Card/Deck Low Power Card Spotlight



Didn’t know this card existed, but it’s such a great glue card. The lifelink makes it an interesting creature to suits/pants up or use as a lifegain enabler if that’s your thing.
You can discard/mill/sacrifice it for value and then get rewarded with artifact and counter synergies. It’s even a relatively popular tribe!

The big down side is the double-sided token which isn’t very elegant, but it’s also pretty simple to grok. I am trying to build a lower powered cube, has anyone played this?
I've played this quite a bit in MOM limited and it was a pretty good card. One Drops are always better than they look and an installment plan to get a 1/1 and a 2/2 for 4 Mana over several turns is just good combined with the multiple upsides (mill, Lifelink..).

It did benefit from being a phyrexian and getting pumped by tribal stuff, which I assume is not a thing in your cube.

I think Powerlevel wise it's comparable to Rubblebelt Maverick which was a good card in the hat set too.
 


is anyone here cubing that card? It is one that really speaks to me. the reason is probably, that I like cards, that can be (ab)used in different ways and shells. I also like Myr, they're so cool.

So, of course you could just try to cast significantly more creature spells than your opponent. There are certainly some G/x decks in my environment that can do that.
Then, there is also the option to have your creatures enter the battlefield many times. Blink decks are very successful in my cube and they could probably consider this card.
It's probably also a great idea to really care about the myr token, more than your opponent. If you are powering your Cranial Plating or have a Glorious Anthem, your Myr will be worth more than theirs.

Now, what really tingles my fancies is the option to turn off the chamber before their turn begins. There are cards that tap artifacts as a cost, like Lodestone Myr, but most of them are kinda narrow, either too bad or too good for a slot in the CCC. But there are others. I already have some cards that can do that incidentally.



Using your own tapper to deny them bodies could be worth it very much, but you would put that removal type effect in your deck anyway.
Really smart people would animate their Chamber and attack. This way you get to tap it and smash them for four.
I could see myself adding a couple more cards like these to further support it.

How do you support the Chamber? Or, how would you?
 
Inspiring Statuary makes use of the tokens and the Chamber.

That card is very sweet with it. I wonder how much support that needs though, before it becomes a good card on it's own. You probably want as many nonartifact spells that create artifact tokens as possible?

I'm intrigued.

I've also found this one as a probably pretty good artifact payoff that synergizes especially well with GC

 

Onderzeeboot

Ecstatic Orb
That card is very sweet with it. I wonder how much support that needs though, before it becomes a good card on it's own. You probably want as many nonartifact spells that create artifact tokens as possible?

I'm intrigued.

I've also found this one as a probably pretty good artifact payoff that synergizes especially well with GC

The nice thing about the Grid is that you can ping off the tokens they get off of Genesis Chamber.
 


How good is this card? I am scared it's a little too much for a cube running Gravedigger and similarly powered cards in a 4-drop slot.
 


is anyone here cubing that card? It is one that really speaks to me. the reason is probably, that I like cards, that can be (ab)used in different ways and shells. I also like Myr, they're so cool.

So, of course you could just try to cast significantly more creature spells than your opponent. There are certainly some G/x decks in my environment that can do that.
Then, there is also the option to have your creatures enter the battlefield many times. Blink decks are very successful in my cube and they could probably consider this card.
It's probably also a great idea to really care about the myr token, more than your opponent. If you are powering your Cranial Plating or have a Glorious Anthem, your Myr will be worth more than theirs.

Now, what really tingles my fancies is the option to turn off the chamber before their turn begins. There are cards that tap artifacts as a cost, like Lodestone Myr, but most of them are kinda narrow, either too bad or too good for a slot in the CCC. But there are others. I already have some cards that can do that incidentally.



Using your own tapper to deny them bodies could be worth it very much, but you would put that removal type effect in your deck anyway.
Really smart people would animate their Chamber and attack. This way you get to tap it and smash them for four.
I could see myself adding a couple more cards like these to further support it.

How do you support the Chamber? Or, how would you?

I used to run genesis chamber and it’s something I consider bringing back occasionally. It’s a combo card by nature. I never really considered its uses outside of combo, but I suppose it’s possible….It seems a little fussy to try and “break” at lower power levels imo
 
But what if they don't have a removal spell at their hands right now? A 4/4 first strike, lifelink, if it was just that, is very punishing in a lower powered cube like mine.
 

Onderzeeboot

Ecstatic Orb
Well, they do have to have a noncreature spell left, after turn four, and it has to be an instant at that if they don’t want to telegraph what’s happening. In my experience it’s not that easy to repeatedly trigger for value, and a 4/4 can just be chumped. Worst case is you test it and it does turn out to be a bit too strong and you remove it again, right?
 

Onderzeeboot

Ecstatic Orb
I'm just a little scared it would ruin some drafter's day :p

Serious question though: Are the Exemplars better than



?
I would say they’re worse in a vacuum, but a lot depends on how many noncreatures vs how many instants and sorceries you run, and how fond white is of going wide in your cube.
 

Onderzeeboot

Ecstatic Orb
Looking for some replacements, and this looked nice to get stuff out of Wildfire range, but is it just too much?



Like, it snowballs your board incredibly fast if your opponent doesn't answer it immediately, and that's without any creature pump to make things even worse!
 
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Looking for some replacements, and this looked nice to get stuff out of Wildfire range, but is it just too much?



Like, it snowballs your board incredibly fast if your opponent doesn't answer it immediately, and that's without any creature pump to make things even worse!
This card is super boring to win with; it's just the world's most generic counter factory that's pretending to be interesting because it has some power-matters synergy.

Hal and Alena are cute together, though!
 
They are like a pretty good planeswalker, coming down and immediately generatingabout a card worth of value, then continue to snowball your opponent out of the game, if they can't find a removal spell asap.

And I have ptbs playing against them in retail draft.
 

Chris Taylor

Contributor
I’m sure I run a bunch of cards that are good in canlander, but I’m going to interpret this as: “don’t play Hal and Alena” :)
Canlander deff stretches the bar from minsc and boo to "ah crap what's the 12th best grave crawler" but I'd put H&A closer to the top of that list, yes. RG monsters is what I play, so for once here I'm not talking out of my ass :p
 
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