With there being both more Token Generators and way more planeswalkers in cube than some years ago, I think Doubling Season might deserve a second look. With almost all of the planeswalkers, it can threaten to immediately end the game via the Ultimatum. Combined with token makers, it is not quite as impressive, but still does it.
Could this be a card that one could include to make Green more interesting? It definitely is both a combo card and a very niche card, but the question is... how good is it?
While definetely good if it is online, I don't think most decks need this. If you have a Walker key is to protect it and then you will win most of the time. Is this card better then a good creature or some removal in your deck?
Problem is that it costs 5 mana, which means that most likely your opponent will be halfway in killing you. This card often does very little at the moment you play it (unless you have a walker in play allready).
I opened a Doubling Season at the one Modern Masters event I went to, and was unable to trade it away to anyone. Then I looked at my list--slower than normal, with far more token support than usual--and thought I'd give it a test run.
It's done nothing so far, but it's made its way into two decks where it was extremely strong--both GW tokens with 4+ planeswalkers (that also typically make tokens). Mostly-dead 5 mana combo cards do not make for a good cube card, but I've been very surprised how many cards in actually does interact with in my cube.
I only ever drew it once in a bunch of games, frustratingly, but the time it hit play in a GW/r deck I had Sarkhan Vol in hand to follow it up next turn. (Think about that one...)
Of course, I was Char+Fireblast'ed to death, so it never happened. Still, it's closer to cubable in a underpowered list than I had any right to expect, it seems.
It interacts--often in very powerful ways--with 19 of my 70 green cards, 17 white cards, over half of my Selesnya cards... A bit under a quarter of my cube can benefit from Doubling Season.
In my multi-player cube, this card is awesome. Generally you can get it out. and with all of the tokens and planeswalkers we have in the cube it works great.
I love being able to play a planeswalker and ultimate it instantly. That is great fun.
It doesn't fit into every deck, but the decks it does fit into make great use out of it.
EDH is giving a lot of heat to the value of this card lately so I thought it was time to see if it is worth it cube. (Again).
Con
In the 4 years since this thread was last active, 5 mana hasn't gotten any easier to swallow for a do nothing card, and aggro decks are as strong/stronger than ever.
Pro
Wizards feels that half of their mechanics should revolve around +1/+1 counters.
There are more cubable planeswalkers than you can shake a stick at.
People love tokens and we have gotten some great ones like Hanwier Garrison, Secure the Wastes, etc.
The Red God shows that a payoff card can help make token decks a thing. (And also helps encourage other centerpiece cards for that deck)
Anyone out there running this in a non-multiplayer environment?
I might be weird but "token decks" are doing just fine without much support. I don't feel a huge need to give them tools only they can use, just don't have the slots.
I have it in my artifact cube and it has more counter interaction than a normal cube. Even then, it really is a terrible curve topper and too slow for the payoff. If you want to focus on +1/+1 counters, just stick with Hardened Scales or cheap proliferate cards like Thrummingbird. Nevertheless, try it! I know that someday I will try it again.
With there being both more Token Generators and way more planeswalkers in cube than some years ago, I think Doubling Season might deserve a second look. With almost all of the planeswalkers, it can threaten to immediately end the game via the Ultimatum. Combined with token makers, it is not quite as impressive, but still does it.
Could this be a card that one could include to make Green more interesting? It definitely is both a combo card and a very niche card, but the question is... how good is it?
Problem is that it costs 5 mana, which means that most likely your opponent will be halfway in killing you. This card often does very little at the moment you play it (unless you have a walker in play allready).
Only for big cubes or slow playing cubes.
I feel compelled to repeat everything I hear
I opened a Doubling Season at the one Modern Masters event I went to, and was unable to trade it away to anyone. Then I looked at my list--slower than normal, with far more token support than usual--and thought I'd give it a test run.
It's done nothing so far, but it's made its way into two decks where it was extremely strong--both GW tokens with 4+ planeswalkers (that also typically make tokens). Mostly-dead 5 mana combo cards do not make for a good cube card, but I've been very surprised how many cards in actually does interact with in my cube.
I only ever drew it once in a bunch of games, frustratingly, but the time it hit play in a GW/r deck I had Sarkhan Vol in hand to follow it up next turn. (Think about that one...)
Of course, I was Char+Fireblast'ed to death, so it never happened. Still, it's closer to cubable in a underpowered list than I had any right to expect, it seems.
It interacts--often in very powerful ways--with 19 of my 70 green cards, 17 white cards, over half of my Selesnya cards... A bit under a quarter of my cube can benefit from Doubling Season.
My $40 MTGO cube
Draft my cube at Cubetutor!
I like how this was posted three months before they *did* print half a doubling season on a 4/4 body.
I love being able to play a planeswalker and ultimate it instantly. That is great fun.
It doesn't fit into every deck, but the decks it does fit into make great use out of it.
Con
In the 4 years since this thread was last active, 5 mana hasn't gotten any easier to swallow for a do nothing card, and aggro decks are as strong/stronger than ever.
Pro
Wizards feels that half of their mechanics should revolve around +1/+1 counters.
There are more cubable planeswalkers than you can shake a stick at.
People love tokens and we have gotten some great ones like Hanwier Garrison, Secure the Wastes, etc.
The Red God shows that a payoff card can help make token decks a thing. (And also helps encourage other centerpiece cards for that deck)
Anyone out there running this in a non-multiplayer environment?
https://cubecobra.com/cube/list/3pq
http://forums.mtgsalvation.com/showthread.php?t=484979