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  1. japahn

    Sets [C15] Commander 2015 Spoiler Thread

    Soul Warden Vault Skirge Brutal Hordechief
  2. japahn

    Sets [C15] Commander 2015 Spoiler Thread

    One life trigger makes Karlov a 4/4 2-drop. You don't need it 12/12 to be worth it, it costs 2 mana. The exile ability is icing. Yeah, it's meh without any lifegain, but with some lifelink and incidental life gain (which is centered in WB anyway) in your list, it'll be playable is most WB...
  3. japahn

    Sets [C15] Commander 2015 Spoiler Thread

    Righteous Confluence looks very good, but I don't think it's broken. The blue one, though... and here I thought the red confluence was good. Karlov is great - life gain needs more non-poisonous payoff like him, there are plenty of enablers.
  4. japahn

    Card/Deck Blue GRBS?

    Generally, Onderzeeboot's list is for tempo environments while Venny's list is for CA environments. When my cube was slow, I had to cut Sphinx of Jwar Isle because there were very few answers to it. I'm pretty sure this sounds ridiculous to someone running a fast cube.
  5. japahn

    General Archetype Support

    Psychatog is my favorite deck ever, so I like making draw-go possible. I think the most important element that's not already in all cubes is instant speed card draw. Dig Through Time Fact or Fiction Thirst for Knowledge Think Twice Opportunity Dragonlord's Prerogative Flash of Insight Careful...
  6. japahn

    Sets [C15] Commander 2015 Spoiler Thread

    When that kills your opponent, you will. The biggest problem with Lava Axe, Yamabushi's Storm, Pyroclasm, Anger of the Gods, Shatterstorm and Shatter is that they are situational. But jam a lot of situational cards together and they become a swiss army knife of goodness. I don't know if 4-mana...
  7. japahn

    Sets [C15] Commander 2015 Spoiler Thread

    These commander cards are so, so pushed. Someone said in a thread they don't feel real, and I feel that too. There are some categories of commander cards that don't feel real to me (and there is some overlap between them): 1 - Cards that are too strong, would be a force in standard, but they...
  8. japahn

    General Fight Club

    The value of scrying goes up with time, as the value of specific cards, like lands, decreases. Hence why Dissolve is a good counterspell for control, its value goes up as the game drags on.
  9. japahn

    General Spells for decks for people who dont like creatures

    Since you are blanking all their creature removal, there is an inherent virtual card advantage to creatureless decks. Attrition effects like counterspells and 1-1 removal become more powerful, though untargeted discard does not. Sweepers are essential and prison effects go up in value too...
  10. japahn

    Card/Deck Flagstones of Trokair

    8 1/1 tokens is way more abusable than 2 4/4s, and it only scales better. Large creatures are easier to remove and chump. Sacrificing your manabase is fine when that's the last spell you need to cast. Of course, you'd be open to Slice and Dice, but it's safe against most decks. Not even...
  11. japahn

    Card/Deck Flagstones of Trokair

    I think it'd get broken with an activation cost of 1. Turn 4 make 8 tokens? Turn 5 make 10?
  12. japahn

    Card/Deck Flagstones of Trokair

    Trenches is very, very good with anthem effects and Fortifies. I like the tension it creates, and how it can be a defensive card that switches to offensive mode in a whim. I also like how it rewards risk-taking. The awkward thing about it is that fast decks don't want to spend 3 mana on nothing...
  13. japahn

    Card/Deck Single Card Spotlight

    Don't all the tokens grow when a creature dies? Or maybe you just like to be precise and represent each iteration.
  14. japahn

    Card/Deck Single Card Spotlight

    Gutter Grime
  15. japahn

    Card/Deck Mighty Morphing

    Going deeper, but still usable depending on your power level: Misthoof Kirin Quicksilver Dragon Grinning Demon Aphetto Exterminator Atarka Efreet Broodhatch Nantuko Thelonite Hermit
  16. japahn

    Card/Deck Human 2-drops

    I have for a while. It's cut often, because the "upkeep" cost for it to be a real creature is annoying, but all modes are relevant and the versatility makes it amazing in games that you can afford to spend G every turn. 4/4 trampler attacking on turn 3 is good when you are ahead. 2/2 flier is...
  17. japahn

    Card/Deck +1/+1 Counters

    Scaleguard has been the best +1/+1 counters payoff card for me. It closes out games pretty quickly in counter decks, and is a reasonable curve topper for aggro/midrange. Even on an empty table it's a 4/4 for 4W that taps the best blocker when attacking. It's not good in defense, though.
  18. japahn

    First budget cube

    I'm not saying "don't run any bouncelands" or even "don't run any CIPT duals". I'm saying "run fast duals too". It makes aggro decks more fun and less dependent on the opponent having a slow start to be effective.
  19. japahn

    First budget cube

    Strictly(ish) worse does not mean unplayable. That's a card that's bound to be left for 5-color ramp decks and addresses the biggest problem of ramp: running out of gas after spending cards with acceleration. But no, it's not a good card - just a tool to anchor people in 5-color. About the...
  20. japahn

    First budget cube

    Pain lands are pretty cheap, pretty much the only cheap duals that don't CIPT. I should read the cards before I talk about them, didn't remember Gigantiform had a kicker mode. If you want black to be the loner color, that's fine - there are a bunch of cards that will work well in this setup...
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