Weird MH3 cards
Speaking of underestimating, I am thinking that I didn't give
Six the correct amount of thought for a card that does so much.
Single Green pip, 2/4 body and reach is a very solid baseline. I don't love creatures having such a big butt, but at three mana, it's not as egregious as at
2 mana.
I don't know the math on his attack trigger, but milling 3 is generally upside whether you hit a land or not. But that isn't the exciting part.
The last ability is a discard outlet and recurs permanents, how can we abuse it?
First off, it triggers
Inti, Seneschal of the Sun and
The Raven Man, which is pretty rare in Green. Then single card interactions:
You could discard excess lands to recur the Bauble and up the Storm count?
I could see myself trading lands for pitch elementals to clear the board. You would need some solid
Wheel action to keep the cards flowing though!
Once you've milled yourself out,
Six is a convenient way to recur the Oracle for the win.
This is a good one to return to hand in case you got disrupted or you fizzled.
Give all your lands Cycling pay 2 life?
I feel like I am missing some cool synergies, what do you folks have as cool
Six combos?
In the same vein,
The Necrobloom's dredge ability seems like it should be abuseable. Just not sure what to do with it really.
Simulacrum Synthesizer support
Gideon of the Trials ->
Steel Seraph
Decided to try this swap as Gideon is pretty narrow in the decks that want him (mostly control decks) and the Angel has nice blink and artifact synergies which are more prevalent.
I don't have many Azorius cards I love, so I am ok with trying stuff out. Paying 3 mana for the effect is too much in this cube, but being an artifact is serious upside. I have a tough time evaluating the equip ability. Are you usually upgrading the equipped creature or downgrading it? You also don't have to equip and it can just be a removal spell.
Crime?
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These three creatures have me pretty excited to reconsider the Crime "mechanic". I could see them do work in tempo or control decks that tend to run more interaction than other decks. I counted 18 ways to commit crimes in Blue and Black and 14 in Red.
Duelist: I've been liking the draw 7 "combo" with
Psychic Frog and some redundancy wouldn't be bad.
Counterspells can ensure that you loot on opponent's turn and bounce can clear blockers for big damage.
Kaervek: Doubling up on cheap Black spells can be a great way to pull ahead. This can do a good
Snapcaster Mage impression.
Fatal Push something, commit a crime and cast it again. Same thing with
Duress.
Dark Ritual is a great one to get back and so are a lot of 1-2 mana value creatures. I saw Erik use this one and I think it has potential!
Magda: I’m less sold with Magda, mostly because I don’t actually have that many treasure producers. 3 treasures for a token is a good rate though and it would be decent in non-Green decks. It has less explosive potential than the Duelist and less grindy value than Kaervek. This means it’s probably not a good enough piece for the cube.
I would probably cut
Malcolm, Alluring Scoundrel for the Duelist and
Woe Strider for Kaervek. Malcolm is just ok and I have a lot of sacrifice support with MH3