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  • posted a message on [270] [Theme] Morph Cube
    I really like the morph mechanic. I tried making it work in commander with like a Thrasios, Triton Hero + Sidar Kondo of Jamuraa, but it's not quite the full experience. I wanted there to be morphs flipping and unflipping up and down and surprises at every turn. Real decisions made based on what kind of mana players had up, and mind games. And above all really confusing awful board states.

    Development
    The goal was to make the morph creatures the stars of the show. The other creatures had to either directly help morphs or to compensate had to be clunky as well.
    Anafenza, Kin-Tree Spirit is an example of the former.
    Cruel Sadist is an example of the latter.
    The more fun clunky creatures I found were those with lots of activated abilities.

    Another interesting feature of morphs is that they have zero cmc. There was some attempt to have the cmc of cards mean something during onslaught so cards like Culling Scales were added. I believe Culling Scales is the one card that directly interacts with the cmc of permanents on the board, but this gave me an idea to try to fit cmc matters cards in the cube. Things like Vengeful Rebirth, Pyromancy, and Erratic Explosion were added. Split cards similarly have high cmc.

    I have been wanting to add a few miracles, but Entreat the Angels and Temporal Mastery scared me a bit as being too swingy so I have shied away from that.

    Since morphs cost three mana, signets were added to make sure players had at least something to do on turn two. The games I thought would be slow so I added a bunch of card draw engines to make them run more smoothly. Mastery of the Unseen, Primordial Mist, Underworld Connections, Experimental Frenzy, Whisperwood Elemental.

    Weak removal was chosen to give the morphs more of a chance.

    The multicolor sections are bit weird:
    Each has 1 actual card that contributes to a plan, 2 split cards, and 1 Guildmage type dude. I'm not really sure all are hits. Err except Simic because it would be illegal to not run both Secret Plans and Sagu Mauler.

    Archetypes are similarly kind loose. A little too loose for my liking, but I am unsure how to focus them without losing the core of my mission.

    Here is the list:
    http://www.cubetutor.com/viewcube/85984

    Currently, I was looking to include more build-around me cards like Opposition. I haven't tested this one just, but I think it would fit with the whole vive of the cube. I'm thinking also, and I know I just mentioned it that maybe miracles are friends could be okay, but I'm just not really familiar with their power level.

    Here are the current changes I'm thinking about
    -Decree of Justice, +Entreat the Angels
    -Profane Command, +Entreat the Dead
    -Gruesome Slaughter, +Sensei's Divining Top
    -???, +Devastation Tide

    Cards that are currently a little bad
    Break Open <-- have seen it be last pick multiple times
    Nosy Goblin <-- I'm not sure this card does anything
    Revealing Wind <-- meeeeeeeeeh
    Burnished Hart <-- if it dies to removal after you cast it, it's usually a blow out.

    Is the reanimation package worth it?

    I am also banking on Ravnica Allegiance to come along and bring forth better Orzhov split cards. I think the current ones are pretty awful.

    I'm a little bummed out that the cards I think are the most terrible are red, since overall red I think is the strongest most coherent color. Do you guys see any improvements or other ideas that could be improved?

    Some useful information
    Number of permanents with the word morph by section:
    white - 16
    blue - 18
    black - 14
    red - 14
    green - 17
    gold - 1
    land - 1

    total: 81
    Posted in: Cube Lists
  • posted a message on [350] The Almost [Peasant] Cube
    Hello,

    I'm trying to upgrade from a pauper cube, I previously made. The lack of engine pieces and shallow multicolor options started to really frustrate me.

    For this cube I tried developing a new draft methodology to try to improve the experience of the draft part of the game. Each player will draft 3, 14 card packs that contain the following:
    2 white cards
    2 blue cards
    2 black cards
    2 red cards
    2 green cards
    2 gold cards
    1 artifact/conspiracy card
    1 manafixing land (from the "land" section)

    I tried avoiding the really op uncommons.
    These are:
    Enlightened Tutor
    Land Tax
    Mana Drain
    Force of Will
    Mystical Tutor
    Demonic Tutor
    Worldly Tutor
    Sylvan Library
    Skullclamp
    Loxodon Warhammer
    Sol Ring
    Strip Mine
    Library of Alexandria
    Maze of Ith

    The tutors strike me as unnecessary more than powerful, and strip mine if a big no-no with bounce lands.

    I also tried avoiding obvious off color cards:
    Harmonize
    Beast Within

    There are some mechanics I try to avoid mostly cause they don't really play very nice with the rest of the cube:
    Monarch
    Morph
    Shadow/Horsemanship
    Infect
    Landwalk

    The almost part is that I included several conspiracy cards regardless of rarity.
    These are:
    Arcane Savant
    Caller of the Untamed
    Archdemon of Paliano
    Lore Seeker
    Deal Broker
    Paliano, the High City
    Sovereign's Realm

    Arcane Savant I think is the only really scary one.

    Archetypes that I attempted to support. I really wanted to make the multicolor sections as flexible as possible and tried to give them cards that pulled in into a couple of decks. With the multicolor section I tried to to avoid having those cards be removal unless I felt it directly contributed to the plan somehow.

    WU: Blink / Skies
    UB: Evasive Dudes Getting In / Control
    BR: Small Dude Aggro / Sacrifice Theme
    RG: Big Dude Aggro
    GW: +1,+1 Counters / Big Tokens
    WB: Drain / Aristocrats
    BG: Graveyard Shenanigans
    GU: VALUE, AS MUCH VALUE AS I CAN POSSIBLY HOLD / Ramp
    UR: Spells Matter / Storm Combo
    RW: Small tokens swarm / Combat Hell

    There is no 3 color support, but should be very doable I feel with the myriad of 3 color lands, and bounce lands.

    Here is the list:
    http://www.cubetutor.com/viewcube/127915

    Is there any additions that I made that look really awful or out of place? I only tested briefly on cubetutor by doing some drafts, but not using the methodology described (since that option was not available). The decks came out okay, and I had made some changes on that information. I would also be willing to add 2 more cards to every color to make the round 360 in case we ditch the new draft methodology. Any suggestions for these final cards? I'm thinking I want at least one more sac outlet, something like Nantuko Husk.
    Posted in: Cube Lists
  • posted a message on Selesnya Auras
    eldrazi conscription?
    Posted in: Variant Commander
  • posted a message on Dovin and Domri from PW decks
    Are you sure it's 3 damage to each creature and not 3 damage to target creature on the sorcery? because that's a common.
    Posted in: The Rumor Mill
  • posted a message on Negates
    no Bloodgift Demon's ability is a triggered ability.

    Triggered and Activated abilities can only be countered with specific spells that mention these like Stifle, Disallow, and Voidslime
    Posted in: Magic Rulings
  • posted a message on Macabre Hatchery Question
    yes you are correct, if it doesn't say target it doesn't target
    Posted in: New Card Discussion
  • posted a message on Question about Land: Shambling Vent
    if it dies it goes to the graveyard like any other creature
    Posted in: Magic Rulings
  • posted a message on Etali, Primal Storm
    Before blockers are declared.

    1/19/2018: If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
    Posted in: Magic Rulings
  • posted a message on Some Morph Questions
    Okay, makes sense thank you!
    Posted in: Magic Rulings
  • posted a message on Some Morph Questions
    So I'm aware that a morph's converted mana cost is zero while on the battlefield, but how does this interact with cards like Bygone Bishop, and As Foretold? Can I cast a morph for free with As Foretold? Do I get a clue token from casting a morph?
    Posted in: Magic Rulings
  • posted a message on Jace's Defeat
    Am I do the only one who wants Nicol Bolas to unveil his evil plan of releasing the 'enemy gatewatch' which consists of brainwashed planeswalkers from amonkhet?

    I feel like this card puts the nail in the coffin of that idea. That would have been hilarious though.
    Posted in: The Rumor Mill
  • posted a message on Winding Constrictor and Graft
    I thought that's what happened, but the wording seemed a little dodgy. Thanks everyone! Grin
    Posted in: Magic Rulings
  • posted a message on Winding Constrictor and Graft
    Does Winding Constrictor work with graft?

    Like lets say I have a Simic Initiate with one +1/+1 counter and a Winding Constrictor. Then I play a Grizzly Bears and choose to move the +1/+1 counter from my Simic Initiate does the bear become a 4/4?

    I am asking because the wording of graft does not explicitly say "remove" and "place," although I would be surprised if it didn't.
    Posted in: Magic Rulings
  • posted a message on Innistriad Land
    In addition to thinking that it would be pretty goofy to see on camera. It could be cool as tool to try to bluff your opponent.
    Posted in: Custom Card Creation
  • posted a message on Innistriad Land
    Anyone else sad that wizards didn't try to make something inherently silly like:

    Daylight Field
    Nonbasic land
    Add W to your mana pool.
    When ~ is tapped for mana transform.

    Nighttime Moor
    Add B to your mana pool.
    When ~ is tapped for mana transform.

    with the Shadows release?
    Posted in: Custom Card Creation
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