General Fight Club

Tromp is really really fun and it has the benefit of being a card that basically no one ever has picked. It gets you the highs of Overrun while asking for a little more out of the player. It also ends the game.

Yeah, this is basically where I land too. Tromp has a nice “clean finisher with a story” quality to it: it’s not just another Craterhoof/Overrun, but it still gives creature decks a real way to stop durdling and end the game. The splashability is a real warning though — the first time a midrange pile randomly produces lethal from an otherwise stable board, people will remember it.

All Suns' Dawn feels much more like a build-around reward than a generic value card. I like it most if the cube already has self-mill, discard, evoke/adventure-style play patterns, or reasons to be base green 4–5c. If not, it risks being either narrow or just “draw three-ish” in the decks that can cast it.
 


Is the new guy interesting for a wider range of cube decks? Or are both just for dredge?
Some cubes like Supplier more since it's a Zombie, but creature types aside, I'm a fan of what Manipulator brings to the table.

While Supplier does a better job milling, its floor is much lower if drawn late, and I don't like my 1 drops to be dead draws unless played on curve.

I don't think dredge is necessary to make Manipulator work, but in a fetch-less environment its value is a little more sketchy. With a couple lands in the graveyard though, I think it will pretty routinely be a {B} 3/2 that mills 3, which I'm happy with.

Since the power boost is conditional it also gives your grave hate more value as a way to blow him out of combat, which is more fun for both players, while Supplier has less play all around.

My only real gripe against manipulator is having to count your graveyard, but IMO threshold is way less of a nuisance to track than any mechanic that looks at both graveyards.
 
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