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  • 2

    posted a message on [MH2][CUBE] Prismatic Ending
    I prefer hole by a longshot. Being capable of Clearing Oko/Arcane Artisan/Sulfuric Vortex/etc is big game, but 3 colors is pretty inconsistent to get that early in the game. This is going to be a 2-mana portable hole half the time which is sorta lame. Not to mention we don't get to make p-hole jokes with this one, which I value very highly.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [MH2][CUBE] Flametongue Yearling
    But that's the thing, I don't know if most cube decks really want a red mana red mana 2 damage removal spell that only hits creatures. There's gonna be matchups where this creature is great, but a whole lot where it's actively bad and doesn't have the liberty to even just be tempo-ed out as a piker, and in slower decks where you might be interested in just the removal I don't think the body remains super meaningful. That's a petty huge issue. At least Flametongue Kavu is super splashable, but even that card is really showing its age imo.

    Maybe I'm overestimating how often this won't have valid enemy targets? Or how hard it is to get red mana red mana on curve in an agressive two-color deck to snipe mana dorks and Thalias? Sure you could treat this as a removal spell in deckbuilding, but it deals 2 damage and can't go face, that's not an effect that is typically all that strong on turns 4 or 5 when this might find its first target of the game.

    One thing I do really like is this does seems really solid in red ramp decks even if it's clunky in reagular midrange decks. Those decks just get runnover in the earlygame sometimes so this could be a big help early, and this is a removal spell that still has tons of value if you topdeck it with 10+ mana later.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [SCD] - [MH2] [CUBE] Urza's Saga
    Card looks absurd for us in powered imo

    We play powered, so whoever picks this will always have a mox or piece of power to fetch, and a colorless land that can tap to make 2 giant artifact tokens is frankly insane, that being before you even factor in the potential for Wrenn and Six/Crucible of Worlds/Ramunap Excavator/Life from the Loam/Kiora's Follower/any of the other thousand ways to recur or untap lands in cube. This is a legitimate win condition strapped onto an untapped colorless land.

    Only real weaknesses are that it's an enchantment that can be hit by Reclamation Sage/Knight of Autumn/Teferi, Time Raveler/Pest Infestation/etc and it's probably not great if you don't have something to fetch. But tbh I think that's only an issue for unpowered cubes since most decks in powered can typically get one copy of an OG Mox/Black Lotus/Sol Ring/Mana Crypt/Mana Vault or even lesser artifacts like Skullclamp/Pithing Needle/Sensei's Divining Top, and even if they don't somebody else who does will gladly pick this card. It should also be mentioned that Sagas trigger only after the draw phase ends, so if you decide to float mana on the third turn in response to the sacrifice trigger you will still have access to the mana until the end of your first main phase, so if you grab a mox off the tutor this will effectively ramp you an extra colorless mana for the turn at no cost.

    Absolutely filthy

    Edit: Just realized this also grabs Bomat Courier, this just keeps getting better
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [BBD][CUBE] Arena Rector
    We played this card for years but ended up cutting it due to 4-drop density in white. Card wants 2 good high-cmc walkers (or just one expensive and one really powerful mid-cmc backup walker, like grabbing a Gideon Jura/Jace, the Mind Sculptor is completely serviceable as your backup option behind your Ugin, the Ineffable/Elspeth, Sun's Champion/Ugin, the Spirit Dragon) to be good, which was surprisingly easy. Only issue is you have to be able to actually cast the walker in your deck consistently, which makes Rector mostly just a control and combo card (ramp being included in combo).

    You don't need sac outlets to make the card good, it's plenty strong in its own, as most slow decks that play white have sweepers and are looking to dissuade attacks early. We cut it for space so we could play stuff from the new sets, but the card is definitely playable at our size imo as long as you have enough planeswalkers worth tutoring for, we just didn't think it was super exciting or necessary.

    I should also probably mention that it's pretty solid in some very specific combo decks too for finding your special combo walkers, like Nahiri, the Harbinger in Eldrazi combo decks, Tezzeret the Seeker and Ral Zarek in Time Vault decks, or even Narset, Parter of Veils in your Wheel of Fortune variant combo decks if you happen to support those. That's definitely more narrow and doesn't come up nearly as often as you think it might, but it can be useful sometimes.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [C21][CUBE] Incarnation Technique
    Man Liliana, Death's Majesty has been absolutely fantastic for us in a variety of decks, I don't think they necessarily have to compete for that same slot. With that said, this card does seem pretty good when compared to something like Show and Tell, seeing as most decks really don't have huge payouts to cheat into play given the opportunity if not specifically built around it like your own deck. I'm pretty sure you almost always copy this, which is also a great way to play around counterspells.

    It's also good to mention that this can technically grab Eldrazi in case you support Shallow Grave/Corpse Dance/Goryo's Vengeance/Makeshift Mannequin Eldrazi combos in black..
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [KHM] [CUBE] Snow in Kaldheim
    We've had snow cards in our paper cube since MH1, so these new ones look great but we won't be able to play them until covid ends since XMage doesn't support snow lands for custom drafts. Ascendant Spirit and Narfi, Betrayer King look incredible, and alongside Arcum's Astrolabe (and I guess on a technicality Coldsteel Heart) round out our snow section. We had to cut Icehide Golem, Frostwalk Bastion and Ice-Fang Coatl for space about a year ago but they're great too, and if our cube were any bigger we'd bring them back as well (specifically the Golem, might even replace Crawling Barrens with it because I miss it so much).

    Reidane, God of the Worthy seems alright, but all decks that don't have snow cards in them would rather play regular basics in a format with this card, and although it looks alright even without the snow land effect, I don't think its good enough to justify a slot.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [CUBE] Opposition Agent
    I think this looks really cool, seems to specifically affect Blue, Green, and Black the most which is certainly a plus. Flash is such a powerful ability and this guy is even a decent planeswalker killer, just eats up JTMS, Narset, Xenagos, T3feri, etc. It's a creature too so its easy to tutor for it off of tutor effects themselves to grab it consistently, or even just to flash in EOT to sneak in with an equipment or a Fallen Shinobi. Maybe its just better in powered cubes since it lets you punish people with better decks than you, but I'm excited to play this card.

    Seems like a premier black 3 drop in cube imo and I can't wait to test this guy, especially alongside cards like Path to Exile, Winds of Abandon, and most notably Assassin's Trophy.

    Posted in: Cube Card and Archetype Discussion
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    posted a message on [[MCD]] Green 3 Drops
    Oh yea, Tireless Tracker is great for us in like everything, even Mono green ramp. I’d vouch the house on it, the card sees play all the way to legacy for good reason. Meanwhile Courser of Kruphix obviously isn’t an aggro card, but the card draw aspect of it makes it pretty good in aggro decks too if you want your aggro 3 drops to be as versatile as possible. I haven’t been able to play the new set yet, but Mammoth seems pretty good and I’m guessing Tracker is probably a bit better than that For comparison.

    Beyond that, if this discussion also involves versatile multicolored green 3 drops as well, Kitchen Finks is fantastic in everything too (Although I’m sure that’s no surprise). A great 3cmc Gruul card for us has been Klothys, God of Destiny which has been nothing short of spectacular and has probably become our second favorite Gruul card, and when ramped out on turn 2 still triggers nearly every time.


    Cards like Beast Within and Song of the Dryads aren’t necessarily aggro cards but they still seem to always make their way into every green maindeck anyways (aggro included) for their versatility, so if you don’t play those they’re definitely a great choice to consider at the green 3cmc slot.


    We only play like 5 mono-green 3s in total (6 when Xmage finally uploads the new set for Bala Ged Recovery), so I’d also be interested in hearing what good green 3s people are playing
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [CUBE][ZNR] Shatterskull, the Hammer Pass // Shatterskull Smashing
    I disagree. Karakas is incredibly strong, and as far as I'm concerned it's the third best mono-colored land (Behind Gaea's Cradle and Tolarian Academy), but that doesn't take away from this card's powerlevel.

    They are completely different cards, and I don't think it's an apt comparison at all. One is a land that generates value after you play it, the other is a land that generates value if you don't play it. They are not functionally similar in the slightest bit besides the fact that they can both make mana. The closest comparison is probably Rolling Thunder, a card that is incredibly powerful in pauper/peasant/limited, but struggles outside of those formats due to the fact that it does nothing before turn 4 or 5. As it turns out though, this card does do something powerful before turn 4 or 5, meaning there is a precedent for this card to be good, and it doesn't involve comparing itself to other lands that are functionally completely different.
    Posted in: Cube Card and Archetype Discussion
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    posted a message on [CUBE][ZNR] Shatterskull, the Hammer Pass // Shatterskull Smashing
    Yea, but you got to play a 4 mana Shock or a 5 mana Arc Trail or hey even a bigger and better 8 mana+ Volcanic Salvo instead of a land. This is an effect that wins games, and you got access to it strapped onto a land. Sounds like a good deal to me. plenty of games come down to simply not having a removal spell regardless of the cost, and this solves that problem in a way that also translates very well into not having a dead draw early. You can play it as some extra gas late in the game for aggro and midrange decks, as another board clear in artifact ramp decks, or as a way for control decks to answer pesky PWs in the mid to late late game. All at the cost of a potential 3 life. Seems more than good enough for me
    Posted in: Cube Card and Archetype Discussion
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