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  1. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Sorry, I just started back at university and completely forgot to do it. Here is the link.
  2. TrainmasterGT

    Sets (ZNR) Zendikar Rising Testing/Includes

    This is a testing/includes thread. Post pictures or a text list using /c with what cards you plan to include and what cards you plan to test. Including: Testing: Literally every MDFC I didn't mention above. I was completely unexcited for this set, but it actually turned out really well...
  3. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    I think that is a gross underestimation of these cards. As the average power level of a cube increases, the value of modal cards also increases. In a low power environment, modal cards often aren't as important as in high powered environment, since games are normally longer and players will have...
  4. TrainmasterGT

    General Fight Club

    Better yet- cut all of these and play more cantrips! Opt Scour All Possibilities Hieroglyphic Illumination Boon of the Wish-Giver Omen of the Sea Control decks really need the ability to rip through their deck at the beginning of the game to set themselves up for the mid and late game...
  5. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    You got a ton of useful landfall cards that are {U}. They might not have the word "landfall" spelled out on them, but these cards are insanely good in a "landfall with a bounce lands to hand theme" deck like you have designed. The ability for a landfall player to have both 20 Lands and 25...
  6. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Wanted to share this with my Mammoth friend from earlier, the showcase art is a 10/10. Possibly my favorite art in the set (although I loooooove regular Jace as well.) I'm going to have to pick this art up if it's not too bloody expensive. I am afraid this sees constructed play and costs...
  7. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Solid value creature is underselling it. This is one of the most flexible reanimation spells ever printed! It can help stop early bleeding when relevant, or bring back a Big Chungus in the late game. Midrange decks will love every mode of this card. Aggro will even happily play this card, as a...
  8. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    This is one of the best cards in the set right here. The 3/3 body is fine by itself, but it can become very big very quickly. It can also be a land if it's needed as such. Wether I'm playing this as a tapped land to set up my big play for next turn, or running it out on turn two off of my...
  9. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    I think this might well be the best non-MDFC card in the set. I mean... Look at it! The body is great, scalable, and recursive. It's everything I want out of a cube card and more. This card would literally only be better if it had the "Zombie" subtype.
  10. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    If the cube is single-sleeved, players have to touch a bare card in order to transform it. If the cube is double sleeved, players would only have to touch the inner-sleeve (provided it's transparent). It doesn't quite fix the "not knowing the backside" problem, but if only the lands which ETB...
  11. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    So... This card is really cool. It's card filtering that can both attack in the late game and fuel graveyard/discard strategies. The only downside here is that it eats your library kind of quickly- something which some decks that would like this sort of effect can't always recover from. I want...
  12. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    I'm quite possibly buying new hardware to double-sleeve my cube just so I can play these. These cards might not be the most exciting cards on the planet in the Traditional or Refined sense, but they are god tier in terms of helping to create more interesting gameplay. Your cube is probably...
  13. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Wow... This looks really strong. It's usually going to be at least a 3/3 for two mana provided you play it on turn two. It's not a great draw in the late game, but it also isn't horrible there either. Good aggro card, great counters card, 10/10 will test.
  14. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Anyone in the market for a 3rd Harrow effect?
  15. TrainmasterGT

    General Custom Cards: The Lab

    What if you had to pay {1} or {2} to create the token?
  16. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    This card is going to be great for many of the same reasons that cards like Grafted Wargear are great: it's a big buff that sticks around after a board wipe. Do I think it's going to be as good as Gwargear? No, but I think it's a lot better than it may initially appear. It's also a great thing...
  17. TrainmasterGT

    General Custom Cards: The Lab

    Does this card seem too good? I'm trying to make a "stop yourself from decking" card for dredge that's playable in any deck. However, I don't know if this is how I should be executing the design.
  18. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    For me, at least, a lot of it has to do with how swingy or unplayable many of these cards are. I like cards that make a player work to enable, but only when it's a build around or the card's floor is good by itself. The vast majority of the cards in this set (from what we saw on day one, more on...
  19. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    This is Red Steppe Lynx.
  20. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    A vanilla 3/2 for 2 doesn't seem all that worth while. Someone would need to do the math to figure out the optimal number of creatures that share a type with it to always have it cantrip. I don't think this card is playable unless the 5 mana mode can hit a target more than 90% of the time.
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