I don't recommend my sleeves, Ultra Pro red. But I have like 800 of them so there's no going back now.
They rip. Different packages have very different sizes. They aren't opaque (thanks Innistrad!). But my source of Magic income is CFB store credit and shipping sleeves is super expensive.
I've tried a lot of themes, and many haven't worked out. The most successful have been the ones where:
1) I was able to give them the space they deserved. (The design space of a draft set is much smaller than many people give it credit for. Only so many themes can be successfully pushed...
I don't think 3CMC Ajani is that good. But he's very synergistic. That's a very positive trait when it comes to walkers, in my opinion. I prefer to run ones whose value is deck dependent (see both Sarkhans).
Yeah, it's this weird notion that has lingered from the LaPille/Erwin era of cubing when cubes were all slow and durdly. More importantly, the players were terrible (I imagine). You can play 100% nonbasics and still struggle with a 4-color mana base.
Reckless Charge is amazing, fun, and a fun resource management / output maximization card. Don't forget you can cast it twice in one turn. Reckless Charge is also awesome on Fencing Ace. Adventuring Gear is a total house in my cube. Fencing Ace + Gear results in 10 point Turn 3 swings with a...
Autopilot is far more prevalent in cubes that have very rigidly defined decks, e.g. "the mono red deck". As somebody who plays what is probably the highest quality fixing of any cube in the land, I can say quite honestly that pushing beyond three colors is extremely difficult, and when...
Right now I'm at:
3 Nest Invader
2 Growth Spasm
1 Awakening Zone
2 Kozilek's Predator
1 Spawning Breath
2 Emrakul's Hatcher
1 Rapacious One
1 Skittering Invasion
2 Pawn of Ulamog
1 Corpsehatch
0 Brood Birthing
I've also played quite a few midrange Growth Spasms in my main cube. The last time I...
Yeah, I understand what you're saying. There is the question of whether splashiness is a good thing. I certainly wouldn't want a million of these effects, but in small doses I can see it being fun and exciting. It's also one of those P1P1 cards that will make even the most ardent aggro player...
Sage is actually the newest one coming in. Maybe it's just a feeling, but my instinct says that ramp is too unwieldy and slow at the moment. If I make a set about ramp, I really don't want it to be a Tier 2 strategy. I've had a gut feeling that I don't actually want to play ramp in this set if...
Yeah, lack of fetchlands really isn't a problem around here. Often you'll draw a hand without any, and the opponent will do the graveyard filling for you.
I really like the role it plays. Roadblock, then grabs a finisher or a bigger finisher (Eldrazi). Seems like a fun card that rampy decks really want. You can even rebuy a dead Eldrazi with it, since they shuffle back in.
Reasonable body on its own: check
Multicolor for the ____blade cycle: check
Does absurd things with Chord of Calling, Genesis Wave, Slime Molding, Green Sun's Zenith, Profane Command, Chimeric Mass and Devil's Play: check
I have room for 5 of these 6:
Leaning towards one of Ulvenwald Bear, Matca Rioters and Renegade Krasis. All of them fit my themes pretty well.
One thing I am worried about is creating too much demand for death triggers, with the ramp deck not being able to get their spawn token cards. Really...