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  1. sigh

    General Games End. Memories Are Forever.

    Considering how individualized memorable games are, I'd say context on all of the above would be useful. I don't generally associate bitterblossom with a great play experience, for instance, so would need to know how it generated a memorable game. But that's a lot of work for uh... 21 cards, so...
  2. sigh

    Sets (MID) Innistrad: Midnight Hunt

    For me its approaching best cube set in basically ever. I don't think I evaluate set goodness on pure number of inclusions. Some of the printings they have made that assist in the foundational structure of the format I'm trying to build elevate it above most sets that provide flashy stuff or...
  3. sigh

    Sets (MID) Innistrad: Midnight Hunt

    This, to me, has no downsides. Just very, very pushed. Above curve 2 drop in black that has a boppin' morbid trigger and comes with free fodder to help trigger it. No thanks.
  4. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Yeah my cube has only 7 creatures Savior can hit that Lark can't, and lark can hit 46 that Savior can't. I still agree with the overall analysis because the dynamics of the ETB are generally more immediately powerful, and getting targets for Savior is almost natural, while getting lark targets...
  5. sigh

    Sets (MID) Innistrad: Midnight Hunt

    This is pretty spicy once flipped. Kinda like a mono-colored Alesha you don't need to pay mana for that, again, looks to CMC not power. Now vesperlark is facing competition?
  6. sigh

    Sets (MID) Innistrad: Midnight Hunt

    I'm not sure floor is quite the right term here because Savior's floor is a 3WW 3/3 flier and Reveillarks is a 4W 4/3 flier, assuming neither ever get a chance to reanimate anything. I think the point about the average case is good though. Savior will very often be able to have valuable targets...
  7. sigh

    Sets (MID) Innistrad: Midnight Hunt

    As I noted above, Savior is more powerful after a wrath. bringing potentially 9 power to the board in one go (2 mana 3/1's or similar). Already posted TGT. Second card of mine you've double posted lol.
  8. sigh

    Sets (MID) Innistrad: Midnight Hunt

    It is also CMC 2, not power 2, which is a pretty big difference. There are some cards that benefit from it saying CMC, and others that really benefit from the power wording. For many cubes I think a valuable include over Reveillark, if you are less looking to do combo shenanigans and more want a...
  9. sigh

    Erik's "The cool side of Magic" cube

    Bone Shards I definitely recommend. This is inscho's take on Tectonic Reformation:
  10. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Pretty nice centerpiece for a +1/+1 counter theme mixed with some human tribal. Also a GW mana dork just by herself. Only downside I see is the random werewolf tribal protection might annoy some. Katilda, Dawnhart Headwitch {G}{W} Legendary Creature - Human Warlock Protection from Werewolves...
  11. sigh

    Sets (MID) Innistrad: Midnight Hunt

    The backside doesn't have a mana cost, so you'd have to do a bit more than basic sharpie-ing. I can easily see striking the daybound line from the front though.
  12. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Partially my point, but in my format the 5 mana isn't a big barrier (and the 3 colors for Kess is more of a barrier for me than you). Kess is a steady stream of value over the remainder of the game, hard to remove (counter protection), extra spell cast per turn, flying etc. Lier can just be a...
  13. sigh

    Sets (MID) Innistrad: Midnight Hunt

    This might be a bit too good for my tastes. I like that she self-regulates protecting her by making counters useless... but I also don't like how she makes counters entirely useless. In my slower format I just fear that untapping with her is a recipe for really fast snowballing of advantage. She...
  14. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Yeah it has a very respectable floor, and in a fetch-heavy environment has a decent chance of attacking the first time as a 4/4 trample, maybe even 5/5 with discard shenanigans like chart a course etc.
  15. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Slogurk This thing is AWESOME. Even if you don't run a lands theme, every fetchland, milled land, or pitched land is a counter. This thing can get big fast and can protect itself with its self-bounce. Now if you DO run a lands theme, this thing is life from the loam 2!! In some ways its even...
  16. sigh

    Sets (MID) Innistrad: Midnight Hunt

    With one creatures its a mega expensive morgue theft, with two creatures your best creature gets morgue theft'ed, and your second best gets corpse dance'd. Not a great ceiling...
  17. sigh

    Sets (MID) Innistrad: Midnight Hunt

    Do spells with retrace "leave the graveyard" when you retrace them? Yes, right? That would make flame jab pretty "combo-y" with Willow Geist
  18. sigh

    Sets (MID) Innistrad: Midnight Hunt

    I... hmm. I like this, but am not sure how fast it will start gaining counters in the average game. Also "one or more" makes huge blasts of counters from something like LftL not a thing (though it would still be two counters per usage).
  19. sigh

    Sets (MID) Innistrad: Midnight Hunt

    I like how they are cobbling together portions of protection without actually giving it protection lol. I like others, really like this. Grave Hate this good-but-not-overbearing is few and far between.
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