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  • posted a message on [[MCD]] The Izzet League (UR)
    Currently for me the main problems with Izzet are that Electrolyze, Prophetic Bolt, and Fire/Ice are just boring. They're also being outclassed as creatures improve. I find that counterburn leans a lot more on the counters these days and a lot less on the burn.

    I run Fire/Ice, Izzet Guildmage, Wee Dragonauts, and Gelectrode. I'll probably cute Fire/Ice for Nivix Guildmage, and add Izzet Charm. I think that more interesting UR cards are yet to be revealed (for one, the U/R hybrid creature), in which case I'll cut Izzet Guildmage.

    I'm too much a fan of the Dragonauts right now to cut them, in part because they make for such memorable plays--we had someone ponder, shard volley you, berserk on turn four for 17 damage. For the average case scenario, Guttersnipe is likely better. But sometimes high-variance cards are what you need.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] [RTR] Slitherhead
    I look at this card a lot like Basking Rootwalla. I typically don't want to cast the Rootwalla except as a bonus for its madness ability. Similarly, I want to discard Slitherhead to Survival of the Fittest/Fauna Shaman, a looter, or some other discard outlet--or, better yet, dredge it.

    Also, the scavenge ability is great for your own creatures, of course. But it's also good for an opponent's Geralf's Messenger/Strangleroot Geist/Vorapede and even better on a Phantasmal Image. You probably don't want to use this trick with some of the bigger scavenge creatures.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Oath of Ghouls or Oversold Cemetery?
    Oath is better early, but can backfire; Cemetery is better late.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[MCD]] Black Tribal - Zombies
    Responding to another thread about vampires, one option for black is the tribal route. Of these, the best-supported is Zombies. There are a number of very good cards, many of which are widely played.



    Not for the tighter, higher-power lists by any means. I think Call to the Grave is an excellent sideboard card against midrange creature decks, and can be powerful in other matchups as well--but only if players can draft enough zombies to make it relevant. Certain sacrifice combos with Gravecrawler can be cute, enjoyable, even powerful. This is where you probably want to start if you're adding Zombie tribal into your cube.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Vampire Nocturnus
    With just a few more decent vampires Kalastria Highborn may soon be playable in typical cubes, especially if you're running cards like Attrition. I think I would usually prioritize her over Nocturnus, because she is generally more interesting if not necessarily more powerful.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Goblin Bombardment


    There are a lot of uses for this card:
    1. As incremental gain in aggressive decks--get an extra damage out of your Hellspark Elemental, Keldon Marauders, or in response to removal--a la Greater Gargadon.
    2. Trade your bad creatures for their good creatures--like Vendilion Clique, Snapcaster, Flickerwisp, etc.--to improve your attacks (especially good in a token-heavy strategy, where you might start taking out 2-toughness creatures)
    3. As a finisher to get the last few points through a wall of blockers or Moat.
    4. As a sacrifice outlet (Balance, Viridian Emissary, Yavimaya Elder, Living Death, Zealous Conscripts, Kiki-Jiki, Mimic Vat, etc. etc.)

    The card is a useful cog in some decks and a build-around=me in others. Exactly the utility and versatility that cube cards require.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Crucible of Worlds
    Quote from Trunkers
    Player has creature, fastbond, strip mine and crucible of worlds in play.
    [Wins with a complex sequence of plays]

    I assume the opponent has no lands at this point anyways? And obviously the guy is at a high enough life total to basically cast channel/fireball.
    The Gargadon/Geopede move is a good one though.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on List of all 2cmc mana stones
    There is also Pentad Prism, which can be situationally excellent, especially when compared to Sphere of the Suns.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Mental Misstep
    So I think all this implies "At worst, a reasonable-to-excellent sideboard card"?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Mental Misstep
    I would add that many of the most important cards are 1-CC.

    If you can counter a turn 1 Sol Ring, Dark Ritual, Thoughtseize, Noble Hierarch, or Goblin Guide, you are well on your way to winning. Later in the game, counter their Swords to Plowshares or Path to Exile on your finisher while you're tapped out. Tell that combat-trick Lightning Bolt to get out. Counter game-winning spells like Ancestral Recall, Reanimate, or any of the Mirage Tutors. Even countering a Ponder, Preordain, or Brainstorm can seal a game.

    Looking at the total number of cards you might want to counter is not a very useful way of approaching the problem. Rather, look at how many 1-drops there are in the average deck, and consider how important they are. The answer: usually several, and typically very important.

    Also, this card can be played by any color (and for free), as opposed to (for example) Hydroblast.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD] Fire Covenant
    I'm a big fan of this card.

    For one, it has the potential for a big effect, with relatively low cost.
    It's situational, of course, as all two-for-one (or three-for one, or whatever) removal is. If they have just 1 creature, it's worse than terminate--but then, terminate does not net you card advantage.

    Dismissing such a powerful, versatile, instant card seems to me a knee-jerk negative reaction. I would happily play this card against any deck that plans to have more than one creature out at a time.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[MCD]] Morph Creatures
    Quote from majikian
    Morphs I'm considering at 450 in C/Ube:

    Aphetto Exterminator
    Willbender
    Shaper Parasite
    Nantuko Vigilante
    Skirk Marauder
    Skirk Volcanist
    Gathan Raiders

    So probably not quite enough to guarantee 'the surprise factor', but at least they shouldn't always be totally predictable either.


    I would also consider
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Skirk Volcanist


    Arc lightning is a powerful effect. It usually costs 3; Skirk Volcanist provides that effect on a 3-power stick for the same price (in addition to losing a couple of mountains). Losing mountains is not ideal, but it doesn't cost "mana" per se. The fact that it can only hit creature, I feel, is its major downside. This card is not Fireblast, but it's good for similar reasons.

    I've been running this guy for a bit, and he can lead to some pretty explosive surprises. Two perfectly good creatures can be eliminated at instant speed while tapped out, often allowing for an alpha strike. Plus he swings for 3, which is no slouch.

    Lastly, I should point out that most cubes need more morphs if designers actually want to make people guess about what those morphs are, and this is a fine one.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD] Sigil of Sleep
    Quote from Blimpy
    Yep, topdecking a bounce spell is often not that bad, but this is only really valuable (sometimes) in your opening hand.


    This statement makes no sense to me at all.

    Topdecking or not, the card is valuable if the following is true:
    -- you have a creature that they cannot block or don't want to block
    -- they don't have removal for your guy that they can't block, or don't want to spend removal on said card.

    In topdeck mode, the prospect that they have instant-speed removal for something they can't block seems pretty questionable.

    That said, I doubt Sigil of Sleep is good enough to compete with the more versatile, more powerful cards that constitute most cubes.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Archetypes] 2+-color Aggressive Decks
    Looking at the finals of 8-4s on Magic Online, you will find that the vast majority of victorious aggressive decks are mono-colored.

    You may disagree with the MODO cube on one or two points, but it has a lot going for it. In particular, it is an excellent example of a large cube.
    Posted in: Cube Card and Archetype Discussion
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