Card/Deck Low Power Card Spotlight

Nice. I'll craft a nice proxy then. I don't think not tapping for mana will be too much of a hurdle. Most people brave enough to play that card should be likely to know that these lands exist, right?
 
Nice. I'll craft a nice proxy then. I don't think not tapping for mana will be too much of a hurdle. Most people brave enough to play that card should be likely to know that these lands exist, right?

Yeah, I think you might get a drafter asking "wait does this tap for land?" during a draft, but that's fine. You've got the complexity budget to spend.
 
I never wanted too many utility lands, because they can quickly add board complexity. But I think, now with occasionals, my cube would be ripe for a few more. So please hit me with all your favorite utility lands, only make sure they got a little bit of flashyness to them (not all need to be Bazaar of Bagdhad, but give me more than cycling lands here).

I already have these:

Core



Occasionals

 
Here are a few I like



A push towards slow grindy Blue heavy decks is something I think you wanted for your cube. This is pretty good at that. You don't have Bouncelands to abuse it, but you do have Cryptic Command up to you if that's unfair or cool.



Surprised this isn't in your list, seeing how pushed the GY theme is in Green. It's more often than not a creature land, but sometimes it can be a second Mindslaver activation from your mana base.



Sweet land for either landfall decks (KoTR, Elvish Reclaimer, Harrow and friends) or for Wildfire, Goblin Trenches or Bound by Moonsilver. Doesn't go into many decks, but low opportunity cost makes it fine.



Same idea as above!
 

A bit powerful, but when flipped it kills fast/gets answered fast, so it's less grindingly slow than the front side seems to indicate.


The goal is to break the symmetry, etc.


...honestly, I'm just naming random stuff from old Constructed formats
 

Chris Taylor

Contributor
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I'm gonna warn against Yavimaya hollow, its basically a mother of runes you can't bolt.

My primary memories of this card involve when I play it, sitting it in front of all my creatures, and literally saying to my opponent "This card is important. You need to remember that this card is in play." My opponent picks it up, reads it, looks at my open mana, looks at their hand, back at the card, then sets it down
"Okay end step, I'm going to doom blade your creature"
"WHAT DID I JUST TELL YOU?"
 
I'm gonna warn against Yavimaya hollow, its basically a mother of runes you can't bolt.

My primary memories of this card involve when I play it, sitting it in front of all my creatures, and literally saying to my opponent "This card is important. You need to remember that this card is in play." My opponent picks it up, reads it, looks at my open mana, looks at their hand, back at the card, then sets it down
"Okay end step, I'm going to doom blade your creature"
"WHAT DID I JUST TELL YOU?"
Thing is: most destruction spells (even some burn) of that era had an important tag to it which read cannot be regenerated.

Yes it is a card like mom that can be annoying, but I have been playing with a low powered cube which includes both mom and the hollow and they have been more than fine. But hey, I like to play against hard matchups and be able to win some games by playing very tight against the odds. I have fond memories playing red black against worship and have to destroy all of my opponent creatures with removal. Most games I lost, but many of the lost ones felt like I was so close and made me want to try the uphill battle again.

Also, we play for funsies with take backs for the players that are either newish/less versed rules wise and even for “pro” players if they were distracted due to judge calls/children running around and so on (if the pro player made a non-distracted boe boe, it was often a once okay, second your own fault to even the odds).
 

Vintage cube classic, but I think it's a cool card. Might be a bit too powerful for your environment, not necessarily because of the mana cheating, but more so the card advantage and breaking timing restrictions.


I don't know if this is too slow, haven't gotten to play with it yet, but potentially very grindy if you have ways to bounce it like Rescuer Chwinga


Didn't see much in terms of powerful attack triggers or tap abilities, so this shouldn't be too gamebreaking, and haste is a fun keyword.
 
A lot of my favorites have already been mentioned, but here are some I'm playing/have played that I like and haven't been yet:



and of course:


which was in my cube for a few years and I honestly miss it
 
honorable shoutouts not yet mentioned:


Tower pops equipment off guys at instant speed at a reasonably low opportunity cost while also doing something else in like 2% of games
Colosseum a stone cold classic. when you need it, you want it. Centaur Garden Does The Thing at a low opportunity cost but feels like a home run Occasional here.
I saw you're running Tranquil Thicket but all five of them are very solid dope cards that Just Work regardless of synergy (and are, obvi, even better with it)
a bit of a Caves theme here eh. Cryptic Caves goes in ramp and helps fix the problem of drawing the half of your deck you don't want in the mid-to-lategame.
Grasping Dunes is fixed Desert while also being a much cleaner design. yes it's a unique counter. desert is just that weird

enjoy!
 
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