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  1. 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...
  2. 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...
  3. 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.
  4. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

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

    General Custom Cards: The Lab

    What if you had to pay {1} or {2} to create the token?
  6. 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...
  7. 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.
  8. 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...
  9. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    This is Red Steppe Lynx.
  10. 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.
  11. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    The two best hits from today are: Gnarlid Colony is a new take on the amazing old Kavu Titan and even better gently used Untamed Kavu. Colony is great since it also buffs any +1/+1 counter shenanigans going on in your deck. I think this card is slightly better than Kavu Titan for it's...
  12. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Double-faced cards don't really count as a mechanic, since there are so many different ways to transform a card. Search for Azcanta and Reckless Waif have nothing in common save for having two sides. MaRo said in the "Zendiclues" live stream that one of the new mechanics was "a new take on...
  13. TrainmasterGT

    The Desert Cube Remastered

    I think this cube is quite cool. I would recommend using some non-desert lands instead of some of the "spell deserts." Mill in this cube is entirely enabled by the number of Ipnu Rivulets running around, 13 copies of Ifnir Deadlands means I can always kill most of my opponents creatures, and the...
  14. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    We have the MaRo game again!! Unfortunately, I'm not actually sure what any of these could be. The fact that "Horror" ended up being a subtype of multiple creatures could indicate a Horrors sub theme in this set. Nahiri seems to indicate that there is a Warrior tribal theme in this set...
  15. TrainmasterGT

    General [ZNR] Zendikar Rising Spoilers

    Nahiri is making me want to do a Balduvian Trading Post about equipments...
  16. TrainmasterGT

    General "Looking for a card"-Thread

    Those restraints get rid of 90% of the cool red cards :p. Akroma, Angel of Fury Akroma, Angel of Fury is both an interesting red card as well as a cool Blink payoff. If she's played face down, her controller can blink her, which causes her to come back into play face up. Charging Monstrosaur...
  17. TrainmasterGT

    General Wx Archetypes

    I think the best thing for you to do would simply be invert Cycling and Blink as your Mono-White//Blue white themes. There aren't any good mono-blue blink enablers barring Ghostly Flicker. Blue's primary purpose in a blink deck is to provide value train card draw and bounce effects which...
  18. TrainmasterGT

    General [CMR] Commander Legends Previews

    I think this set could be a wellspring of cool new cards for Cube, but I'm currently most excited about the prerelease promo: I'm going to have to go out of my way to find a prerelease for this set specifically to get the version of this with the awesome old-school Pete Venters art.
  19. TrainmasterGT

    No Free Lunches, A Cube

    Archfiend of Ifnir is not as easy to make work as Terror of the Peaks. If you test the card, I don't think you'll have issues with it. You're welcome. Building good cubes is hard so I try to share what I know with people whenever I can. As for Sirfunchalot, I'm not really sure what the...
  20. TrainmasterGT

    General Fight Club

    I think Heirloom Blade is definitely the better choice. The main decks that want equipment like this are aggressive strategies. These decks want lower equip costs so they can chain multiple spells or abilities together in a turn. Loxodon Warhammer forces an aggro player to spend an entire turn...
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