The Cube According to Gatherer, Part 21 – The Cube Can Legally Purchase Alcohol

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7 Responses

  1. cartesiandaemon says:

    Oh, cool.

    I am amused by Merfolk OTPT and glad you’re still managing to walk the line between not veto’ing things casually but still throwing out things that would be just too difficult to make fit.

    I did wonder if you could *add* it to the “if you control a card named” theme so either of the one-cost weak creatures would turn it on, to give a bit more flexibility to the theme. But I’m not sure if that would work in practice.

    I’m interested you are still managing to find “choose one or more” charms where it plausible looks like you might want or not want any of the modes.

    I’m not sure about “each player sacrifices a creature with CMC x or less”, it seems like CMC isn’t going to matter much once its gone past the smallest creature each player has. I wonder if it’d be more interesting if either it was an explicit trade off (making x bigger makes one mode better and one mode worse) or just gets better (e.g. sac CMC x or more). Now I want to design cards some cards that do that.

    • jmgariepy says:

      Yeah, I admit the sacrifice under a CMC mode is a bit wonky. Mostly, I like it because you can be surgical about what casting costs can be sacrificed versus how big a creature you’re willing to let your opponent bring back… but I can’t be sure that it will create interesting choices. I’m hoping some playtesting clears that up. The ability may need to be swapped out, though, if the X proves to be negligible.

      As for MerOTPT: One of the unmentioned strikes for not including it in Masquerade with Aven Envoy is a flavor reason. I’ve been trying to flavor creatures that like the Envoy around to be creatures that like messengers. I haven’t always been successful. Pirates wasn’t a great choice in Red, but not much in Red is. Maybe I should have used some sort of Dwarven nobles for that card. Or Minotaur scouts?

      Obviously, I’m not vetoing cards because the flavor doesn’t align. But I’ll admit that when a card already doesn’t look like it will fit what I’m doing, the fact that it’s throwing away some of the flavor I’ve been building toward isn’t helping to sell the idea.

  2. Anhava says:

    About the masquerade rule:

    Suppose I play a card with masquerade, a 1/1 vanilla. Then I play Raving Dead. Since nu 1/1 is every creature name, and since Raving Dead states “whenever Raving Dead deals damage…” does that mean that as long as the real Raving Dead is in play, abilities effecting “Raven Dead” apply to nu 1/1 as well?

    To put it in other words: attack does not cause Serra Angel to tap.

    My 1/1 is called Serra Angel. So attack does not cause my 1/1 to tap.

    But now Serra Angel had vigilance. So it does not effect the 1/1.

    This can’t be right. But I don’t know why it’s not right.

    • cartesiandaemon says:

      I think it’s the same as if you have two normal Raving Dead in play. They both say “Whenever Raving Dead deals combat damage to a player, that player loses half their life, rounded down.” But each only applies to itself, if both attack, you halve the opponent’s life twice, not four times.

      It’s actually spelled out in the comprehensive rules that when you write the card’s name in the rules, it means that specific creature, and if you mean any creature with that name, it spells out “a card with name blah” or ” a creature called blah”, that’s why it works like that.

      • jmgariepy says:

        Yup, cartesiandaemon has it right. Cards that mention their name in the text are only talking about themselves. Which is unintuitive, I know. But that’s the way it works. Here’s another example: When you activate Rootwalla‘s ability, it doesn’t give a +2/+2 bonus to each Rootwalla on the battlefield.

        Compare this to the wording on Cylian Sunsinger: “Cylian Sunsinger and each other creature with the same name as it get +3/+3 until end of turn.”

  3. alextfish says:

    FWIW, the obvious wording for Rurdun’s last ability won’t result in unnecessary triggers, if you make sure to give it an “intervening if”. “Whenever a land ETBs under your control, if you control twenty or more lands, you win the game.” That won’t trigger for lands 1-19 at all.

    Endbringer Charm looks like it’ll have fascinating gameplay. Perhaps almost to the point of analysis paralysis: if I draw it when I have 6 lands, that’s 6 choices of mana cost (X=0 to 5), times 7 choices of modes, equals 35 possible castings, each of which I need to analyse what it’ll do for me and what it’ll do for the opponent… yowsers. I still want to see it played a few times before saying it’s too complicated though, as it could be really fun.

    • jmgariepy says:

      Agreed with the complication on Endbringer Charm. My hope is that while there’s an incredible amount of options, that there will usually be only two reasonable choices at any one point and time. But where it gets really complicated is trying to figure out how long to hold onto it, and at what point it will do the most damage… that’s where the analysis paralysis might really creep in.

      Oh, and yeah, that makes a lot of sense for Rurdun. Changing it right now.

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