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  1. sigh

    General Secret Lair Spoilers

    We still have two cards to go on the Black is Magic drop! Excited to see what they end up being :)
  2. sigh

    General Secret Lair Spoilers

    No love for Secret Lair black is Magic?? Definitely getting at least one if not two full sets of them
  3. sigh

    General Self-Sufficient Tribal Payoffs

    have you not had enough of the piddly back and forth yet?
  4. sigh

    General Self-Sufficient Tribal Payoffs

    This also counts Wizards! Master of Winds
  5. sigh

    Card/Deck Equipment Matters (white+)

    This is the archetype I plan on trialing in my RW section. Totally forgot that there was a thread written about it! This theme ties nicely into themes several other colors can have, so I really like that it acts as a centerpoint of all of those options. {U}: flying {R}: Aggro creatures {G}...
  6. sigh

    General Self-Sufficient Tribal Payoffs

    I would consider the Pilgrim a tribal effect, especially if we are talking about stuff like "forest tribal" on this thread. It's a card that specifically mentions a certain subset of cards that powers it's effect. In the case of Pilgrim, most people will probably have good support in white just...
  7. sigh

    General Self-Sufficient Tribal Payoffs

    Yes totally. Asking your players about features of your cube is always a good idea. It just does need to be a consideration in selection, even if that consideration is "I should ask so-and-so and so-and-so about this". I personally think it would be less obvious on Champion that tribal isn't...
  8. sigh

    General Self-Sufficient Tribal Payoffs

    Because you have solid evidence to back you up, in your specific playgroup, with a specific fringe tribal card I might add. Not everyone has that.
  9. sigh

    General Fight Club

    I've found Skaab Ruinator to be much more castable than one might think without testing it. That said, of those two the Skyclave Shade for sure. Much better in an aggro deck than a generic self-mill deck though. If Vengevine is too strong than I'd reckon this is also? bone dragon
  10. sigh

    General CBS

    Because it invalidates so much more than, say, just pumping +3/+3. Invalidates first strike, invalidates death touch, invalidates combat damage AND attempted removal. Invalidates burn stacking with a creature trade to kill a larger creature. You cant counter it with your own combat trick except...
  11. sigh

    General Self-Sufficient Tribal Payoffs

    This effectively has to be the case, yes. Champ probably passes over this bar (hence my original supposition that it wouldn't have issues with tribal mis-drafting), but there are certainly similar tribal effects that do not pass over that bar. Basically, some of these cards deserve a sharpie...
  12. sigh

    General Self-Sufficient Tribal Payoffs

    These cards in particular are going to be the best at avoiding "mis-signaling", because it's more apparent that they have a self-contained function. They are still much more isolated than most other "named" mechanics or features, which can have drafting and other downsides. What if your drafter...
  13. sigh

    General Self-Sufficient Tribal Payoffs

    Champion of Dusk is a fun play the turn after a Immersturm predator or similar. Most Vampires tend to be in black, so it probably won't send a "confusing draft signal" or whatever. Nice card.
  14. sigh

    General Fight Club

    It does do all of that, but all of that is pretty counter to what green typically actually wants to be doing, which is casting as many big spells as fast as possible. It would be one of blue's best creatures, not green's, is what I'm trying to get at. It's certainly functional as a card without...
  15. sigh

    Card/Deck Artifacts in Cube - Yes, but how?

    Are the artifact tokens creatures? If so tempered steel?
  16. sigh

    General Fight Club

    I like the swap. Ambusher is quite generic and the werewolf ability is pretty antithetical to how green wants to be playing. I've always found that to be the case even with innistrad werewolves.
  17. sigh

    General CBS

    Hexproof in green protects top end beaters against removal in-color, which is very powerful. Green doesn't have much else in-color to use as temporary protection in that way. It makes cards like Blossoming Defense and Snakeskin Veil very valuable to green because they don't have to splash. If...
  18. sigh

    General CBS

    "permanents you control gain indestructible until end of turn" "permanents you control gain hexproof until end of turn" How are those texts not comparable. They are literally as equivalent as your example, in which one is an uncommon and one is a common, which completely invalidates most...
  19. sigh

    General CBS

    boros charm simic charm They seem to rank them relatively evenly from what I can see, maybe indestructible sliiightly higher than hexproof, as we have slippery bogle but not a 1 CMC indestructible counterpart that I can think of.
  20. sigh

    General CBS

    Rank them by power level? Probably Protection Hexproof Indestructible But hexproof and indestructible act quite differently, so are hard to compare directly in a list. Hexproof is better against control, indestructible is better against other aggressive decks (where combat will be happening a...
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