Well to tell the truth about the enemy shards, I only had 3/5 for them, and i couldn't really find any others that i really liked, where as there were alot of cards that were waiting to get into the color pairs slots. So i figured instead of trying to play 2 cards i wasnt fond of, i would just eliminate that section along with the doubled up allied shards and add another card to the ever growing selection for color pairs. As for cards like wild nacatl taking up multicolor slots, I'm not sure about it. I mean wild nacatl is good in a r/g and a g/w, not just a r/g/w, but then again i can't add it to one or the other and i have to many cards in green to edge out one of them for a potentially vanilla 1/1. Just a rock in a hard place lol.
Hmmm, this card has a lot going on. I like how innovative this card is because I've never seen anything like it for sure. I see a couple of problems with it though power wise...
1.You can't use it as a combat trick since it has to be a sorcery
2.Most of the time it will be a 1/1 or 2/2
3.I can't see this being at all useful after your 2nd or 3rd turn as you wouldnt want to imprint this guy with a 4cc+ spell because u'd be wasting your turn essentially.
4.When the creature dies, the card you copied can't be played unless it died on your turn during a main phase. EDIT: After reading the card again, I'm a little unsure on something. So does this card allow you to resolve the spell twice? Once before its imprinted then when the creature dies? If so that's pretty good.
Some stuff I'd change about him:
1. Make the spell copied when he dies able to be played as an instant until end of turn.
//Edit//
So apparently i took a while to make my card lol. Sorry Illum, I actually really like your card. It's a nice battle trick and appropriately costed. Good job I do wish Lifelink fit into the flavor of the card, but still, nice job!
Alright now for a card I've been mulling over since reading NoobSauce's split creatures. It got me to thinking about a good limited flip creature.
Samson, Paladin Champion 1WW
Legendary Creature - Human Knight (R)
First Strike, Lifelink
If ~ is in your graveyard, you may pay 2BB and return ~ to play flipped.
3/2
////////////////////////
Samson, Death Knight
Legendary Creature - Zombie Knight (R)
First Strike, Wither
At the beginning of your upkeep, you lose 1 life.
When ~ leaves play, remove it from the game.
4/4
Only thing I think would be hard is the mana cost, but every knight i can think of has the double colored mana so i didn't think straying from that was right. Give me your thoughts / critique.
Hmm, well for one, correct me if I'm wrong, but i don't think you would be able to play ancestral vision off of the card he played. You can't play that spell as a regular spell and I don't think cascade would enable you to play the suspend cost for free. If I'm wrong though, cascade just got a lot better in my mind (not that it wasn't great before). If it doesn't work like that, the first card is still broken. You don't think paying U to draw a card and then mill through your library for an artifact with a cost 0 and putting into play is broken...
Its just meh for me. Like you said rediculous in Type 1 because you're guarenteed Black Lotus/Moxen pretty much. How about something like this... a little less broken.
Instant Gratification 1UB
Instant
Draw 2 cards and lose 2 life.
Cascade
This way the card you get won't ALWAYS be power, but still a good chance, and it makes it playable in type 2.
Now for my card.
Peer PressureUB
Enchantment (R)
At the beginning of your upkeep, you may draw a card. If you do, put a pressure counter on ~ then lose life equal to the amount of pressure counters on ~. Target opponent gains control of ~. "Let's play a game of chicken!"
Well, out goes Pulse of the Forge again, due to the new mana burn rule. Wake Thrasher is in, but i have no idea what i'm going to cut for it. On the new cards:
Queen seems like it will be a house in cube. Repeatable effects are golden mixed with a sizeable body to keep it alive.
The new lotus actually looks to be only useful for decks that want to finish the game within the first few turns ie. RDW or R/G Ramp. I can see R/G powering out some end game finisher that seals the deal or RDW pushing out an uncounterable, unpreventable 9-10 damage with Banefire 4-5th turn. The fact that it has shroud really makes it playable in my eyes.
I think everyone's spot on about the vampire. His cost is too clunky and the other 4 drops in black are already pretty strong.
I'm thinking of changing the way my cube operates in some way, whether making it 360 (44 for every color)(50 Multi color)(45 Artifact / Land) or making it larger and inserting themes similar BK's cube. I really like the idea of having "identities" for colors and color pairs. What are everyones thoughts?
I wasn't saying any of the green creatures are bad, I'm just saying I think he has too many at the moment, and should cut some. Whether they are those or others, those just look the weakest and most crowded. Plus i REALLY dislike echo for agro...
Oh, and how is Temporal Isolation an agro card?? the way its costed??
After reading through your sections, here's my thoughts:
Multi-
Stormbind - This card is just meh for me. Since you're trying to push agro for R/g, you could definately replace this for Rumbling Slum. Even Apocolypse Hydra would be a nice addition to compliment R/G Ramp.
Army Ants - I guess this is useful in certain situations, but this doesn't create card advantage and it should only be used if you went first, they missed a land drop, or they have have a pesky non-basic. Not really sure what would take its spot though since you don't combine hybrids and multicolor (can i ask why you don't?). May i suggest Void?
Dismantling Blow - This just seems weak to me. I read your blurb about putting cards in multicolor to not inadvertently empower one color combo over another. The way i see it, more often than not you're just going to use this card early game w/o it's kicker, which actually robs u/w of a card. I'd put Teferi's Moat or Iridiscent Angel in over this.
Gaddock Teeg - You're right about removing him. He's pretty worthless. I'd go with what you suggested or maybe look back into Armadillo Cloak. It's not to hard to replace him especially with the abundance of good g/w cards.
I'm not sure what you should take out of B/W, but you should definately find room for Angel of Despair. She's an all-star in our cube and combo's well with reanimation/crystal shard abuse.
Augery Adept - Found this card to be underwhelming when i used it. It's lack of evasion really just makes it a 2/2 that will be chumped or burned before you can use it. Again, not really sure what you should replace with it, but there has to be something (another reason i don't like splitting hybrid and gold, it causes you to play some subpar cards with certain color pairs).
How has Wand of the Elements been working for ya? If not so well, you might want to look into Nucklavee. It works great in both colors to get back a vital spell that you had to use earlier in the game. Works even better if you're playing U/R.
Artifact-
Not too fond of Grim Monolith (which IMO only shined when combined with Voltaic Key) or Winter Orb which to me just makes the game boring and drag on, which is the opposite of what i want to be doing while cubing. I see the absence of Mana Crypt, Erratic Portal, Engineered Explosives, Staff of Domination (very underrated), Etched Oracle which is a bomb in 4/5 color, which happens often in our playgroup, and Stuffy Doll which is the ultimate blocker and can ping for 1 damage a turn otherwise. I'd rather have any of those two than the two i mentioned at the beginning.
Lands-
Very solid, nice job.
White-
Whipcorder - Almost always better as Gustmeadow Harrier because of the turn earlier drop. The power/toughness is almost never a problem because you normally tap before attacks. The only thing i could see being good about Whipcorder would be that it can morph. Morph becomes stronger with each creature that can do it.
Temporal Isolation - I used to run this card as well. It just seems like it's been outclassed by other removal as of late. I'd rather just kill the creature than have them d/e it later down the road. Not to mention that it can still use activated abilities and such. Why not try Wing Shards or Condemn?
White looks solid other than that. I've noticed though that you have alot of wrath variants in this section. In a cube as condensed as yours, you may want to start limiting the number of like effects to give some variation to the color. To many wrath effects really hinders agros ability to shine.
Blue-
I'm a bit confused on your choice not to include Draining Whelk. I literally first pick that card w/e possible. It counters one of their late game spells and gives you a huge beater with flying for 6 mana. Its one of my favorites and if you've tried it and disliked it, I'd like to know why thats so. I could see you cutting another counter spell for this if you really needed to, Condescend or Dismiss.
Guilded Drake also deserves to be in there cause of the degenerate things you can do with Crystal Shard/Erratic Portal. It's good even w/o those too.
Black-
Looks great man, nice job.
Red-
Based some of my Red additions/cuts on your cube hehe. Another solid job.
Green-
This is where i feel you went a little to creature heavy and missed some great green spells. The hard part about green is that they have so many good creatures, you just have to pick the best ones of their kind to go in.
Weak cards creature wise-
I think you have too many one drops... Pouncing Jaguar - Good, just not good enough. Echo really messes up your curve, which is why I'm not a fan of it. Jungle Lion - worse than Savannah Lions and even those are being cut by some people. In a cube this small, its doubtful to me that they deserve a spot. Albino Troll - Troll Ascetic is better.
Cards I think you should add- Kodama's Reach - Good for R/G Ramp (though from the looks of it i dont know if you really support it). It's probably my favorite land searcher after Sakura-Tribe Elder. Krosan Grip - I was astounded when i didn't see this card in your cube. Yah, its that good. Saproling Burst - Another card i was a little bit shocked to see missing. This card can do some broken things, especially if you accelerate into it. Swinging for 9 the turn after it's played isnt anything to scoff at. All Sun's Dawn - This card is only as good as your playgroups tendancies. If they play alot of 3-5 color decks, this card is a must include. If not, it's just ok.
Alright man, hope this helps and thanks for going through mine. Really appreciated it. Peace
Added changes section to front page to reduce the amount of reading needed and give an idea of what cards have been tried and cut for newer players to use as a guide. Reasons will eventually accompany all cuts, just need time to get around to it.
///Edit///
Section complete and reasoning given... mmmm, smells like awesome!
1.You can't use it as a combat trick since it has to be a sorcery
2.Most of the time it will be a 1/1 or 2/2
3.I can't see this being at all useful after your 2nd or 3rd turn as you wouldnt want to imprint this guy with a 4cc+ spell because u'd be wasting your turn essentially.
4.When the creature dies, the card you copied can't be played unless it died on your turn during a main phase. EDIT: After reading the card again, I'm a little unsure on something. So does this card allow you to resolve the spell twice? Once before its imprinted then when the creature dies? If so that's pretty good.
Some stuff I'd change about him:
1. Make the spell copied when he dies able to be played as an instant until end of turn.
//Edit//
So apparently i took a while to make my card lol. Sorry Illum, I actually really like your card. It's a nice battle trick and appropriately costed. Good job I do wish Lifelink fit into the flavor of the card, but still, nice job!
Alright now for a card I've been mulling over since reading NoobSauce's split creatures. It got me to thinking about a good limited flip creature.
Samson, Paladin Champion 1WW
Legendary Creature - Human Knight (R)
First Strike, Lifelink
If ~ is in your graveyard, you may pay 2BB and return ~ to play flipped.
3/2
////////////////////////
Samson, Death Knight
Legendary Creature - Zombie Knight (R)
First Strike, Wither
At the beginning of your upkeep, you lose 1 life.
When ~ leaves play, remove it from the game.
4/4
Only thing I think would be hard is the mana cost, but every knight i can think of has the double colored mana so i didn't think straying from that was right. Give me your thoughts / critique.
Instant Gratification 1UB
Instant
Draw 2 cards and lose 2 life.
Cascade
This way the card you get won't ALWAYS be power, but still a good chance, and it makes it playable in type 2.
Now for my card.
Peer Pressure UB
Enchantment (R)
At the beginning of your upkeep, you may draw a card. If you do, put a pressure counter on ~ then lose life equal to the amount of pressure counters on ~. Target opponent gains control of ~.
"Let's play a game of chicken!"
Queen seems like it will be a house in cube. Repeatable effects are golden mixed with a sizeable body to keep it alive.
The new lotus actually looks to be only useful for decks that want to finish the game within the first few turns ie. RDW or R/G Ramp. I can see R/G powering out some end game finisher that seals the deal or RDW pushing out an uncounterable, unpreventable 9-10 damage with Banefire 4-5th turn. The fact that it has shroud really makes it playable in my eyes.
I think everyone's spot on about the vampire. His cost is too clunky and the other 4 drops in black are already pretty strong.
20. Sol Ring
19. Black Lotus
18. Umezawa's Jitte
17. Sensei's Diving Top
16. Skullclamp
15. Moxen
14. Sword of Fire and Ice
13. Crystal Shard
12. Scroll Rack
11. Isochron Scepter
10. Nevinyrral's Disk
09. Cursed Scroll
08. Mana Vault
07. Mox Diamond
06. Masticore
05. Solemn Simulacrum
04. Duplicant
03. Memory Jar
02. Phyrexian Processor
01. Smoke Stack
Oh, and how is Temporal Isolation an agro card?? the way its costed??
Multi-
Stormbind - This card is just meh for me. Since you're trying to push agro for R/g, you could definately replace this for Rumbling Slum. Even Apocolypse Hydra would be a nice addition to compliment R/G Ramp.
Army Ants - I guess this is useful in certain situations, but this doesn't create card advantage and it should only be used if you went first, they missed a land drop, or they have have a pesky non-basic. Not really sure what would take its spot though since you don't combine hybrids and multicolor (can i ask why you don't?). May i suggest Void?
Dismantling Blow - This just seems weak to me. I read your blurb about putting cards in multicolor to not inadvertently empower one color combo over another. The way i see it, more often than not you're just going to use this card early game w/o it's kicker, which actually robs u/w of a card. I'd put Teferi's Moat or Iridiscent Angel in over this.
Gaddock Teeg - You're right about removing him. He's pretty worthless. I'd go with what you suggested or maybe look back into Armadillo Cloak. It's not to hard to replace him especially with the abundance of good g/w cards.
I'm not sure what you should take out of B/W, but you should definately find room for Angel of Despair. She's an all-star in our cube and combo's well with reanimation/crystal shard abuse.
Augery Adept - Found this card to be underwhelming when i used it. It's lack of evasion really just makes it a 2/2 that will be chumped or burned before you can use it. Again, not really sure what you should replace with it, but there has to be something (another reason i don't like splitting hybrid and gold, it causes you to play some subpar cards with certain color pairs).
How has Wand of the Elements been working for ya? If not so well, you might want to look into Nucklavee. It works great in both colors to get back a vital spell that you had to use earlier in the game. Works even better if you're playing U/R.
Artifact-
Not too fond of Grim Monolith (which IMO only shined when combined with Voltaic Key) or Winter Orb which to me just makes the game boring and drag on, which is the opposite of what i want to be doing while cubing. I see the absence of Mana Crypt, Erratic Portal, Engineered Explosives, Staff of Domination (very underrated), Etched Oracle which is a bomb in 4/5 color, which happens often in our playgroup, and Stuffy Doll which is the ultimate blocker and can ping for 1 damage a turn otherwise. I'd rather have any of those two than the two i mentioned at the beginning.
Lands-
Very solid, nice job.
White-
Whipcorder - Almost always better as Gustmeadow Harrier because of the turn earlier drop. The power/toughness is almost never a problem because you normally tap before attacks. The only thing i could see being good about Whipcorder would be that it can morph. Morph becomes stronger with each creature that can do it.
Temporal Isolation - I used to run this card as well. It just seems like it's been outclassed by other removal as of late. I'd rather just kill the creature than have them d/e it later down the road. Not to mention that it can still use activated abilities and such. Why not try Wing Shards or Condemn?
White looks solid other than that. I've noticed though that you have alot of wrath variants in this section. In a cube as condensed as yours, you may want to start limiting the number of like effects to give some variation to the color. To many wrath effects really hinders agros ability to shine.
Blue-
I'm a bit confused on your choice not to include Draining Whelk. I literally first pick that card w/e possible. It counters one of their late game spells and gives you a huge beater with flying for 6 mana. Its one of my favorites and if you've tried it and disliked it, I'd like to know why thats so. I could see you cutting another counter spell for this if you really needed to, Condescend or Dismiss.
Guilded Drake also deserves to be in there cause of the degenerate things you can do with Crystal Shard/Erratic Portal. It's good even w/o those too.
Black-
Looks great man, nice job.
Red-
Based some of my Red additions/cuts on your cube hehe. Another solid job.
Green-
This is where i feel you went a little to creature heavy and missed some great green spells. The hard part about green is that they have so many good creatures, you just have to pick the best ones of their kind to go in.
Weak cards creature wise-
I think you have too many one drops...
Pouncing Jaguar - Good, just not good enough. Echo really messes up your curve, which is why I'm not a fan of it.
Jungle Lion - worse than Savannah Lions and even those are being cut by some people. In a cube this small, its doubtful to me that they deserve a spot.
Albino Troll - Troll Ascetic is better.
Cards I think you should add-
Kodama's Reach - Good for R/G Ramp (though from the looks of it i dont know if you really support it). It's probably my favorite land searcher after Sakura-Tribe Elder.
Krosan Grip - I was astounded when i didn't see this card in your cube. Yah, its that good.
Saproling Burst - Another card i was a little bit shocked to see missing. This card can do some broken things, especially if you accelerate into it. Swinging for 9 the turn after it's played isnt anything to scoff at.
All Sun's Dawn - This card is only as good as your playgroups tendancies. If they play alot of 3-5 color decks, this card is a must include. If not, it's just ok.
Alright man, hope this helps and thanks for going through mine. Really appreciated it. Peace
///Edit///
Section complete and reasoning given... mmmm, smells like awesome!