tag:blogger.com,1999:blog-7069223956725485027.post195791341473420534..comments2024-03-23T14:47:08.716-07:00Comments on MTG Cube: Core 2020 Preliminary Review Part IIINick Nobodyhttp://www.blogger.com/profile/08217616255450989605noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-7069223956725485027.post-78045818218844509802019-06-30T06:43:06.247-07:002019-06-30T06:43:06.247-07:00Interesting you say Crush is weak in your cube. I ...Interesting you say Crush is weak in your cube. I would love to see a cube tutor link if you have one. I suspect it is the lack of planeswalkers that makes the difference? My cube supports aggro heavily too and is also unpowered so sounds very similar on those big elements. I have masses of cheap cards which perhaps empowers the Crush to include several (fair) Mox, both brothers Baubles and literally every single blue one mana card quality card all the way down to Portent! Crush can be a turn four reset for blue which is the tempo swing it needs to then leverage a mana advantage. It is the bane of midrange decks who typically try and beat control with a well developed board of diverse threats to evade the mass revmoval. This is usually centered around planeswalkers. Crush is fine against aggro, mediocre against control but utterly game winning against the midrange and that is why it has been a mainstay since being added. Nick Nobodyhttps://www.blogger.com/profile/08217616255450989605noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-26707035936610452019-06-29T08:19:33.517-07:002019-06-29T08:19:33.517-07:00Oh Crush is terrible outside of multiplayer. There...Oh Crush is terrible outside of multiplayer. There are scenarios where it is good but most of the time it's just a six mana reset and you can do a lot better than that. Upheaval is very bad without fast mana. I don't run broken fast mana so I don't run Upheaval either. These types of effects depend heavily on your environment. If you play a lot of planeswalkers and artifacts and your cube is slower without consistently performing aggro decsks, they go way up in value. My cube is unpowered, limits the amount of total planeswalkers, doesn't play a ton of the broken artifacts and has consistent aggro decks every draft. In my cube, they are terribe. In others, perhaps they perform bettercptawesomehttps://www.blogger.com/profile/13957046344978825404noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-84778346302825796912019-06-29T08:13:54.570-07:002019-06-29T08:13:54.570-07:00I think the fact that FTK trading with other creat...I think the fact that FTK trading with other creatures is mitigated significantly by the fact that it kills on on ETB. Even if it does trade it's a guaranteed two for one. And yes you can't cast it if your opponent has no creatures but that just never comes up unless your cube is skewed heavily towards control. Perhaps your environment is different than mine but I've never had a time where FTK was uncastable for more than at turn. Even then it was fine because I just played something else instead. Fight cards in general have really unimpressed me in cube on the whole. I think I agree this is the best green 187 but the others have also all been terrible. The only one I'm running is Kraul Harpooner and that hasn't played well at all. cptawesomehttps://www.blogger.com/profile/13957046344978825404noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-4654987903534098912019-06-27T05:45:23.195-07:002019-06-27T05:45:23.195-07:00Hydra is worse than FTK as a tempo play in the mid...Hydra is worse than FTK as a tempo play in the midgame but it is a much better card. Firstly it is green making it far more needed. Secondly it isn't dead when you have no targets. Thirdly the body is far better, a 4/2 just trades with most things and dies to about everything! A 2/3 legitimately might be better and a 3/4 certainly is just on the vanilla stats. And yes, certainly fighting is weaker than direct damage but you have the control over this to ensure it wins the fight! I don't love the Hydra but it is the best green 187 dork they have ever printed and that gives it some chance. It is good against those annoying utility creatures from fairly early on in the game and very relevant in the late game. My gut says this will be good in cube but I am historically bad at rating green removal and fight cards in general. Nick Nobodyhttps://www.blogger.com/profile/08217616255450989605noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-2483625296480307542019-06-27T05:41:17.052-07:002019-06-27T05:41:17.052-07:00I may have slightly overrated this in terms of out...I may have slightly overrated this in terms of out of ten rating by giving it credit both in midrange unpowered cubes and combo cubes alike. While having both elements is good it doesn't increase power or playability in any specific cube having both attributes what with those kinds of cube being so different. It probably should be a 6 or 6.5 rated card. It certainly isn't unplayable however and is very comparable to Crush of Tentacles in potency. If Crush is no good in your cube then this will not be either. This certainly isn't a bomb but it is a desirable effect to have. Yes, Upheaval is way more powerful and sets your opponents back to zero but it takes more setup yourself and sets you back an awful lot as well. A game winning Upheaval costs 8+ mana in effect without a bunch of broken mana rocks. Flood of Tears you can fire off, get ahead of where you were and set your opponent back a lot too. Evacuation on the other hand is a better anti aggro tool but it is limited. Flood hitting planeswalkers, non-land ramp and that sort of thing while being non-symmetrical makes it more effective against a range of things. Flood isn't a lock in card but it looks like it is going to cut it in testing.Nick Nobodyhttps://www.blogger.com/profile/08217616255450989605noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-56466180240568719082019-06-26T19:57:09.946-07:002019-06-26T19:57:09.946-07:00I'm fairly confident that Flood of Tears is al...I'm fairly confident that Flood of Tears is also unplayable. At six mana you are guaranteed to bounce everything but four permanents is a lot when you don't count lands. It's definitely going to happens sometimes but your opponent still has all of their mana available the following turn. They can just replay everything. You don't even want to cast this if you are ahead on board as it sets you behind. It's a sorcery so you can't do it EOT to get a quick swing in and you leave yourself tapped out so you can't counter anything they play. Isn't this just worse than something like Baral's Expertise or any of the other X cards that return multiple creatures to their owner's hands? Hell, Evacuation is probably just better than this as it's an instant and that hasn't seen play in years. In unpowered cubes this seems really bad and in powered cubes you have Upheaval which is just better. Seems playable but mediocre.cptawesomehttps://www.blogger.com/profile/13957046344978825404noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-5632450905098169742019-06-26T19:49:52.985-07:002019-06-26T19:49:52.985-07:00*Voracious Hydra*Voracious Hydracptawesomehttps://www.blogger.com/profile/13957046344978825404noreply@blogger.comtag:blogger.com,1999:blog-7069223956725485027.post-80631600096301021572019-06-26T19:49:34.346-07:002019-06-26T19:49:34.346-07:00Ravenous Hydra is not a green Flametongue Kavu. Fl...Ravenous Hydra is not a green Flametongue Kavu. Flametongue is easier to cast, has a bigger body for its cost, is actual removal and not a fight card. I get the comparison but it's a lot worse than FTK. I understand that it scales but it doesn't do so well and there are about twenty XGG creatures that are just better than this are in cube. It's near unplayable until it gets to five mana and even then, it's completely dependent on having a target to kill that doesn't result in the hydra dying. This is a bad card.cptawesomehttps://www.blogger.com/profile/13957046344978825404noreply@blogger.com