Onderzeeboot
Ecstatic Orb
I played my cube today! Woo! Boros aggro won the finals against orzhov aggro, both decks playing 15 lands and ending the curve on three drops. Wild. Have I pushed aggro too hard?
No, that's a good number.Is running 60 lands at 360 too much?
The shocklands seem a bit more powerful than the rest of this bunch but otherwise I like the spread. Perhaps you could replace the shocks with pain lands?
Also, consider the decks you want to support. Multicolored aggro decks need untapped duals, so if you want to support those, consider more untapped sources, like the Pathways and the (already mentioned) painlands. If you don't want to support aggro, your list above is fine, though I agree with Train that shocklands are a cut above the rest of your options.Ok so I'm thinking of putting a cube together after not having drafted in a while, and started out at the lands end of it. Is running 60 lands at 360 too much? I'm thinking 10 lands for stuff like vivid lands and evolving wilds, and then the following for each guild section:
This would be for a kind of peasant cube but with some rares.
Andy (of Lucky Paper Radio) runs 80 I thinkIs running 60 lands at 360 too much?
Hey cube people, after our attempt at a group project seemed to be a little troublesome to keep updated, I created a arena peasant cube myself to play with friends online. Obviously you all can be my friends too and draft it for some friendly matches and testing pruposes
https://cubecobra.com/cube/overview/1mkkq
Hey cube people, after our attempt at a group project seemed to be a little troublesome to keep updated, I created a arena peasant cube myself to play with friends online. Obviously you all can be my friends too and draft it for some friendly matches and testing pruposes
https://cubecobra.com/cube/overview/1mkkq
Nice, I missed the counter part!Hexproof stops uncounterable spells, ward does not. An interesting niche I didn't think about until just now.
Yeah it's a really nice fix to those problematic mechanics, and with the high level of flexibility they gave themselves in it's execution, they have a lot of room to work with in getting the power level right.Technically it's not a subset, but ward, hexproof, protection, and shroud are all adjacent mechanics. Some of these are far more egregious in gameplay than others, and ward is a very respectable 'fix' for my major complaints with hexproof.
Mwah, protection and shroud holds for all players... expensive ward (uncounterable left out of the equation) is essentially hexproof... ward of 1 or 2 could be okay. Still, I would rather have a shroud variant of ward like the glasskite. If something holds for both players it makes the game more interesting.Technically it's not a subset, but ward, hexproof, protection, and shroud are all adjacent mechanics. Some of these are far more egregious in gameplay than others, and ward is a very respectable 'fix' for my major complaints with hexproof.
this was actually super relevant in STX limited, where several key creatures had Ward, but one of the premium red removals was uncounterable. it’s a cool interaction if usually kinda nicheNice, I missed the counter part!
Those are corner cases created by rule differences to differentiate how they work while how they work are essentially the same.you got flack because mechanics aren't actually subsets of other mechanics most of the time*. you can make mechanics behave like other mechanics by creative usages, but that doesn't make them subsets. Even ward 15 is still not hexproof (especially in EDH), and the uncounterable thing definitely can't be left aside, as blacksmithy notes.
they are their own thing. Ward is being praised because it's excellent (and focused. It does one thing, creature protection). Kicker is hated on because it's not excellent (generic and too broad)
*Just one reason that Overload, for an example, isn't even an actual "subset" of kicker:
You can't overload a card when it's cast for free, but you can kick. There's also a critical difference with, say, Snapcaster Mage. The flashback granted does not let you cast overloads, but you can still kick as you flash a spell back.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.