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  1. sigh

    General Using Cube Cobra statistics, what are the most unique cards in your list?

    My "genius" includes (excluding the new sets as above) boneyard mycodrax ruin grinder angel of the ruins aeolipile hostile desert canyon jerboa I'm not much of a visionary :') Aeolipile should be more of a consideration for people that run Emry, Scrap Trawler, and the like IMO. Slightly less...
  2. sigh

    Inscho's Graveyard Combo Cube

    Agree that the black swaps look a little odd. Are you moving to make aggro/beatdown more powerful? You took out two powerful pieces of interaction that can help keep assertive decks in check for Bx combo or control decks. Flickerwisp is inching closer to a degenerate grief, but maybe that's...
  3. sigh

    General "Looking for a card"-Thread

    I think that the lands will probably have to be asymmetrical if you aren't totally leaving out B-adjacent fixing. These filtering lands directly in GW, other types of lands that aren't as effective at bridging the gap in the other combinations. Largely I agree with others above that the...
  4. sigh

    General "Looking for a card"-Thread

    Filter lands are one of the best at supporting specifically 2 colors IMO, since they require another on-color-pair land to function wooded bastion
  5. sigh

    Site News RiptideLab on YouTube

    That V word drop tho
  6. sigh

    "Fast" multiplayer cube

    Verdant Command I really like, so I rate that one pretty highly. Incidental GY permission usually rates pretty highly for me. If you feel like you have too many token payoffs, Toski seems to be exacerbating the situation a bit. Is there another token payoff you could swap out instead? That would...
  7. sigh

    Sigh, again?

    Underworld Breach I totally forgot about... it's an interesting variant of that type of effect. I am really unfamiliar with playing with that type of card, so I would have to jam it into something to see what it actually does in the format. I can potentially see it being wanted in several...
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    General The Fixing and I

    Just one set of fetches and duals, and then the rest as non-fetchable duals and other more utility type lands seems to also do the trick. The multiple sets of fetch+fetchable is where you can really start to see color proliferation.
  9. sigh

    Sigh, again?

    This definitely has me going I'm not certain it would have the consistency I want with the cube as it is, but I do run quite a bit of flashback etc... Also potential concern is none of my drafters would know what in tarnation to do with it. Also not quite as clear a signal for any one thing...
  10. sigh

    Sigh, again?

    Definitely a true statement. For me it plays quite decently as a recurrable removal spell against a lot of what my aggressive decks are doing. Double strikers usually only have 1 or 2 toughness for example. Same reason that Darkblast can actually pull some decent weight. Living Twister is...
  11. sigh

    General Custom Cards: The Lab

    Forestcycling would really tie the top down flavor of Dig for Acorns together lol.
  12. sigh

    Sigh, again?

    Seismic is the most bursty of them (except I suppose BorBo technically counts as being burstier). Trying to close out a game with a Flame Jab can be an excruciating experience. I also like that it's such a clear signal into the deck; it's basically the namesake of the archetype. I'm really...
  13. sigh

    Sigh, again?

    I realized that in the decks that want/need it, it doesn't need to come down on turn 1, or even turn 3. I think my mana can support it; I've done things like supply relevant colors with filter lands and I think game pacing is down-tempo enough that even if it takes an extra turn or two to...
  14. sigh

    Sigh, again?

    Just drafted this on CC (*insert obligatory bot hate here*) and I feel like this is both a perfect example of the careful color management I'm aiming for in decks, and also a good chance to reflect on the density of some effects. Ones 1 narnam renegade Twos 1 Noose Constrictor 1 Tarmogoyf 1...
  15. sigh

    General The Fixing and I

    "Worse" and "better" are terms thrown around here, but I dont think they are quite what we are going for. In my cube most of my lands are premier fixing from sets throughout magic. Lands that see play across constructed and limited formats. It's like saying 24 carat gold is "worse" than iridium...
  16. sigh

    General The Fixing and I

    Because it drops the winrate of decks with fewer colors that don't do that. This is of course assuming that the 4/5 color choices are being made prudently and actually are adding to the winrate. In an extreme situation this restricts the total number of viable deck color combinations...
  17. sigh

    General The Fixing and I

    Double posting here, but my original selection of "deck" examples was bad. And usage of the word "mechanic" on it's own: I really mean a single focused deck plan, like "Temur Energy". "Lands" is tied to a couple RGw strategies for me, but in general is definitely extremely broad. This GWB deck...
  18. sigh

    General The Fixing and I

    This is a pretty small slice of the mechanic selection, and I'm anyways not talking about how many colors various keywords and card types are spread across. I'm talking about how many colors various specific deck plans actually use to achieve their specific end goal. How many 4 color madness...
  19. sigh

    General The Fixing and I

    My personal take on things said in the myriad posts above... As japahn puts well, Three colors (and less) support the majority of deck strategies. This is evident from most of MTGs history, where decks in many formats (constructed and otherwise) tend to be 2 or 3 colors at most, with higher...
  20. sigh

    General The Fixing and I

    I think the danger of "sameness" is over time, not necessarily in a single draft. The most powerful collections of cards that work well together can come together basically whevener desired. There isn't much tension between making a certain plan work and how to pay for that plan.
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