Search results

  1. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Weird counter tracking I'm definitely not a fan of, especially when they can become mixed like described with valor and +1 counters. WotC is (was?) also not a fan of this, most famously with their general decision to not have +1 and -1 counters in the same sets. Poppet Stitcher doesn't seem...
  2. sigh

    Guild's Path

    so at the end of the round, you get however many cards from your pile that are on the card counter? Does each player have a quest, or are the quests global?
  3. sigh

    Inscho's Graveyard Combo Cube

    My first thought is :pogchimp: At this: Since this was one of the first things I did when developing my new UR archetypes. Even though I do keep the Mystic around for how well the body helps slow decks. I think seize the storm is an excellent anchor for this archetype concept. Been scouting...
  4. sigh

    General Fair

    and in EDH, which is I believe the biggest format in MTG at the moment.
  5. sigh

    General Fair

    Fair and fun are definitely not synonyms, so yeah totally valid.
  6. sigh

    Sets (MID) Innistrad: Midnight Hunt Testing/Includes Thread

    I mean, almost any two card combo has a laundry list of possible interactions like that. It's the fact that it collapses the opponent's window of opportunity to a couple of turns at most and if they don't come up with the proper set of interactions they just lose. A playgroup can certainly find...
  7. sigh

    General Fair

    I wouldn't even call most it undesirable. Counterspells aren't undesirable gameplay, just blues method of direct interaction. Raven's Crime and Duress aren't going to make most people rage. Thoughtsieze and Hymn to Tourach are a couple of the only discard spells that I see as overtly 'tilting'.
  8. sigh

    General Fair

    I don't think most of those count for what I meant in my definition. I mean like Jin gitaxias, core augur, Iona, Shield of Emeria, and stony silence. Counterspell is itself interaction, and countering one spell doesn't stop the opponent from drawing and using something else, or from coming up...
  9. sigh

    Sets (MID) Innistrad: Midnight Hunt Testing/Includes Thread

    It can come down and kill in the same turn, and all the abilities can be used at instant speed so you need 1 to 2 instant speed removal spells capable of dealing with it. The pestermite combo is also interactable in the same way, and Modern showed how brutal it still is even with very efficient...
  10. sigh

    General Fight Club

    Sadly Brad-proof though :confused: I loved it in Sigh, a Cube and now may have convinced myself to continue it's legacy in Sigh, again?
  11. sigh

    General Fight Club

    Can't forget this trinket mage target executioner's capsule
  12. sigh

    General Fair

    There are two general usages that I think of: Fair = doesn't break game systems. In this version of fair, Storm Spells, infinite combos, broken mana generation, and taking away opportunities for interaction is "unfair" because it abuses the game engine. Basically everyone here uses entirely...
  13. sigh

    General Fight Club

    Thats true, but those cards (standstill notwithstanding) are a bit of an efficiency hit, and casting an instant in their place might be just as likely to tick up the delirium count. I think the best card in most cubes for quickly making delirium active is walking ballista. Two card types, cheap...
  14. sigh

    General Fight Club

    I also think that enchantments by and large are actually worse for supporting delirium than just instant/sorcery. This was a trap I put myself in for 'sigh, a cube', but now I realize that enchantments don't want to go to the grave, while the other types put themselves there for you...
  15. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Fetches aren't my most common Excavator targets, generally. Self-mill and draw-discard strats dump a lot of "regular" lands too. I also run cycling lands in my basics box. Slogurk is the type of effect that I think works better in small cubes, where consistency can be a bit higher.
  16. sigh

    Sets (MID) Innistrad: Midnight Hunt

    I like your metrics a lot better than wtwlf's. His cube isn't in any way designed for synergies, so it's understandable how he would rank things. But it makes his work a little less useful for a lot of us. For instance he doesn't have a negative multiplier for things that are too good, which...
  17. sigh

    Card/Deck Single Card Spotlight

    Titanoth Rex can always step in as a turboramp finisher for a deck if needed. I do like how straightforward Katilda lays out the plan of the deck (and it uses a tribe that's actually common in cubes). Finale of Devastation plays a good Chord, and can recur Katilda et al from the grave too...
  18. sigh

    Card/Deck Single Card Spotlight

    Rishkar is very good. I do often worry that it's so good that it appears to have synergy with a counters deck but actually just has synergy with being good. With my addition of katilda, dawnheart prime though, it might be a good time to meld some big mana with big counters. mikaeus, the lunarch...
  19. sigh

    Card/Deck Single Card Spotlight

    bloodspore thrinax Is this too slow and/or fragile? An absolute beating at two devours, but also potentially a beating to get removed at that point. oran-rief ooze ???? Green 3 I know.... It might be able to get an open slot if I tweak Thrashing Brontodon to be foundation breaker or wickerbough...
  20. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Do I run Charming Prince and Soulherder though? ;) There is also a support aspect (Barrin, for example), and how the decks want to come together. I incentivize UW as a tempo-aggro style deck so stuffing in higher cost ETB targets isn't always what the decks want to be doing. I'm sure a blink...
Top