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  • posted a message on [URGENT] MTGSalvation Closing July 8th + How the Cube Community Will Move Forward
    Sad to hear this. This was my go-to forum for Cube discussion, Truth be told, forums are best place for in-depth discussion, and I hope we can collectively land in the same place - I find reddit, twitter, discord to be mediocre places for multiple ongoing discussions.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [MH1][Cube] Pashalik Mons
    Imgur link: https://imgur.com/S7RxlA0

    Pashalik Mons 2R

    Legendary Creature - Goblin Warrior

    Whenever * or another Goblin you control dies, * deals 1 damage to any target.

    3R, Sacrifice a Goblin: Create two 1/1 red Goblin Creature tokens.

    2/2

    So I counted and found I have goblins from goblin guide all the way up the curve to SGC and Dark Dweller and up to three 3cmc that make tokens. The ping effect I think is the more powerful line. 3R is a lot to ask for red aggro, tho it offers some utility for goblins that are dying anyways. The sac effect also pings, so thats something!

    Goblin tribal definitely? Small cubes prob not, med-large depends on how many goblins you run?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [600][Powered] mook1e's Cube
    I haven't updated my list here in almost 4 years. I need to update my first page if it's still editable with cubetutor.

    http://www.cubetutor.com/viewcube/3854



    * * Hydroid Krasis --> Edric out.
    I don't support green or blue aggro, so Edric seems like a silly inclusion. I think it's probably good if I supported a UG Tempo deck, but my Qube doesn't have it. Incidentally, I think Dovin will kind of fulfill this role in a UW tempo deck. I chose Krasis over Frilled Mystic because it seems more splashy and perfect for the typical UG ramp deck. I also learned the life gain and draw are triggered on cast so it still provides value even if countered.

    * * Electrodominance --> Devil's Play out
    Verdict is still out, but this card does broken things potentially, which I think Qube should be about.

    * * Gutterbones --> Kokusho out
    Another good one drop that brings me to the right number to consistently have black aggro options. Kokusho was only bonkers in my mind as a Nightmare target, and that rarely happened. There are better reanimate targets these days.

    * * Spawn of Mayhem --> Isareth out
    Isareth is weak. The Spawn will take out some folks. Of note, the add +1/+1 counter trigger is when YOU are at 10 life or less, not the opponent.

    * * End-Raze Forerunners --> Overrun out
    Another top end that's situationally better than Craterhoof since it grants vigilance. My Qube is big enough to support another green fatty, esp over Overrun which is limited gold, but Qube meh.

    * * Dovin, Grand Arbiter --> Fractured Identity out
    Identity is undoubtedly a good card, but UW control already has plenty of toys in the Guild. Arguably, Venser should come out, but the card is sometimes good. He'll leave eventually. Dovin opens up a new avenue for UW Tempo, which is something rarely ever played. White weenie creatures need more archetypes to be played in too (though the white weenie deck often does well in Justin's hands).

    * * Judith, the Scourge Diva --> Spike Jester out??
    Spike Jester is actually a great card in Rakdos. I'd consider cutting terminate instead (already have Dreadbore). Judith adds a lot of oomph to the deck, and the death trigger targets anything, that's super good, especially with the recursive nature of the small black creatures.

    Other changes:

    * * Thousand-Year Storm --> Stormchase Mage out
    @Gonzalo Peralta you're right, this is the perfect Qube card. I don't support storm, but this card probably generates enough value probably in a dedicated spells deck. You only need a couple spells topped off with a Prophetic bolt for this card to be silly.

    * * Glorybringer --> Bloodrage Brawler out
    Bad card out. Glorybringer is FTK but flying and hasty (mostly). Seems great as a finisher for Red.
    Posted in: Cube Lists
  • posted a message on [CUBE][RNA] Includes and Testing Results
    I've more or less settled on the changes. Here we go:

    * * Hydroid Krasis --> Edric out.
    I don't support green or blue aggro, so Edric seems like a silly inclusion. I think it's probably good if I supported a UG Tempo deck, but my Qube doesn't have it. I chose Krasis over Frilled Mystic because it seems more splashy and perfect for the typical UG ramp deck. I also learned the life gain and draw are triggered on cast so it still provides value even if countered.

    * * Electrodominance --> Devil's Play out
    Verdict is still out, but this card does broken things potentially, which I think Qube should be about.

    * * Gutterbones --> Kokusho out
    Another good one drop that brings me to the right number to consistently have black aggro options. Kokusho was only bonkers in my mind as a Nightmare target, and that rarely happened. There are better reanimate targets these days.

    * * Spawn of Mayhem --> Isareth out
    Isareth is weak. The Spawn will take out some folks. Of note, the add +1/+1 counter trigger is when YOU are at 10 life or less, not the opponent.

    * * End-Raze Forerunners --> Overrun out
    Another top end that's situationally better than Craterhoof since it grants vigilance. My Qube is big enough to support another green fatty, esp over Overrun which is limited gold, but Qube meh.

    * * Dovin, Grand Arbiter --> Fractured Identity out
    Identity is undoubtedly a good card, but UW control already has plenty of toys in the Guild. Arguably, Venser should come out, but the card is sometimes good. He'll leave eventually. Dovin opens up a new avenue for UW Tempo, which is something rarely ever played. White weenie creatures need more archetypes to be played in too.

    * * Judith, the Scourge Diva --> Spike Jester out??
    Spike Jester is actually a great card in Rakdos. I'd consider cutting terminate instead (already have Dreadbore). Judith adds a lot of oomph to the deck, and the death trigger targets anything, that's super good, especially with the recursive nature of the small black creatures.

    Other changes:

    * * Thousand-Year Storm --> Stormchase Mage out
    Some folks have been lobbying for this card since it's splashy for a Qube card. I don't support storm, but this card probably generates enough value probably in a dedicated spells deck.

    * * Glorybringer --> Bloodrage Brawler out
    Bad card out. Glorybringer is FTK but flying and hasty (mostly). Seems great as a finisher for Red.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SOI] Asylum Visitor
    This card is bonkers
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SOI] Westvale Abbey // Ormendahl, Profane Prince
    The fact that it's colorless means any deck with a reasonable plan can take it. Five creatures is a lot to ask in a non-token deck though, so realistically it'll only slot into some deck like that.

    Whatever, I'm still running myriad landscapes. This card is dripping with awesome, I'll likely play it for that reason alone. (Until we get a new actually good utility land.)
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SOI] Traverse the Ulvenwald
    Right - how hard is it to trigger delirium? Creature, land, instant, sorcery - all of those can be in the graveyard in the first turns - especially if you are some golgari graveyard deck. Likely, if this is a topdeck any other time, it'll be live.

    Someone playtest and let us know? Kekeke
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SOI] Traverse the Ulvenwald
    Right - how hard is it to trigger delirium? Creature, Land, Instant, Sorcery - all of that's doable within the first handful of turns, especially if you're some golgari graveyard deck. I'd like someone to playtest and report Kekeke
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][SOI] Anguished Unmaking
    Easy include also for us here. We'll probably cut Tidehollow Sculler (less likely Obzedat)
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SOI] Nahiri, the Harbinger
    My playgroup internally discussed this card and determined that it fits into guild section. I think this works because our sections are 7 cards deep - this comfortably fits in the bttm half. The modes play well in aggro / wildfire decks. It even has some legs cheating in big guys, though the sneak attack deck is a different thing altogether.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW]Oath of the Gatewatch: Includes and Testing Results
    So, I haven't play tested at all, but I plan to treat <> simply as an additional color and supply wastes as a basic land just like the other 5. I don't plan to adjust my duals at all, so the other only source of <> will be mana rocks and other incidental cards. This forces people to adjust their mana bases accordingly if they really want to play one of the 4-5 of so cards.

    The question will come down to, can I reliably cast the card and have the mana work out? I'm ok with leaving that deck-building question up to the player.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW][CUBE]Reflector Mage
    For your troubles, you get another toughness and a delay clause, which tempo decks, even control decks, blink decks, will be super happy about. Definitely worth considering depending on how your cube is setup.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [OGW][CUBE]Linvala, the Preserver
    Thanks for posting!

    I think a deck that wants a stabilizing effect wants it much sooner than when 6 CMC is available. Decks are rushing to 4-5 mana to wrath - 6 is too much.

    That aside, if somehow neither of the conditions are available, you're getting a 5/5 flyer for 6 - that's a bad rate. You want your 6 drops to do something immediately, guaranteed.

    Easy pass here.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [COMM15] Fiery Confluence
    I'm always on the lookout for playable wipes in Red. 4 mana is a bit much, but you a get a lot of flexibility with it. I'm good with testing.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [COMM15] Kaseto, Orochi Archmage
    I find UG aggro doesn't want to tap out. It wants to drop efficient threats and leave mana open for tricks. I suppose the UG ramp deck has mana during the main phase, but at that point, do your fatties need evasion? Pass
    Posted in: Cube Card and Archetype Discussion
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