Re wildfire, I think you're getting too cute trying to build around torrential gearhulk, which doesn't really need any support. Wildfire is classic and a good build around.
Fair. Thanks for bringing me down to earth.
Re wildfire, I think you're getting too cute trying to build around torrential gearhulk, which doesn't really need any support. Wildfire is classic and a good build around.
You could cut reclamation, I suppose, but do you really need Polukranos? Seems just to be there as raw power. Oracle seems more fun, if anything.
It looks like we share some MTG sensibilities big time. My two questions:
(1) How does and ESPECIALLY play out?
(2) I had
in an early version of my cube but cut them because most mill decks want artifacts or card draw, not creatures. What type of decks want them exactly? I just couldn't figure out how to manage the tension between decks with a lot of creatures wanting to deal damage, and mill decks not caring about damage.
You're exactly right, if Extractor only targets them it doesn't feel like a worthwhile inclusion.
Mesmeric Orb, Intruder Alarm, Psychic Spiral .dec let's go.
Those are some kooky decks...honestly seems like each deck should have access to easier engines to build around Mesmeric Orb than Lich's Mastery..the second deck for instance could use:
Toss in Fastbond for some low-hanging fruit.
More generally: regarding the sliding scale between midrange and combo, I think you actually have the right idea. When you're all the way in the midrange mode, you do a big living death and you basically win with the beefy creatures you've pulled. But when you're all the way in the combo mode, a big living death often means you almost-accidentally stumble into an infinite sac combo which doesn't actually feel any better. So your hypothesized approach of being in a place closer to the middle sounds right. I have a lot of work left to do to resolve this conflict myself. Maybe it would be consistent stay all the way combo oriented but include more ways of interacting with the opponent's graveyard (to take out 1 piece of the sac combo, and forcing them to find another way to win).
Creatures (18) 4 Elvish Lyrist 4 River Boa 4 Skyshroud Elite 2 Dwarven Miner 4 Mogg Fanatic Spells (15) 4 Land Grant 3 Incinerate 4 Disenchant 4 Swords to Plowshares Artifacts (4) 4 Cursed Scroll Enchantments (4) 4 Rancor | Lands (20) 2 Mountain Valley 3 Plateau 4 Savannah 4 Taiga 3 Treetop Village 4 Wasteland |
These types of thoughts usually lead me back to thinking Grillo's cube embodies what I'm trying to do better than the high power-band combo variants... e.g. stuff like the Fangren Marauder + Trading Post engine hits this graveyard synergy overlapping with artifacts, feels powerful, but the game keeps going without anyone feeling bad (but then again I've had Penny-Pincher v2 sleeved up for 16 months now so I've always got that lol).
This is a pretty neat cube. It's cool how it feels like a snapshot of Extended or Legacy from years ago