I prefer Pridemate and Cradle over the other two. I'm biased against the lifegain payoffs that require you to gain a specific amount of life in a turn because they are harder to trigger and therefore make the lifegain archetype less consistent.
Thanks guys, I decided to go for Pridemate for it's high flor and Accord for being robust and tempting. I think Cradle is just dlow and also wants you to gain 2+ life at once to be worthwile.
1. Some support to Aristocrats.
2. Interesting because it imposes a quest for the player. (Something to strive for.)
3. Creates interesting games because the opponent might also take the transform mechanic into consideration when deciding to attack or not.
I was amazed by Frenzy's performance on SCG coverage. The ceiling of drawing several cards a turn is bonkers. I'm thinking about replacing Outpost Siege with it but I'm not sure about giving up the alt mode and nonboing with other card draw effects. I don't know how to evaluate the power level of frenzy in cube but the play pattern looks super fun.
While I respect Experimental Frenzy, I still prefer Outpost Siege, as the modal nature of the card allows it to fill other archetypes (Aristocrats, Aggro, etc.) other than a card advantage engine. I look at frenzy and can only see it fill aggressive archetypes that look to empty their hand using a deck relying on a low curve.
It's a unique effect in red, and I probably will test it in time, but I don't see it a cube mainstay. Now I'll await 3 months from now where the card is proven awesome and this comment comes back to haunt me.
Speaking of recently-released red cards, what's the preference on these two?
Have yet to test either, will run both in the near future, but if I had to choose I'd go with Cratermaker. Being able to represent a shock on a body + stop future colorless plays until it's dealt with for only 1 mana (and no tapping!) is really good. You can also sandbag it for post-combat shenanigans to clear out an especially big blocker for 2R in one go, can't do that with Pyromancer who requires you to telegraph interaction on board at all times. I do like them both though, if possible I'd look for a way to slot them both in because they give R/x decks additional reach and filtering that they so desperately need.
I prefer Cratermaker. I'm always happy to get some artifact (or enchantment in other cases) removal that is maindeckable and even good with 0 targets. This guy not only has a cool cat in his art, he also fits well into every aggro deck and works with recursion. Also, since he's a goblin, you can pay instead of to shock something with Siege-Gang Commander!
I prefer Pyromancer, because discarding for profit is fun (read: I cube Squee, Goblin Nabob)! Also, 4 damage saved me a few times from larger threats. That said, I'm also looking at if I can make room for the Cratermaker somehow.
I'm going to try Cratermaker and I'm confident he'll be a mainstay - playable answers to artifacts are always useful, and he's a goblin which does slightly matter in my cube.
Cratermaker for me. I run a high artifact count, and the lack of summoning sickness is great. I have plenty of filtering effects with the Wheels, and sift effects like Faithless Looting
Still a big fan of the Pyromancer, but Cratermaker was instrumental in a win-at-1-life in a test match today, involving Genesis. I was able to keep recurring the little goblin, play it, block one attacker, shoot another, and little by little regain control while my opponent failed to find big flyers.
I still like Prophetic Bolt better. It can hit players for one, and it digs for key pieces of a deck. And the damage isn't contingent on having a non-land to discard. Yeah, Bolt wins for me.