cube take 2

cube take 2 by Tenebrae

58 cards in Multiverse

58 commons

16 white, 5 blue, 4 black, 4 red,
4 green, 23 multicolour, 1 hybrid, 1 land

39 comments total

my second attempt at a custom cube

cube take 2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

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Recently active cards: (all recent activity)

 C 
Creature – Elemental
Haste, soulfire (At the beginning of your upkeep, if Hellfire Elemental is in your graveyard, return it to the battlefield. It gains haste. Exile it at end of turn or if it would leave the battlefield.)
Sacrifice Hellfire Elemental at the beginning of your end step.
Illus. javi-ure
3/1
 C 
Creature – Devil
chain (When you cast this spell, exile the top card of your library. You may cast it this turn.)
Illus. rkem741
4/2
3 comments
last 2014-05-13 09:08:31 by Alex
 C 
Creature – Human Warrior
Unity – As long as at least three creatures you control are tapped, Ursine Ranger has double strike.
Illus. DenmanRooke
2/2
4 comments
last 2014-06-09 20:17:31 by Shiny_Umbreon
 C 
Creature – Human Soldier
Unity – As long as at least three creatures you control are tapped, Vanguard Elite gets +2/+2.
Illus. 88grzes
2/2
 C 
Creature – Ape
chilltouch (When Howlmoon Yeti deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Whenever Howlmoon Yeti deals combat damage to a player, draw a card.
Illus. allendouglasstudio
2/3

Recent comments: (all recent activity)
On Ursine Ranger:

amuseum: It was like that, but it changed. It may have had to do with my explanation on Ally's Cry's comments.

On Ursine Ranger:

Those 4 results all probably come from the red mechanic in the Community Set. There's technically more in that set, but, if I remember, we were split on how we wanted to template it. A Prodigal Pyromancer that deals 2 damage when the ability resolves needs to say 'no untapped creatures'. A creature that gets +2/+2, however, just needs to say "as long as all creatures you control are tapped." You know... because the ability doesn't mean anything if the creature isn't on the table...

On a separate side note, Battalion used to not require the creature with Battalion to be one of the attacking creatures. So you're technically treading really close to the original impetus behind the mechanic. Not that I think there's anything wrong with that... it's a good mechanic. I hope comes back a little closer to this someday.

On Ursine Ranger:

how about no untapped creatures. it hasnt been done yet on official cards. the closest is a loose cycle in Prophecy mentioning no untapped lands. however there are 4 results in multiverse here.

On Ursine Ranger:

I know I kinda-suggested using a threshold of three, but this is way too similar to battalion now that I think about it. It's a bit more open-ended because you can have Merfolk Looters helping, and it's cool (and strong) that this works both on defense and outside of combat, but I'm wondering if there's a way to make this not feel like it's stepping on battalion's toes.

On Sorcerous Devil:

Yeah, either of those would be fine.

On Sorcerous Devil:

4/2 maybe? or 3/3?

On Sorcerous Devil:

Oh, nice call. This at first looks way better than Phyrexian Rager, but the way you have to play the card this turn or lose it makes it much harder to use after you've already spent 4 mana on this. I think this is fair - well, perhaps except that red and black don't normally get Order of the Sacred Bell at all, let alone with a benefit.

On Torrential Pain:

I love the name :)

On Thorncrusher Devil:

that's the point; it's a big risk to use. i like your little story :)

On Thorncrusher Devil:

It's balanced; but it's amusing.

P1: I am willing to discard my turn to get out a big creature early!
P2: Fine. Big wall to stop it, or O-ring it or something.
P1: Grr...

P2: Hey, remember that creature? I'ma gonna kill it now. Your turn. Discard your hand please :)
P1: Argleblargleglurph.

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