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  • posted a message on [Competitive] Maelstrom Wanderer
    If your meta demands ramp decks, it's almost surely the best ramp commander. It's no longer competitive since the mulligan rule changed, though. You don't have the speed and consistency when you can't consistently turn 3-4 things you'd like to cascade into into 2-3 ramp spells. That said, this thing is no fun to play against. Its best hands are *still* in competitive territory, its typical hands are a turn short of competitive, and its worst hands are no fun to play because everyone else sitting at the table has no way to know how bad your hand is and they all just stomp you.

    I recommend playing something else.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [CUBE][RNA] Includes and Testing Results
    I think the thing to remember is that Cube is *not* Standard. Small differences in lists and drafting rules greatly impact card strength. Eg. Worldknit and Sovereign's Realm tremendously change the playability of color-intensive cards, mess with pick orders, and muddy up drafters' expectations of what will wheel and what won't. As another example, Black Lotus is pretty much unplayable trash in a Type 4 cube.

    Getting into debates here is only worthwhile insofar as it allows you to see someone else's thought process, explain your own, and maybe even improve your thought process. After all, it's not like you can try every permutation of the tens of thousands of cards in the game with just your playgroup.

    Don't get me wrong, nerd-baiting can be fun because some people here have interestingly narrow definitions of "house rules", "fun", and "fair." But that's armchair psychology, not cube design and refinement.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][RNA] Domri, Chaos Bringer
    You're pretty much "forced" to -3 it when it comes down, so the statistics of actually getting two critters matters. The ultimate might as well not be on the card since you're just drawing two critters, playing them the next two turns, and probably killing the opponent or reloading that way. The card is good, but more saga-like than most planeswalkers. Both riot "modes" are solid, though. It's not an awful aggro curve topper or a bad mid-range support card. Is it better than Arlinn's flexibility, Sarkhan's threaten, or Xenagos's ramp? It's the only of the three that draws cards (pre-ultimate), but also the only one that asks you to spend mana.

    Anyone have a log of RG cube decks to suggest a reasonable average creature count from? If you're actually drawing 2x critters more than 50% of the time, it's more interesting. My guess is that it's just a Harmonize (draws 1.5 critters and a "land").
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Underplayed, underapreciated cards (sleepers)
    My posts tend to be pretty unpopular, but I try to make sure that trying to draft an archetype in my cube is a trap. I include all the conspiracies that let other players dip into your color and strategy so that people are forced to draft based on what they've seen and not based on what they expect to see. Control and quick aggro (unless you snag Emissary's Ploy)are very difficult to put together. The result is that you always get mid-range decks with weird synergies trying to grind out value and outplay one another. So...that may not be your meta. Including the color-breaking conspiracies (Worldknit, Sovereign's Realm, and Emissary's Ploy) in your cube completely changes the drafting experience in a way no single card without the card type "Conspiracy" can.

    Blue tempo in general is better than people usually expect from other cubes. Sunder, Parallax Tide, light countermagic (Force Spike and Daze in particular goes up in utility), and the various 3/1 and 2/1 evasive beaters. My cube has slowly been moving away from aggro critters in blue, but Geist and Edric are real and superstars in decks that ignore their color requirements. "Mono red" with Geist and Edric is just brutal. Parallax Tide is functionally a one-sided Armageddon in a mid-range deck. Similarly, land destruction has a solid tendency to help people get mana screwed. People tend not to include it in their cubes because it's feel-bad, but if you're aiming for power level and your cube is designed to wreck archetypes, tempo is king. On the note of wrecking archetypes, Volatile Chimera completely hoses the reanimation player while giving red aggro and mid-range decks solid late picks. The meta-drafting effect of messing up someone's draft is possibly even stronger than its in-game abilites. My cube doeesn't even include Entomb because it's just a trap that seldom makes a maindeck. I had the same problem with Sneak Attack.

    Also, Contract from Below with the original ante rules, not the Fourth Edition update nonsense they put out to stop ante play. The tournament is for ante and at the end of the last round, the TO wins all of the cards. Note that MtG floor rules require that when a player drafts a card they own it.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Underplayed, underapreciated cards (sleepers)
    Quote from Metamind »
    Also makes signaling weird, as the color will seem open if the spells flow.

    The entire point of conspiracies is to wreck "signalling." Between Hymn, Sovereign's Realm, and Worldknit, my drafters know better than to try to read the tea leaves. Draft is about building a deck given fundamental uncertainty about what you might see and what will wheel. If you want archetypes, go play Standard. If you want to build a different deck and explore new synergies every time you sit down, play Cube.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BBD][CUBE] Inclusions and Testing Results
    Quote from Cythare »
    My includes will be:

    • Will Kenrith with Rowan for free in Izzet. That should balance off Fire//Ice, where Fire gets played in Rakdos, Boros, and Gruul decks that can't cast Ice.
    • Cheering Fanatic might be red Lotus Cobra or might not. It's worth testing, but I'm fairly confident it will be in.
    • Spellseeker since the ceiling is Demonic Tutor in blue with an attached speed bump.


    Are you concerned at all about the Izzet section being so planeswalker-dense? I like the idea of including them like this, but having my Izzet section be 3/4 planeswalkers is fairly unappealing to me.

    I don't know. My hope is to play with the Kenriths and then decide. It's like Gisela/Bruna, though. Just because you draft Gisela doesn't mean you want Bruna. BUT I can't conceivably justify just giving Bruna a slot on her own merits. So, I just give her for free and occasionally you see some epic Eldrazi meldage (though usually just scoopage).
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BBD][CUBE] Inclusions and Testing Results
    My includes will be:

    • Will Kenrith with Rowan for free in Izzet. That should balance off Fire//Ice, where Fire gets played in Rakdos, Boros, and Gruul decks that can't cast Ice.
    • Cheering Fanatic might be red Lotus Cobra or might not. It's worth testing, but I'm fairly confident it will be in.
    • Spellseeker since the ceiling is Demonic Tutor in blue with an attached speed bump.


    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][BBD] Cheering Fanatic
    Quote from Visserdrix »
    Quote from wtwlf123 »
    I think it definitely has promise. It's a bit like a red Lotus Cobra variant, in that it's a ramp effect with a body that can attack decently on curve. I would've killed for this to be a 2/1 first strike instead of a vanilla 2/2, but I could see this being decent.

    That was my thought as well: red Lotus Cobra.

    I think people are under-estimating the value of turning the Incinerate variants into Bolts. You get the ramp before blockers are declared. If they would have a blocker, kill it at a discount. If not, drop a Chandra/Purphoros/Karn/equipped sword ahead of curve.


    This wont work because you have to name the card you are discounting before casting it. can't switch depending on the scenario.

    The only things that might catch you off guard are flash critters like Restoration Angel or instants that can make tokens like Secure the Wastes. You generally know if your opponent has blockers.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][BBD] Cheering Fanatic
    Quote from wtwlf123 »
    I think it definitely has promise. It's a bit like a red Lotus Cobra variant, in that it's a ramp effect with a body that can attack decently on curve. I would've killed for this to be a 2/1 first strike instead of a vanilla 2/2, but I could see this being decent.

    That was my thought as well: red Lotus Cobra.

    I think people are under-estimating the value of turning the Incinerate variants into Bolts. You get the ramp before blockers are declared. If they would have a blocker, kill it at a discount. If not, drop a Chandra/Purphoros/Karn/equipped sword ahead of curve.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][BBD] Cheering Fanatic


    Slam dunk at all sizes? A red-critter with an on-curve body that ramps by doing the thing red wants most: attacking.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Collation
    Quote from calibretto »
    Each card is it's own card as far as our format is concerned. It doesn't matter WotC's intentions in format that card specifically came from.

    And that's the definition of a house rule: doing what you want when WotC does something different.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Collation
    Quote from wtwlf123 »
    I'm not going to modify my draft process or give free cards away just because this card has an irrelevant ability.


    With Daretti, that's flavor text pretty much no matter what outside of commander cubes. With meld, that was the same position WotC took. What's different this time is that in sanctioned draft, it's always collated. So, it's a house rule NOT to collate them, and I know how much you hate house rules.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Collation
    I know the meld cards previously got a thread, but now that collation is officially a part of draft MtG it's probably worth discussing again in cube.

    Is there any reason *not* to collate the new Partner With planeswalkers? Pack collation or "you get it for free if you draft the other?" To me, the latter is easier. As noted in the thread, the blue planeswalker is solid, but this discussion will almost surely end up spanning multiple cards as they're claiming to be printing on a power level that will effect Legacy.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [BBD] Pir and Toothy
    I know there are differing opinions on how to handle the existing meld cards, but let's presume that a cube manager has already decided that "when you draft Hanweir Garrison, you automatically get the Battlements." Yes, not everyone does this. Presuming that (and I know it's a lift)...

    Neither of these cards is amazing, but they do tutor for one another. That's not just a cantrip: you're guaranteed to draw a card with meaningful synergy. Getting these two cards as a single pick, I think they can break into most 450+ Simic sections. In a vacuum, neither is remotely good enough. When you're guaranteed the cantrip++, I think they're maybe just barely good enough.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [AKH][CUBE] Gust Walker
    Worth reminding everyone that Reconnaissance is Maze of Ith for your own critters: it grants vigilance by untapping critters after damage is dealt and additionally can fog unfavorable blocks. It's slightly more unusual to use Maze as pseudo-vigilance on your own critter because it's usually better to fog an attacker than to have an additional untapped blocker so a lot of folks don't catch the interaction.
    Posted in: Cube Card and Archetype Discussion
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