Traditionally, combat tricks have had a very hard time in cube. Removal tends to be very efficient and instant speed too, more often than not. Also, games don't always revolve around combat, when players cheat big fatties into play or cast Brainfreeze with a double digit storm count. Even if Giant Growth would give +9/+9, it would barely matter at that point. But as riptiders, we don't necessarily care about what's been true traditionally.
So I want to know: What is your stance of combat tricks? Which ones do you play?
What do I mean, when I talk about combat tricks? Well, basically anything, that makes my 2/2 survive blocking your 3/3 and also killing it. That also means I don't count bounce or removal spells, although they can change combat, except maybe Disfigure. That actually fulfills my definition of "2/2 now beats 3/3" and is therefore ticks both boxes for combat tricks I like:
It does something else than just being a combat trick CHECK
It does work even when you have no creatures on board CHECK
Those overlap but aren't the same. Here are the combat tricks I currently run that do something else than being a combat trick but require me to have a creature:
To some degree Shelter could also be counted, but it doesn't fit the tight definition I set up for the purpose of this thread.
Here are the combat tricks I run, that don't do anything else really, but somehow don't require you to have creatures in play:
Note that the blue ones don't let your 2/2 win against a 3/3 on offense, but they are very effective on defense. Theoretically, you could cast Briarhorn as a hill giant, so you could put it into the next category ...
Here are now my combat tricks that tick both boxes. These cards can do something else than being a combat trick and don't necessarily require a creature on your side to do something:
I've hoped that list would end up a little longer. Harm's Way is great, it can be your typical +2/+2, but it can ALSO safe an attacker and kill an X/2 creature OR it can be a defensive Sacred Fire. Raze the Effigy doubles as artifact removal, that you'll maindeck in aggressive decks.
I also have these two:
Those don't tick the two boxes for combat tricks, but can end up winning you the game somewhat easily.
As you might've noticed, I don't run a lot of combat tricks, according to my (questionable) definition, but I want to add more. Especially in white, where they would probably be at their best. I've considered some other that also have that secret mode of countering removal spells, like Ajani's Presence or the new Take up the Shield. But I can't help being underwhelmed by looking at those kinds of cards. Even those, that are good, still rarely work with synergistic archetypes.
So, what combat tricks do you run? Do you have any hidden gems? Please also tell me which mass pump spells you like!
So I want to know: What is your stance of combat tricks? Which ones do you play?
What do I mean, when I talk about combat tricks? Well, basically anything, that makes my 2/2 survive blocking your 3/3 and also killing it. That also means I don't count bounce or removal spells, although they can change combat, except maybe Disfigure. That actually fulfills my definition of "2/2 now beats 3/3" and is therefore ticks both boxes for combat tricks I like:
It does something else than just being a combat trick CHECK
It does work even when you have no creatures on board CHECK
Those overlap but aren't the same. Here are the combat tricks I currently run that do something else than being a combat trick but require me to have a creature:
To some degree Shelter could also be counted, but it doesn't fit the tight definition I set up for the purpose of this thread.
Here are the combat tricks I run, that don't do anything else really, but somehow don't require you to have creatures in play:
Note that the blue ones don't let your 2/2 win against a 3/3 on offense, but they are very effective on defense. Theoretically, you could cast Briarhorn as a hill giant, so you could put it into the next category ...
Here are now my combat tricks that tick both boxes. These cards can do something else than being a combat trick and don't necessarily require a creature on your side to do something:
I've hoped that list would end up a little longer. Harm's Way is great, it can be your typical +2/+2, but it can ALSO safe an attacker and kill an X/2 creature OR it can be a defensive Sacred Fire. Raze the Effigy doubles as artifact removal, that you'll maindeck in aggressive decks.
I also have these two:
Those don't tick the two boxes for combat tricks, but can end up winning you the game somewhat easily.
As you might've noticed, I don't run a lot of combat tricks, according to my (questionable) definition, but I want to add more. Especially in white, where they would probably be at their best. I've considered some other that also have that secret mode of countering removal spells, like Ajani's Presence or the new Take up the Shield. But I can't help being underwhelmed by looking at those kinds of cards. Even those, that are good, still rarely work with synergistic archetypes.
So, what combat tricks do you run? Do you have any hidden gems? Please also tell me which mass pump spells you like!