General "Looking for a card"-Thread

No, but Onderzeboot suggested Palace Jailer. Which I like despite its high power level, the issue is introducing Monarch into the cube. Not sure I like that.


Sentinels plays quite a bit different to Jailer even though they look similar. Jailer being able to land on a board where you're slightly behind makes a big difference, and it's extremely powerful with blink effects. I find Sentinels a bit more interesting as sometimes you have to run it out before you're completely ready to defend the monarchy and cross your fingers that you can either survive a turn without taking a hit, or be in a position where you can win it back and keep it the turn after. I've played quite a bit with both in constructed and whilst Jailer is far stronger, I find Sentinels a lot more fun.
 


You get a haste-y 3/1 that bolts something when it dies.

EDIT: Here are a few other options that like having a nice high power (ignoring creatures that explicitly want to be equipped, which is why this is a bit Red focused):



There's are also some cards that do doofy things with the power boost.



EDIT TO THE EDIT: If I had to pick just one or two of the cards, I'd probably go with Fireblade Charger (because it can come down swinging as a 3/1 on T2, which is just aggro's dream) or Heartfire Immolator (if you have one already on the battlefield, you can play Bonesplitter as a Fiery Conclusion for 2R that leaves a Bonesplitter behind.)
 
Did someone test Prophetic Flamespeaker? It seems good in an environment with some +1/+1 counter shit going on as well as combat tricks, which is what I'm aiming for.
 

Onderzeeboot

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Did someone test Prophetic Flamespeaker? It seems good in an environment with some +1/+1 counter shit going on as well as combat tricks, which is what I'm aiming for.

It played a lot worse than I hoped, but I haven't tested it again after I included the Hero & pump spells package. In general, I think Dreadhorde Arcanist plays around in a similar space (alternate ways to gain card advantage in red) and does it a lot better.
 
I want to push attacking into blue as a way to diversify what the color is doing. I guess I want to bolster tempo decks. I am pretty happy with my counter suite, but I think my creatures could use help.

Here are the highlights of my blue tempo creatures (looking at CMC 3 or less)



I have a free(ish) slot, what would you recommend as a complement? I am mainly eyeing Warkite Marauder and Hullbreacher.



My fear with Hullbreacher is the feels bad factor and the fact that any deck will snap it up. However, I don't have any wheels and you aren't completely shut down as you still get a card a turn.
Warkite is a 2 drop which is great and allows you to break through blockers. Is it too narrow though?

Do you have any other suggestions (that are not True-Name Nemesis)?
 
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Onderzeeboot

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Warkite has been great for me, because it lets you keep attacking, if not with your whole team, than at least with your flyers. In the past I've been very enamored with Cloudfin Raptor for this archetype, even doubling up on the card, because it attacks really well if you've got a consistent plan of running our early threats. As a bonus, it's a decent enabler for your ninjutsu needs as well :) If you go the Raptor route, another cute option is Skyship Plunderer.
 
I want to push attacking into blue as a way to diversify what the color is doing. I guess I want to bolster tempo decks. I am pretty happy with my counter suite, but I think my creatures could use help.


Here are the highlights of my blue tempo creatures (looking at CMC 3 or less)



I have a free(ish) slot, what would you recommend as a complement? I am mainly eyeing Warkite Marauder and Hullbreacher.



My fear with Hullbreacher is the feels bad factor and the fact that any deck will snap it up. However, I don't have any wheels and you aren't completely shut down as you still get a card a turn.
Warkite is a 2 drop which is great and allows you to break through blockers. Is it too narrow though?

Do you have any other suggestions (that are not True-Name Nemesis)?
I think if you want blue tempo decks to be a thing, you really want evasive one-drops and not more two and three drops. Think along the lines of:


These cards can apply early pressure and have relevant late-game abilities. Most of them even allow for card selection and filtering. I think they make Mist-Syndicate Naga a lot better as well. I know including support for a specific non-combo card isn't usually relevant in Cube, but Naga is good enough that having some cards that synergize with it is beneficial to the environment at large. Personally, I'm planning to add at least Faerie Seer in an attempt to bolster my U/R tempo strategies. Everything else in this list is under consideration for me, but I only have space for one other option so it's a bit rough choice to have to make.
 
I'm happy to hear Warkite works well.

I don't have the synergies for Cloudfin Raptor to shine and I don't think my group will draft him all that much, which brings me to:

I think if you want blue tempo decks to be a thing, you really want evasive one-drops and not more two and three drops.

Uh oh. I am afraid that these early drops are too low impact for my environment and will just table ad nauseum. Since my games tend to be slower, I was hoping to "cheat" and start the curve at 2CMC, but maybe that is unrealistic.

I think I will still be giving this strategy a shot, but it sounds like I should temper my expectations :/
 
Why do you not have my favorite tempo creature on your list?



It's so versatile - it's a cantripping, uncounterable Stifle when you need it, or a 3/1 flyer with flash when you don't.

There's also...



---

On a slightly different note, can anyone think of anything to use this card for other than as a makeshift blue Pacifism?

 
I'm happy to hear Warkite works well.
Uh oh. I am afraid that these early drops are too low impact for my environment and will just table ad nauseum. Since my games tend to be slower, I was hoping to "cheat" and start the curve at 2CMC, but maybe that is unrealistic.

I think I will still be giving this strategy a shot, but it sounds like I should temper my expectations :/

Well, a lot of people here already support exactly what you're talking about (t2 aggro). This doesn't mean that you can't add some 1drops to your list, you just have to be more careful and ask yourself why you want to add that 1drop in the first place. Faerie Seer for example works pretty well with ninjutsu, scry 2 is better than drawing a card sometimes, and if not, it's as near as can get. This little fairy enables your ninjas to land hits and trigger their abilities (Ninja of the Deep Hour, Mistblade Shinobi, Moonblade Shinobi and the Naga you're already playing) while smoothing out draws, which is especially important to tempo-oriented builds, but really just great to have in any deck. Spectral Sailor fits the flash archetype and functions as a mana sink, Pteramander can be played in Spellslingers as well as Ux control, the former being happy about early chip damage and possibly a bigger beater later, while the latter can use it as an actual finisher (big fliers are always great, especially if you get to keep counter mana open).

Those are the three mentioned that I like the most and that I can safely recommend to you, although your power level looks definitely higher than mine and I see why you think that they possibly won't make the cut.
 
I'd agree with Trainmaster, generally speaking, but you don't include a lot of 1-drops anywhere outside of Green, so maybe it's okay?

Anyways, I'd like to add the following friends to the party. Some might be a little on the weak side for your cube, but they have some fun applications! Don't underestimate the siren, especially with a ramp section as strong as yours--she's a strong modal card. However, she *is* a lot better in a Ninjutsu section, which you've mostly eschewed.


edit: formatting bad
edit edit: spelling hard
 
I like your tempo section, seems like you can build some good decks with what you already have. I think you might need to think outside the box a bit given your cube is multiplayer-focused and give it a couple gimmicks if you want to boost it a little bit more. For example, you could increase your crossover with blink by giving powerful payoffs like:



But things seem fine to me. You have a lot of copy effects, chances are you can find something interesting to spam that is not just Gilded Drake. A couple more suggestions:

r

The Trademage is big and the ETB is very strong. If you want a beater, it's a good high-power choice.

My fear running tempo in a multiplayer environment is that my little guys won't make it through. Kira is not oppressive nor it have the best body, but it makes tempo much more viable by protecting your little guys.

You can also consider running Thassa's Bident or any other Coastal Piracy variant in blue. You have the evasive creatures for it.



Hullbreacher seems painful to play against without actually giving you what you need.

Warkite Marauder is fun and it lets you attack through but that's all it does. It doesn't disrupt your opponent, just remove a blocker. I've found it doesn't actually help you win as much as you would hope for.
 
I want a green seven or perhaps eight drop to replace Hornet Queen. I've looked at most options but they all seem bleh. Any suggestions for my cube?
 
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