An update on the cards I designed over the past few weeks.
The two new cyclers, to fill out the cycle (heh) of basic landcyclers (
Ancient Excavation,
Sylvan Reclamation, and
Treacherous Terrain). All five play very nicely, and the two customs don't disappoint. Bleed Dry is excellent on turn four if you play any of the mana artifacts on turn three, and I have targeted myself at least once to gain 9 life in the late game. Syphon Aether is awesome and right at home in the
decks in my cube. Often you're the controlling deck, and being able to stave off a serious threat for a turn while returning a relevant spell from your graveyard is sweet.
I thought of a better name (was Dreampod Spawning Bed before, ick), and this card plays very well. It's noticeably less oppressive than
Glare of Subdual, but still very good. I did lose a game yesterday with this in play that I would have won effortlessly had this been Glare, so I'm pretty happy!
Curse of Nightmares has been great. Without the fateseal it felt a bit lackluster, though still appropriately evil, but that one card you get to look it has made the card a lot better. It's deceptively strong now.
The same can be said for Spellstirred Sabertooth. It looks pretty unassuming, but a regenerating 4/5 smashes a lot of boards. The fact that the regenerate ability doesn't cost mana is especially big here, and in a dedicated energy deck this can cause a lot of havoc off all the noncreature spells.
Harnessed Lightning, for example, shoots up in value when you have this card in play.
Soil Stomper is a golden oldie, as I already played that in the Khans of Alara cube. It holds its own in this cube as well though, and it might even be a bit better because +1/+1 counters is more of a theme. Filthy with
Hardened Scales (a lot of cards are though
).
Renegade Operative has been a bit of a let-down. The gameplay it facilitates just isn't very interesting, you just sit back with large blockers and ping them at the end of their turn. I tried a version where the ability could only be activated at sorcery speed, but that made it to weak. I think I'm keeping the sorcery speed and try it out as a base 2/2 for the same mana cost. It's possible that this design isn't salvageable and needs to become something else. I do like the fabricate, that has been excellent, so if someone has a good idea for a mechanic that interacts nicely with both fabricate options I'm open for suggestions!