General Fight Club

In my cube's core, there are eleven 2/1s and five 2/3s that Sea Gate would be better against, but only seven-ish are aggro cards. On the other hand, there are 48 X/2s, of which at least ~33 are better blocked by Cloudkin. I think that settles it :)
 
There's also that 2/1 für 2U from the new tarkir set that has the same ability as SGO but with putting the 2nd card into the yard if you have gy synergies.
 
Okay, I want a {R/W} card for my occasionals. Something cool and interesting to spice up a draft every now and then. So please tell me which of these you find the most interesting and cool. Power level is not that much of a concern.

 
My choice is none of the above:


However, of the options, I like Baird if you want an aggro card and Kayla if you want a more midrange-to-slow card.

In order from most to least desirable of the others, imo:
Getaway is a Wildfire, if you're doing that in the occasionals already that's a strong point in its favor.
Velomachus is great fun when it arrives but it costs seven and frankly half the time you're hitting garbage (not like Arena in constructed when you had so many Time Warps that they had to banhammer).
Purification is a Cataclysm, same logic.
Spark Trooper's whatever. Never gonna get me to go into RW or even want to splash it, honestly, if I don't already have fixing. And that's not good enough to justify the slot for me.
Trenches is sooooo sloooooow and I hate it so much. It makes ground combat a miserable slog and it doesn't even kill fast enough to end the game and put me out of my misery.
 
Razia's and Trenches are ass.

I'm not reading the dragon or Kayla.

Trooper, Getaway, and Baird speak to me there. All three are pretty blatant about what deck they'd be best in, but Getaway has some flexibility where it's an ok sweeper even if you're not Jeskai Blink.
 
Purification strikes me as a perfect occasional. A splashy effect you are surprised to open and maybe wouldn’t want in every draft. I know you have Wildfire, so you have some overlapping support. Also fun to decide do you keep your lands or board presence.
 
Baird is the clear frontrunner, but Goblin Trenches is a rare old card that works from aggro to control and nothing else quite does what it does. You can make combos with it, you can go for value, you can screw yourself over if you're not careful--card's unique and cool and IMO the perfect candidate for an occasional.
 
Goblin Trenches is sick ignore the haters. Definitely not a card you can play alongside new fucked up threats but it's a total beast if you are constraining card advantage and tokens in your list. Once it gets going it makes tons of bodies, and if that's a rare thing to come by, then it's a powerful thing to be doing!

Here's a dope trenches deck from my old border cube. Plays a bunch of mana rocks to still have resources while saccing lands+land destruction to keep the opponent locked out while flooding the board.
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