cube take 2: Recent Activity
cube take 2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to cube take 2: (Generated at 2024-05-19 00:41:04)
cube take 2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to cube take 2: (Generated at 2024-05-19 00:41:04)
Heh, you like granting all your custom mechanics to other cards, don't you? :) I'm afraid the reminder text for Chilltouch isn't right here either; it'll need manually writing out for the same reason as last time.
also, i'll just be careful about the cheap mill i put into this cube
they don't really have synergy, but it's for a cycle of shard cards that have their two guild mechanics
Proper color order for "Jund" is . Colors are ordered as though you were going around the wheel of clockwise, and in whichever order leaves the least number of leaps between them.
Soulfire is very dangerous when you can potentially mill or Entomb yourself into several huge beats on turn 1 to come down turn 2.
Putting Feral and Soulfire on the same creature is weird to me because they have 0 synergy.