What are your plans for this set?
You're not wrong, but Zur players and delirium players will take all the support they can get their hands onAbout enchantment creatures: Some of the enchantment creatures are nonsensical to me. An enchantment creature should be able to feel like an enchantment and a creature at the same time. If you remove all the creature parts of an enchantment creature and the card doesn't have any card text left, then I do not see it as an acceptable enchantment creature. Examples: Colossal Skyturtle, Fang of Shigeki, Spirited Companion. All of these would make no sense if we removed the creature part of the cards. For this reason I might not include Moon-Circuit Hacker even though I wrote that above. It hurts every time a player can target these with Return to Nature.
It's a bit too complicated for my liking. There's so many words in that card, and it's double-faced. I consciously picked only sagas with one effect on the front side.
Yeah, I agree. I have no idea why Moon-Circuit Hacker is an enchantment, and the other two blue ninjas you quoted aren't. What makes the hacker special? There is nothing in the card mechanics that warrant this treatment, so it just comes off as random.I can see the enchantment frame can add something to the people who have enchantment themes in their cubes. To me they are design mistakes. Poor decisions to push a theme that appearently can’t stand on its own feet without the mistakes. (Because if it could, it would)
Go hack the moon and then get back to me.What makes the hacker special?
Literally all they needed to do is add some sparkly stuff in the art and I'd buy it lol.There is nothing in the card mechanics that warrant this treatment, so it just comes off as random.
Go hack the moon and then get back to me.
In | Out |
How is that a hot take?hot take: containment construct is the best card in the set
That's arguably more of an upside than anything. It's really efficient for killing big chunky creatures, but it doesn't remove important engine pieces in synergy decks.well, it doesn't get rid of utility through abilities
dig these adds big time!I've got 8 cards on my shortlist to include this time around for the main cube (14 total counting the 6 lands going into the ULD). I can see half of these main cube inclusions staying around for a while.
Yoshi seems like a neat take on Champion of the Parish and I'm always in the market for scalable one drops that can grow vertically for Aggro decks. I think the ceiling is a bit lower compared with legendary permanents vs. the sheer distribution of incidental humans, but realistically I feel like if a one drop can deal 3-4 damage it's pretty much done its job. I can envision some very explosive turns in something like a R/W shell where you'll have access to cheap legends like Ragavan, Nimble Pilferer or Kari Zev, Skyship Raider (This Ragavan token is also legendary!) alongside legendary lands like the new cycle from Kamigawa. You might be able to bump this up to a 3/3 on T2 with the right sequencing which makes it a super appealing card to me.
I'm a big fan of The Wandering Emperor as a combat trick that leaves behind a walker. 4 mana is a bit too expensive for a one-shot effect, but being able to provide additional value after the fact makes this a really solid inclusion for W/x Control decks across the board. Making combat interesting and engaging is something I try to actively strive for with inclusions and this definitely fits the bill.
The new suite of equipment definitely increases the stock of a card like Stoneforge Mystic with more hits and more subtly allows for a critical mass for Toolcraft Exemplar to go live more frequently (coming back off the bench for a run). Lion Sash and Rabbit Battery seem to have solid utility as roleplayers, especially the Battery being able to peck in for a few points before turning into a way to get hasty threats out there. I'm really excited for the Blade of the Oni as an alternative means of pushing through more damage once the board gets stalled. A 3/1 menace can definitely get through a small bit of damage early, but the real prize is having the dual mode of being a curve-topper at 4 with reconfigure. You can pull off some really powerful sequences to pressure the opponent if it ends up being paired with some recurrable bodies. I like the resiliency of these falling off and turning back into creatures in the case of a board wipe or piece of targeted removal, exactly the kind of resiliency fair decks need to keep up with the various X-for-1s headed their way.
Reinforced Ronin does a great impression of one of my favorite mechanics in Dash and has that added bonus of cycling away for another card in the latter game once things get stalled. After playing with and against Horizon lands in various formats, the ability to cycle away a resource for an additional card is just invaluable in a stalemate situation or when you're a few points of damage away from a win. Turning an otherwise bricked resource into a new card is excellent utility. This also serves as a human for Champion of the Parish and an artifact for Toolcraft Exemplar giving it enough splash synergies to justify its slot; an A+ Aggro inclusion for me. Eater of Virtue is also a great equipment to give additional help to aggressive decks as a Bonesplitter+ option. I don't like memory issue cards very often, and this does mess with recursive creatures, but this seems easy enough to keep track of that it should be more of a positive than anything. Really I just want more opportunities to attack with a 5 power Toolcraft Exemplar on T2 or grow Yoshi into a chonky boy.
Finally we have Kodama of the West Tree which is definitely the most cube-able of all iterations to this point. With the addition of these new Reinforce equipment and the subtle +1/+1 cards sprinkled through my cube, there's more than enough to make this work right on curve. The way I see it, you only really need this to trigger once or twice to get your money's worth with that Sword of the Animist trigger. Being able to get a ramp effect without bogging down your lower to the ground deck with ramp only cards is huge. Giving modified creatures trample is big game in pushing through damage and could be the difference in closing out a game. I do like that this gives some additional identity to a more lean and aggressive G/x deck featuring cards like Pelt Collector or Experiment One or Dragonsguard Elite that can accumulate counters on their own. It's a 3-drop that can be hit off CoCo, synergizes with existing counter generation already in my cube including Felidar Retreat,
The one annoyance I have with this set for cube is the superior artwork for many of these cards that I can't run due to a lack of reminder text. It's one thing if Modify or Reconfigure become common mechanics moving forward, but I don't want to confuse any drafters who can't recall these mechanics in the future. Such a shame.
dig these adds big time!
i would be really interested to hear how the Emperor plays out for you, as she’s on my short list of “if i pull it ill play it” cards for paper