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  1. Mad Prophet

    General Too Many Lands

    Too Many Lands!!! The sickness is even here...
  2. Mad Prophet

    Card/Deck Low Power Card Spotlight

    That's what I thought too, but it takes less than you would think.
  3. Mad Prophet

    Card/Deck Low Power Card Spotlight

    Arcbound Ravager I know this card isn't exactly low power, but it does a good job of scaling to your environment, and there's a ridiculous amount of play to it.
  4. Mad Prophet

    General Too Many Lands

    An important note: some packs end up with more or less than 1 Brushwagg so you've increased the draft variance a little bit. Either way though, I think this may be the most fruitful idea yet proposed in the Too Many Lands thread. Ladies and gentlemen, I present to you: The Brushwagg Cube I...
  5. Mad Prophet

    General Too Many Lands

    This is spot on. My desire in experimenting with cutting dual lands was to support strategies like storm, wildfire, and pod by by filling the cube with loads of crossover cards that work in a large percentage of traditionally parasitic plans. I find drafting to be most interesting when cards...
  6. Mad Prophet

    GBS

    Are there any cooperative drafting games out there? Something where you're trying to communicate through signals with your teammates? I enjoy games that ask people to communicate in an atypical way.
  7. Mad Prophet

    General Too Many Lands

    I agree. I think the most obvious argument against pack expansion goes something like this: Your drafters only have so much mental energy/attention/memory. Increasing the size of a pack taxes those resources in a very direct way, so should only be done for good reason.
  8. Mad Prophet

    General Too Many Lands

    A powerful wizard once said "restrictions breed creativity." This is a good question, and altering the draft in that way is something I have considered. But before I start messing around with a dial I've never tweaked before, I feel like I should have pretty compelling evidence that standard...
  9. Mad Prophet

    General Too Many Lands

    My cube is largely an attempt to do just this. After some feedback from you folks on the potential problems with cutting duals out of the equation, I decided to see if I could design a dynamic and fun environment with a minimum of fixing lands. I'll be the first to admit that color screw has...
  10. Mad Prophet

    General Too Many Lands

    I assure you, there are other reasons to explore new ideas.
  11. Mad Prophet

    General Too Many Lands

    If you ran 20 lands instead, he'd say you need a 2.5/2.5 or 2.5/3 circa 2.5 dual lands. All LSV is saying here is that picking up anything less than your share of the dual lands is unacceptable. Unfortunately, no matter how many dual lands you play in your cube, some of them end up in...
  12. Mad Prophet

    General Too Many Lands

    The poison principle was originally defined in terms of isolated deck archetypes and maybe it's a wild misappropriation to apply the same terminology to individual cards, but I think the same underlying principles are at work. Dual lands in cube share an important property with the virulent...
  13. Mad Prophet

    General Too Many Lands

    I agree that this kind of decision making is a fun and engaging part of drafting, but i fail to see how abandoning the dual-land based fixing paradigm would diminish it. I think this is yet another argument that actually supports cutting lands from your cube. First of all, if what you want is...
  14. Mad Prophet

    Ghaea, land of adventures

    I'm personally all aboard the Avarax train. 8 Accumulated Knowledge seems like a bit much though. I have 4 in my list and sometimes that can feel like a lot. I know some people have reservations about silver borders but ____*seems great in your list. Also I really appreciate the mix of nonbasics...
  15. Mad Prophet

    General Too Many Lands

    Emphasis mine. This is a very convincing argument, but I question some key components of it: 1oneone Marginal spell utility "you're going to notice the difference between 45 and 25 lands far more than the difference between 315 spells and 335 spells" This assumes that the marginal value...
  16. Mad Prophet

    General Too Many Lands

    This is a good point. This is better, but I think the problem isn't that the fixing is spread too thin. The problem is that the fixing is so powerful as to become a necessity. If basics are Way less powerful than the fixing lands, of course it gets "spread too thin". Fixing should be good...
  17. Mad Prophet

    General Too Many Lands

    This seems backwards to me. I find that I'm forced to slam any applicable shock and try to wheel the fetches, because if I miss out on my Watery Grave then all these Ux fetches do nothing. This is spot on.
  18. Mad Prophet

    One Prophet's Ravings

    The Sun Risesonce again http://www.cubetutor.com/viewcube/37689 I have made many claims here about the poisonous nature of shocklands, but so far it's been a relatively abstract debate. I know this list looks strange, but I have put a lot of thought into the choices I made. I have drafted and...
  19. Mad Prophet

    General Too Many Lands

    Sounds like far Too Many Lands to me... gemstone mine is an interesting one. I may try it out
  20. Mad Prophet

    General Too Many Lands

    This is a real concern. The vivids are certainly a step in the right direction, but etbt lands heavily favor slow decks. I advocate a mix of versatile fixers like the vivids and faster fixers like mana confluence, cavern of souls, and tendo ice bridge. Spells like manamorphose, chromatic star...
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