Card/Deck Low Power Card Spotlight

re: Grave Peril

I'm definitely intrigued, but I'm increasingly turned off by "non-black" as a limiting condition on removal spells. Like you said, it actually adds a bit more interesting play here due to allowing you to skirt the Standstill trigger, but I'm not sure that's enough to overcome my issues.

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Build your own Overrun



Obviously it works well with going wide, but could definitely bring some value to your attacks with just 1-2 other creatures and some reasonable pump effects. Bushwhacking your opponent with this plus Hammerhand or Reckless Charge seems fun!
 
What do people think of the Moonfolk "bounce-a-land to get a spell effect" as a way to gently support landfall in U/X decks? I'm already running Soratami Cloudskater since it can help cycle away unneeded lands in the late game in non-landfall decks, but I'd like to add a second one if I can figure out which would make the best fit.
 

Grillo_Parlante

Contributor
I think its great, there are lots of interesting interactions not just with landfall, but with cards in hand matter, and discard for value.
 

Kirblinx

Developer
Staff member
I think I commented on one of the decks I drafted in your cube that I thought Soratami Cloudskater was awesome in my retreat deck. I think it is the only one that is suitable for your power level though. Meloku is way above your level (and rare anyway), so here are the ones I think you have the best chance with:

Because they are both relatively on curve, only cost two to activate and only return one land. I remember picking Mirror-Guard very highly in CHK draft (although it was a real low power set) so it could be the go to. It is a sweet mini-combo with Windrider Eel and other landfall pumpers. Breezecaller could be alright in some UG rampish deck if you have land auras (which I just checked and you don't so it is probably not great).

The only other ones that could fit are these guys, but I still don't think they hit the right tier:

I only mention the Illusionist as you have a domain theme. Rainshaper has a decent body for it's cost. Savant has the best ability. Envoy just seems really annoying.

While I am in this thread, I saw this card in commander the other day and wondered if it had any place in cube:


It does nothing upon entering but surely being able to mitigate flood is something that could have some appeal. The fact that it works off of every draw is also quite obscene. Imagine a Sylvan Library or Brainstorm while this is in play. You are guaranteed 3 lots of gas. What would this effect have to cost (or what body would it have to be on) for it to be playable?
 

Chris Taylor

Contributor
While I am in this thread, I saw this card in commander the other day and wondered if it had any place in cube:


It does nothing upon entering but surely being able to mitigate flood is something that could have some appeal. The fact that it works off of every draw is also quite obscene. Imagine a Sylvan Library or Brainstorm while this is in play. You are guaranteed 3 lots of gas. What would this effect have to cost (or what body would it have to be on) for it to be playable?

I've tried 1GG for a 3/3 and it was fine if unexciting
 

Grillo_Parlante

Contributor
Two cards I've recently rediscovered



Both of these should probably be ran in every low power blue section, due to how much they open the color up. Wonder is the perfect card to support UG tempo decks, while shapeshifter supplements/replaces body double in supporting U/x reanimation.
 

Grillo_Parlante

Contributor
Also, opinions on this card as a more balanced alternative to marsh flitter



It feels not quite good enough, but I've never actually played with the card. It seems like its purely a fodder and stabilizing source, which is honestly maybe fine for these army in a can cards.

I can't believe there was ever a time where I ran double marsh flitter.
 
It lets you chump for a good while.



Is still something one would want to run with +1/+1 tribal? A 4/3 that gets +1/+1 benefits seems pretty ok, even if you get a huge tempo hit.
 

James Stevenson

Steamflogger Boss
Staff member
It lets you chump for a good while.



Is still something one would want to run with +1/+1 tribal? A 4/3 that gets +1/+1 benefits seems pretty ok, even if you get a huge tempo hit.

Seems really clunky. But in the right environment, a 4/3 might be worth the investment. Seems like a pretty weak-creatured environment though. Maybe it's time or this guy
 

Onderzeeboot

Ecstatic Orb
I like that it's a 3/2 roadblock for a turn, that distributes two +1/+1 counters. Hunting Moa has always surprised me whenever I played with it. There's some nice synergies as well, with Kitchen Finks and Hardened Scales, for example.
 

Grillo_Parlante

Contributor
I like hunting moa. Its biggest issues is being 3cc, which gets pretty crowded.

It seems like a great roleplayer, a synergistic ETB, reasonable body for the cost, and the ability to feed graveyard interactions. At 3cc with an ETB, its a reasonable unearth target, and echo is just a great mechanic in general.
 
I was actually looking at echo after reading the etb thread. Honestly would be fun to try out. Maybe you can run it like a travel preparations? One drop two drop into boa, either trade or pay the echo? This with an environment where 3 toughness is decent.
 


Thoughts on this guy? Maybe as a pseudo-combo piece with the berserking/double strike effects being discussed in some other threads?
 


Thoughts on this guy? Maybe as a pseudo-combo piece with the berserking/double strike effects being discussed in some other threads?
I like the combo potential. I'm currently clogging up my 4-6 slot with the granddaddy version of this lil' guy almost precisely for the cool minigame of being able to pump for lethal, so the precedent is certainly there somewhere


in a format with a definitively supported and cared for "Berserker" Archetype, it might a fairly powerful include for that deck.
 
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