I personally prefer casting this guy:
Or this little combo:
Sorry for the confusing post, but hey, that ugly guy does look like it wants a home somewhere.It is. It's just not a fun card in my experience.
That being said, Simic Selfmill is a very fun archetype. Just use wincons that don't feel like "I couldn't win against this anyway ..."
Some payoffs I like in my cube:
You can also play stuff like Delve if you don't mind eating on your 'yard. That being said, I think blue is better in enablibg with loot and mill effects, green adds the beefy payoffs.
Special shoutout to this ugly guy:
i dont run them on paper right now either but my opinion on this is to have the back side in the tokens box and get the back sides out to have in the middle of table for reference while drafting. blah blah "looking at the cards during the draft reveals that that card is in your pack to the other players" try less hard and drink more while drafting plsI don't run double faced cards. They seem overly complicated. How do you let people easily know what the other side does?
Sorry for the confusing post, but hey, that ugly guy does look like it wants a home somewhere.
I don't run double faced cards. They seem overly complicated. How do you let people easily know what the other side does?
Loving this attitude!i dont run them on paper right now either but my opinion on this is to have the back side in the tokens box and get the back sides out to have in the middle of table for reference while drafting. blah blah "looking at the cards during the draft reveals that that card is in your pack to the other players" try less hard and drink more while drafting pls
I thought about it but wasn't sure how it would play. Cool to see you recommend it! The more I think about it the more flexible it looks.There really isn't a non-Snow version of Ice-Fang, unfortunately — giving it the "cares about basics" errata is probably a good idea.
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Does your cube have the best lad in it?
I thought about it but wasn't sure how it would play. Cool to see you recommend it! The more I think about it the more flexible it looks.
They don't need to be, and I guess Vendillion Clique is as powerful as the thins it can take.i am not totally sure that V Clique and Horizon Chimera are in the same order of magnitude as far as power band...
I expect this to happen for these two cards (and many others when compared to Horizon Chimera). It's not a powerful card, I know, but it will be there for people already in the color pair, as a narrow pick, to hint at what the color pair can do and to reward when its deck comes out (which is not the same as being a build-around). I don't pretend for all gold cards to be splashable.how wide your power band is, is up to you, just be aware:
given the choice mid-draft between a mono-colored 3/1 flash flyer for 3 and a two-colored 3/2 flash flyer for 4, a drafter who wants to win their games is basically always gonna take the 25% mana discount that doesnt ask them to splash.
Well, this can make cards really strong… I do love the idea though, but I also love gold cards. The problem of gold cards is correctly pointed out by Ravnic.Crazy cube idea: gold cards are super cool so all pips on gold cards are hybrid pips instead
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My main "problem" with this is that, for example, Lightning Helix shouldn't be possible at either RR or WW. Hybrid cards aren't gold cards anyway, in the sense that gold cards are harder to cast than monocolored cards, while hybrids are, in a way, easier to cast.Crazy cube idea: gold cards are super cool so all pips on gold cards are hybrid pips instead
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I respectfully disagree. One can also achieve “better drafting, less mana constraints” by simply increasing fixing quality and quantity until gold cards can be cast more easily by more drafters. If one pushes proactive/aggressive cards in gold sections at the same time (Putrid Leech), there’s not as much danger of “5-color goodstuff”.Why don't you just add a mono colored card?
I think most cubes would be improved by reducing the number of gold cards in them. Better drafting, less mana constraints on the decks. And most gold effects can be replaced by mono colored equivalents easily too.
This is a good tip and I agree with it. But I already run just 3 gold cards per guild, which I find is a good spot for low density and giving spice + signaling to the color pairs. If it is just for the effect, I am already moving all more generic effects to monocolor equivalent and freeing gold space for less common stuff.Why don't you just add a mono colored card?
I think most cubes would be improved by reducing the number of gold cards in them. Better drafting, less mana constraints on the decks. And most gold effects can be replaced by mono colored equivalents easily too.
You mean errating Mystic Snake so it also flies? I run the snake and think it is fine as it is.That said, back to the example above. Why not use mystic snake with flying tacked on?
I agree with this. I recently listened to the Lucky Paper Radio podcasts on land count and read that article on it and am inspired to find 30 slots or so for upping my fixing land count to 60+. Surprised to find how many sources are needed to "reliably" (90%+ chance) cast spells on curve. And I find draft pools end up with too many playables, too many difficult decissions and too many exciting cards left out.I respectfully disagree. One can also achieve “better drafting, less mana constraints” by simply increasing fixing quality and quantity until gold cards can be cast more easily by more drafters. If one pushes proactive/aggressive cards in gold sections at the same time (Putrid Leech), there’s not as much danger of “5-color goodstuff”.
I don’t think this is right for every cube, but by the same token, we can’t assume that low gold density and Retail-esque fixing is right for everybody, either.