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  • posted a message on [KLD][CUBE] Angel of Invention
    Very surprised at how much Baneslayer appears to be undervalued in this thread. Curious to hear if Angel of Invention is still standing up?


    Angel of Invention is the second best white 5 drop imo, only behind Gideon Jura for the cmc slot.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Cube Community Survey — Theros Beyond Death
    Wow, I never saw the first vote, but the article layout and graphics are incredible! I didn't test a lot of cards from this newest set unfortunately, but I'll post what cards I have playtested

    Thassa's Intervention - 3
    Elspeth, Sun's Nemesis - 2
    Woe Strider - 1
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][TBD] Thassa's Intervention
    Got to draft with this card last night, got picked up by someone drafting UW control, and they ended up going 3-0. They got to cast this four or five times, and said it was pretty good. Not insane or anything, but that double X cost makes this basically a hard counter past turn three, and although the card draw is worse than it looks, for 5 mana it's already basically a Jace's Ingenuity so having access to that strapped to a pretty decent counterspell is super solid.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][TBD] Thassa's Intervention


    Thassa's Intervention
    XUU
    Instant
    Choose one -

    - Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.

    - Counter target spell unless its controller pays twice X.

    ---

    Card looks incredible to me, drawing parallels to Miscalculation and Supreme Will. I have enjoyed playing the previous two cards and have no intentions to cut them, and am ready to add another modal counterspell/card draw spell to the mix. Thoughts?
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][TBD]Dryad of Ilysian Grove
    This card is really only good in weird land-based combo strategies (which tend to be very weak as is) and 4-5C midrange decks that want a Chromatic Lantern effect. The card doesn't actually ramp you in green ramp decks as it doesn't make mana of its own making it pretty mediocre imo, I don't plan to run this card.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][THB] Shadowspear
    Way too narrow. Almost no decks will be actively willing to cut a card that adds to their gameplan in order to slot in a weak sideboard card.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][THB] Nadir Kraken
    Speaking of Mentor of the Meek, this card seems to create a pretty silly combo with it, not that anybody plays that card.

    On the topic of this Kraken card, I don't think it's very good. Good cube creatures tend to either be very cheap, generate value in the face of removal/have protection, or risk quickly and completely running away with the game if left unanswered. This card isn't especially good at any of those qualifiers, so I'm gonna have to give this a strong pass.
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE] Blinkmoth Nexus
    Card was decent when we played it, but most of the decks that want it are very aggressive and don't tend to run swords. Got cut for being too low impact.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Ranking Project 2019 - GREEN Results
    Quote from rantipole »
    Looks like I may be missing out by not cubing Oath and Craterhoof. I assume Craterhoof is best in Natural Order decks and decks that ramp with a lot of dorks. Correct? Other ideas?

    Cheers,
    rant


    Definitely really really late on this response, but I just came back to check the rankings, and seeing as many still don't run Craterhoof Behemoth in their cubes, I guess now might be a good time to share my personal experience as to what makes Craterhoof Behemoth so unique among green fatties and why I think you should give it a shot.

    Unlike other green fatties, Craterhoof Behemoth obviously can't be used in reanimator and Sneak Attack decks which might make it feel too narrow, but comparing it to a random fatties like Terastodon or Woodfall Primus isn't fair, as those creatures tend to be cards that support archetypes, meanwhile Craterhoof Behemoth (sorta) creates its own. Green ramp decks generally want a bunch of dorks, a few midgame cards that allow you to get over the hump from 5 to 8 mana (either by ramping or by stalling the opponent), maybe some removal/tutors/card draw for good measure, a then bunch of fatties that win the game. Oftentimes you'll need more than one fatty to win the game, as the first one is only enough to help you catch up from all those turns you spent ramping instead of developing a board presence, and the second one helps you turn the tide to finally kill your opponent.

    With Craterhoof Behemoth in your deck, you can neglect all of that. Instead, you can focus on just grabbing as many mana dorks and green creature tutors as you can, since one Craterhoof hitting the board should realistically win you every single game, even in the face of several removal spells. Instead of picking 5 or 6 fatties, you can get away with just picking a Craterhoof Behemoth and a backup fatty (or two) in case something goes wrong. In my experience, the more win-con lite Craterhoof decks tend to be both more explosive and higher powerlevel than their hoof-less counterparts, and all it takes is adding a single green card to your cube, even though it might be a pretty narrow card overall.

    A better comparison to Craterhoof might be to Tooth and Nail: An 8-mana card you can tutor for off of Worldly Tutor/Survival of the Fittest/Green Sun's Zenith/Natural Order to instantly win most games vs a 9-mana card that ussually wins the game but forces you to dilute your deck with a reliable number of fatties so that you can still use it after topdecking for a bit. Most people probably don't run Tooth and Nail in their cubes anymore, but it's still far from a weak cube card, meanwhile Craterhoof Behemoth sorta fills that same niche but allows the drafter to spend way more draft picks making their deck as consistent as possible.

    It may be slightly overrated at #11 on this list, and others may have had a different experience with the card and tend to use it differently than me and my playgroup, but if you've tried drafting Craterhoof Behemoth and it just never seems to work the way you want it to, maybe you're trying too hard to draft with it, and maybe you just need to try drafting around it instead, sort of like you would with a Tooth and Nail or a Eureka.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][MH1] Winds of Abandon
    This isn't a hot take or anything, but I certainly slept on this card and for any other doubters I just want to share my input.

    One of my friends who played it a bunch in EDH told me I needed to try it out, and since I bought a copy it's been a house, especially with our recent inclusion of Spellseeker too (which I also seriously underrated). White aggressive decks sometimes flood out (especially if they topdeck a Mana vault/Sol Ring/Mana Crypt) to 6 mana, meanwhile control and ramp decks are happy to get maximum value out of this card too. It's ok in the early game to clear small critters, and in the mid/lategame plays as a crazy topdeck that breaks games in half. I love cards that have both early and late game modility, and so far Winds of Abandon has yet to disappoint in either regard. I even got to watch one of my friends exile a True-Name Nemesis with this card last week, which felt seriously sweet.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][ELD] Brazen Borrower
    Hm well my playgroup wanted to cut storm support for a few months so we had a few slots open up, but we don't have much support for aggressive blue strategies outside of the UR control/midrange decks packed with burn that you see sometimes. Would you recommend giving it a spin, or is it likely too narrow for a format that uses blue to support mostly just control and artifacts?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][ELD] Brazen Borrower
    This card is making waves all the way from standard to legacy, but I have yet to try it. How good has it been for those who cube with it? is it only playable in aggressive decks, or can you play it in control too for its ability to answer walkers so well?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Ranking Project 2019 - Lands Voting CLOSED

    1. Library of Alexandria
    2. Strip Mine
    3. Prismatic Vista
    4. Mana Confluence
    5. City of Brass
    6. Wasteland
    7. ONS/ZEN Fetch
    8. Grand Colosseum
    9. Ash Barrens
    10. Evolving Wilds/Terramorphic Expanse
    11. ABU Dual Lands
    12. RAV Shock Lands
    13. Ancient Tomb
    14. Mishra's Factory
    15. FUT/MHZ Horizon Lands
    16. City of Traitors
    17. Rishadan Port
    18. WWK/BFZ manlands
    19. ICE/AP Pain Lands
    20. Mutavault

    Posted in: Cube Card and Archetype Discussion
  • posted a message on Set (P)review - My top 20 Throne of Eldraine cards for the cube!
    Oh I've been playing Nissa, steward of elements for that exact reason, as she just kinda fits into most GU decks pretty well. How does Oko stack up to her if you don't mind elaborating a little more on how impactful he is?
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Set (P)review - My top 20 Throne of Eldraine cards for the cube!
    Good write up, thanks. I'm testing a lot of these including Wildborn Preserver, but I haven't tested Oko because I thought it looked weak. Apparently I was wrong, but can someone explain to me what makes him so good? What decks does he go into? Just looks clunky and difficult to generate any value from to me, but obviously I'm wrong. Is it just a good-stuff type card that doesn't support any specific archetype but is really good in all of them?
    Posted in: Articles, Podcasts, and Guides
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