The broken deck I personally had with the gearhulk was in combination with counter spells, draw spells, removal spells, snapcaster mage, kologhans command and wretched confluence. Wretched confluence in conjuction with gearhulk/snapcaster was unreal powerful.
Two relevant interactions I loved when drafting around the gearhulk is a combination of raise dead effects and thirst for knowledge.
Decks that play a heavy draw-go strategy tend to not have too many artifacts, which can make the thirst for knowledge drawback a big deal. Gearhulk being an artifact and an expensive spell, made for the ideal card to discard to an early thirst.. Ideally to be later brought back with kologhans command or wretched confluence. The spells that set up the return of the gearhulk also happen to be incredible targets for the gearhulk to flash back!
When you combine the raise dead spells, with cards like snapcaster mage/torrential gearhulk/den protector/eternal witness, you get an incredible recursive engine that is almost impossible to outgrind...
After succesfully building around torrential gearhulk, I now believe if you have the perfect deck for him he is the best 6 drop blue creature for cube by a small margin. However, he requires many important peices to come together to realize this potential.
You can't just toss him into any blue deck and have him be great... unlike a consecrated sphinx which is always great.
I personally LOVE that about the card, as it creates some interesting draft trade off decisions that the other blue 6 drop creatures lack
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LucidVision posted a message on [CUBE] Torrential GearhulkPosted in: Cube Card and Archetype Discussion -
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Konfusius posted a message on [[SCD]] AEtherlingPosted in: Cube Card and Archetype Discussion
Or even worse, if you need it on defense, a removal spell gets rid of AEtherling for one turn and that might just be enough, considering it is a seven-drop. That is my main issue with the card actually, it will eventually win the game if they don't have Icy Manipulator or something, but can you actually stabilize with it?Quote from HichamI think I still value Sphinx of Jar-Jar higher. He is so thrustworhty. A lot of decks just cannot handle a big flying shroud creature.
To be as thrustworhty I would need to have 7 mana to play this guy.
Sure this guy can bash for 8, but he dodges removal by not dealing combat damage, which kind of sucks. I understand that he has the big upside of surviving Wraths but generally you are the one playing those anyway. - To post a comment, please login or register a new account.
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If you think blue is underpowered relative to your other colors, and needs the extra power from more generically powerful 6-drops like Sphinx/Titan, it makes sense to leave Gearhulk out on power-level basis.
I suspect that's not the case here.
I'm including Gearhulk because it adds another layer of interesting decision making to the draft process and shakes up the blue 6-drop slot that has been the same for 5+ years.
To each their own, but Cube would be a lot less interesting to me if I built it like a constructed deck. Power is fun, but variety is more fun.
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It's not a damn slippery slope when you have complete control over what you include in your cube. Sorry to be blunt, but that line of logic drives me nuts. Including Squadron Hawk does not mean you have to include any of the cards you listed.
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We did not do 4x4. We did 3x3 with 4 people, and replacing the first row/column taken. There were a ton of interesting decisions.
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It's not about words harming you. It's about words harming others. If you were actually not a child, you would not have a problem with changing your language to avoid hurting others. It's not difficult.