thriving Heath
Bonds of Faith -> Sentinel's Eyes (Escape)
Fencing Ace (Hexproof/aura-related) -> Lone Missionary
Aven Riftwatcher -> Ardenvale Tactician // Dizzying Swoop
Ironclad Slayer -> Daybreak Chimera
Kor Sanctifiers -> Rambunctious Mutt
Nivix Cyclops -> Mystic Sanctuary (a bit of a stretch to place this in RU, but it similarly supports "spells matter")
Victim of Night (remove removal) -> Ill-Gotten Inheritance
Grasp of Darkness (remove removal) -> Dross Golem (I draft with fewer players, so fewer monocolor decks, but I think it still works)
Dead Reveler -> Vampire Envoy
Predatory Nightstalker -> Silumgar Scavenger (I think I previously misread the +1/+1 trigger as being on Exploit only)
Edge of Autumn -> Symbiosis (I like having some combat tricks)
Silhana Ledgewalker -> Winding Way (a lot of targets in G)
Treetop Ambusher -> Nantuko Shaman
Peema Outrider -> Festerhide Boar
Hooting Mandrills -> Stampeding Elk Herd
Rift Bolt (remove removal) -> Cosmotronic Wave
Forked Bolt (remove removal) -> Bogardan Dragonheart
Viashino Pyromancer -> Frenzied Rage (similar to Madcap Skills)
Saltwater Stalwart -> Wretched Gryff
One With the Wind (Hexproof-related) -> Mnemonic Wall
Spectral Flight (Hexproof-related) -> Salvager of Secrets
Rush of Knowledge -> Peregrine Drake
Sandsteppe Outcast -> Attended Knight
Momentary Blink -> Deft Duelist (there are few ETB effects worth dedicating a card to repeat)
Quote from Cobble »Quote from Marl Karx »How is rarity officially assigned to the Mystery Booster playtest cards? Scryfall has them at rare.
Gatherer has them listed as common which is the official definition of common. I assume it is that way as an elaborate scheme to break our format for anyone who runs Mystery Booster cards and Un-cards.
Quote from Marl Karx »How is rarity officially assigned to the Mystery Booster playtest cards? Scryfall has them at rare.