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Dare I say one of the most random tribes there's been.... but card looks pretty cool! Lifegain deck here we come
Didn't Jason write an article once about a life gain deck where the amount of life didn't matter as much as the number of instances of life gain?
This feels like a solid inclusion.
Imagine having two on board.
IMO, Burning/Wildfire is much better because it's easier to make non-symmetrical. You just need ramp - either artifact or green (non creature). Add fat things (or walkers if you run them), season to taste. Card is busted. It can basically be a one sided geddon and wrath simultaneously.
Hour seems OK if you need a big sweeper effect, but I think you are better off with the scaling X variants. Starstorm or something.
The land seems bad even for limited since there are a ton of 5c lands that don't have such a huge condition attached and even another literal version of this card in Holdout Settlement
I'd probaby agree usually about an X spell, but my red control decks heavily utilizeIMO, Burning/Wildfire is much better because it's easier to make non-symmetrical. You just need ramp - either artifact or green (non creature). Add fat things (or walkers if you run them), season to taste. Card is busted. It can basically be a one sided geddon and wrath simultaneously.
Hour seems OK if you need a big sweeper effect, but I think you are better off with the scaling X variants. Starstorm or something.
I agree, however it's moot if your players never make that wildfire deck. If your players are afraid of symmetrical armageddon effects, no matter how not-symmetrical they actually play, then it might be better to cater your playgroup/meta and include a card that's a bit easier to understand in application. It kind of sucks to dumb things down, but I feel like cube owners like wildfire decks more than the other people who play that cube lol
Some cards are complex and I can see excluding them for that reason. Wildfire though is not that complicated. If your players aren't drafting it, as the cube manager you can then draft it and illustrate how broken it is. You will only need to do this one time. Your players will see and then most likely draft it. Unless the effect is too powerful for your meta (and it very well could be if you run a lower powered list), I really think it's a card worth supporting because it gives red a unique archetype that isn't more of the same burn/agro variety and Wildfire takes up next to no space in the cube.
When my group was made of regulars, I definitely tried to cater to them. I agree that is generally a good philosophy to follow. There's a balance though. I got ridiculed for including Jackal Pup and Force Spike. That is always going to be something you run into, and sometimes removing those cards is not the right decision for your cube health. I took a lot of stuff out of my cube to make my players happy and some of that didn't make my cube better.
Part of the joy of managing a cube is building something you are happy with. For me, I want to support as many build arounds as possible and try to make as many win conditions viable as possible. And I'm OK if some of them go largely undrafted. Wildfire has been in probably every iteration of my cube since day one. Red is such a linear color. Wildfire is the quintessential off-beat red card. It's powerful. It's an archetype defining build around. It has appropriate flavor for the color. It's available in the old border. It wouldn't even matter if I was the only person ever drafting it. I can't imagine ever not running it.
Basically, wildfire sounds perfect for you and what you want to do. It did literally 0 in my format, so its time to rectify that. There's lots of cards that I've spent years knowing were stone cold staples that've been taken out of my list. Besides that, my red is plenty healthy and broad, with a different set of anchors in cards like Pyromancer's Goggles, Mizzix's Mastery, and Molten Vortex.When my group was made of regulars, I definitely tried to cater to them. I agree that is generally a good philosophy to follow. There's a balance though. I got ridiculed for including Jackal Pup and Force Spike. That is always going to be something you run into, and sometimes removing those cards is not the right decision for your cube health. I took a lot of stuff out of my cube to make my players happy and some of that didn't make my cube better.
Part of the joy of managing a cube is building something you are happy with. For me, I want to support as many build arounds as possible and try to make as many win conditions viable as possible. And I'm OK if some of them go largely undrafted. Wildfire has been in probably every iteration of my cube since day one. Red is such a linear color. Wildfire is the quintessential off-beat red card. It's powerful. It's an archetype defining build around. It has appropriate flavor for the color. It's available in the old border. It wouldn't even matter if I was the only person ever drafting it. I can't imagine ever not running it.
It's kind of like trying to feed your kids: some things they don't want to eat and you're going to give them anyways because they can't just have pizza and cake every meal and you know how important veggies are through experience, but if they've never enjoyed broccoli it might be time to find an alternative instead of feeding them something you know they won't like. It's fine to make yourself a little broccoli here and there, but don't be surprised when you're the only one eating it if you know they hate it.