I think focusing on the fact that a lot of red creatures have haste already is missing the awesomeness that you are getting a 5-6 drop on turn 3-4. Whether it "adds" haste, or it already had it, it still seems sweet to me. Plus, it allows things that you might not immediatly think of, like sword + equip on T3. Having a servicable beater that can turn itself into mana seems super useful, and a cool new direction for red.
@flutterguy: I agree that he doesn't have to be played on T3, but sitting around with three mana up every turn, waiting to not-quite-counter a Titan or some such seems like a poor plan as well.
Cool card, but seems tough to "break" in cube, and you might be falling into the "Oath of Druids" trap (lowering your decks power level to support one card). I could see it finding a home in white weenie maybe? Splashing into red aggro?
I'm a tad higher on him, I think. The first ability is a kind of scry discard mix, which will enable some fun archetypes. Plus, he can get to his ultimate fairly quickly. It's really the middle ability that is suffering thanks to the -3, but going +1 -> bounce -> bounce isn't too shabby either. I think he will miss out due to the cost, but i really like the card design, and want to include him as another discard outlet.
I am also swapping oldmane for him. I love that the lifegain and pump/vigilance ability are both together and on a plus ability. And I love that I can splash him into decks that could have never run Goldmane.
Oh man. I like it. It feels more fun and falvorful than Primal Hunter, though a shade less powerful. Untapping lands is always better than expected, and having it as a plus is dang sweet. I also like the permanent 4/4 tramplers.
I will go to my deathbed screaming that Goblin Guide is by far the best card in red. They took a cube staple (Isamaru) moved him to a color that is even more aggressive, gave him haste, and added a "drawback". I would play this card if it cost twice as much mana (well, 1R), which is not something I can say about many (any?) other creatues in cube.
A card whose WCS is a come into play tapped blue land should be listed as a point in the cards favor, considering that makes it one of the best WCS' in cube.
Not even saying you are wrong about the card, just that the WCS is a bad talking point if you are arguing against it.
I've found that there is waaaay too much talk of Bribery's WCS compared to how often it just wins you the game. Meloku is a five drop as well, and sometimes it dies without doing much. Not that I'm complaining about its ranking. This is blue, so being in the top 20 makes you nearly a top five card in other colors.
While doing my black list, I realized that my black section has been in such flux that I am pretty dang stumped as to the order after the top five. Removal is especially difficult to place given the plethora of awesome black options these days. I realized I tend to get dragged into black by the creatures, and then scoop up removal or reanimation or even tutors.
I'm very excited to try this guy. Our ramp decks rarely play black though, from what I recall, so we'll see if he sticks.
Edit: falvorful...yup.
01 Goblin Guide
02 Sulfuric Vortex
03 Wheel of Fortune
04 Rolling Earthquake
05 Flametongue Kavu
06 Burning of Xinye
07 Wildfire
08 Koth of the Hammer
09 Lightning Bolt
10 Inferno Titan
11 Firedrinker Satyr
12 Siege-Gang Commander
13 Squee, Goblin Nabob
14 Greater Gargadon
15 Jackal Pup
16 Ash Zealot
17 Manic Vandal
18 Hero of Oxid Ridge
19 Hellrider
20 Chain Lightning
Not even saying you are wrong about the card, just that the WCS is a bad talking point if you are arguing against it.