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  1. sigh

    Card/Deck Single Card Spotlight

    The ones with cycling {2} might work better for you. Tapped non-basic basics are a real cost in deckbuilding, and {2} cycling cost helps stop stacked discard turns.
  2. sigh

    General Fight Club

    For lower power I think unknown shores can work well in the BLB also. Mirrodin's core another option.
  3. sigh

    General Custom Cards: The Lab

    I think 3 is an acceptable cost. If you curve it out, you've spent two entire turns and the only permanent board you've added is two 1/1's. I'm assuming any playgroup this is designed for is reasonably accommodating to land destruction. If I was going to tweak the card I wouldn't tweak CMC's. I...
  4. sigh

    General Fight Club

    Actually, I'm going to go as far as saying the first "cycle" of lands most designers should look at adding if they want to increase land count is the five "Evolving Wilds" (Ash Barrens, Evolving wilds, Terramorphic expanse, Fabled passage, Prismatic vista). That puts every 2 color drafter from 4...
  5. sigh

    General Fight Club

    6 drafted duals means you have 11 other land slots for basics. Thats where other lands in my calculations come from. I did fudge the numbers a bit for simplicity sake. You cover it in more depth in part the Third. One correction is I did mean to write on the *draw* not on the play in my...
  6. sigh

    General Fight Club

    I covered this in my "details" in the parts about drafters per color pair. Even with 2.4 drafters competing for one slot I showed a sufficient land density to hit Karsten efficacy at 5 cycles. 12 lands *is* more than necessary for most formats as I show in my details section (6 duals is...
  7. sigh

    General Personal Cube Staples, AKA Chicken Soup for the Cube Curator's Soul

    flickerwisp emeria angel careful study snapcaster mage dread return bloodsoaked champion faithless looting firebolt life from the loam satyr wayfinder These form the (representative) core of the card advantage suites I find most compelling and interesting. Basically any cube format (and many...
  8. sigh

    General Fight Club

    That's very fine and good and cool if it's directly benefitting the format you are aiming for. I'm just highlighting that increased land count doesn't equal unilaterally better things for a format, it yields concrete shifts in how drafts and decks happen. And those shifts may very well be...
  9. sigh

    General Fight Club

    Nice analysis, but the individual card loss/gain amount and the actual requirements of drafting decks in a format should be weighed in too. Removing two cards per color removes 4 cards from a color pair. Adding one cycle of fixing adds 1 card per pair. You are losing 4x as many nonlands per...
  10. sigh

    Card/Deck Single Card Spotlight

    From experience, I see my drafters take 0-2 on average. One person might be feeling cheeky and take 4+ but 3+ other people might take 0.
  11. sigh

    General Custom Cards: The Lab

    It is more powerful. Which is ok, because the compared card is bad. Raise the Alarm is also pretty bad in most cubes.
  12. sigh

    General Custom Cards: The Lab

    also {3}{W}{R} to do all of that at once, not {2}{R}. Stone rain is pretty bad. Adding Nightbird's Clutches to a Wasteland effect isn't breaking the game I think.
  13. sigh

    Card/Deck Single Card Spotlight

    Not particularly many. I think 5 or 6 of each? Usually drafters include 0-2 of them so there's not intense competition
  14. sigh

    General "Looking for a card"-Thread

    For any pinger, or literally any tap-to-do-something, there's always freed from the real
  15. sigh

    Card/Deck Single Card Spotlight

    forgotten cave et al I've finally taken the opportunity to update my basics box on CC thanks to this discussion :p
  16. sigh

    Card/Deck Single Card Spotlight

    cycling lands in the BLB has only been a positive influence on my format since I started doing it.
  17. sigh

    Card/Deck Single Card Spotlight

    They fall into the trap of appearing to help delirium, but don't actually really help delirium because usually they are taking the place of another spell that will actually help delirium at a good power level. Mind Stone is an example of a mana rock that more likely helps delirium. The sac...
  18. sigh

    Inscho's Graveyard Combo Cube

    My typical combo kill in EDH is ashnod's altar walking ballista scrap trawler But there's really a lot of directions to go with it, and even without comboing off you can get a ton of value off of Teshar. Heck, even in an aggressive deck with equipments, recurring a up-to-3 drop on every...
  19. sigh

    General Self-Recursive Threats

    The value of the ruinator isn't in the first cast. It's in the second. Third. Fourth? It's extremely tedious to get rid of unless you happen to have an exile effect at the right time. The exile costs really shouldn't even be the main point of comparison. It's not about getting it out super fast...
  20. sigh

    General Self-Recursive Threats

    It plays quite a bit better than tombstalker because it can enter from the grave Also interacts positively with cards like collected company, birthing pod, finale of devastation, etc. whereas the others basically don't interact with that card niche at all.
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