The main argument against it is that it ramps you into nowhere. Ramping by two can be had for three (Palladium Myr) or even just one mana (Joraga Treespeaker), if you want to ramp by two, you could play Coalition Relic or kick an Everflowing Chalice twice, but it never costs less than four and doesn't affect the board at all.
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Still, it's pretty good with something like Avenger of Zendikar - either helping to get to it quickly or pumping the team when it's already in play. Other Landfall ramp fatties as well, such as Rampaging Baloths. I'm wondering if it would help to achieve a critical mass of ramping effects with the other similar cards (e.g. Cultivate, Kodama's Reach, etc.).
My question is how do people expect to get to cards like Tooth and Nail/ Upheaval etc. without explosives ramp at 4 CMC.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I played a bit of EDH and a huge ramp favorite was Skyshroud Claim - The two lands enter untapped, similar to Thran Dynamo the turn it comes in.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
My question is how do people expect to get to cards like Tooth and Nail/ Upheaval etc. without explosives ramp at 4 CMC.
I think if you want to look at sleeper cards for super ramp I’d recommend Circle of Dreams Druid over the “4cc ramp twice” options. It’s not really for upheaval but works well with Tooth and Nail, Craterhoof.dec, and Eldrazi.
Aren't there a few cards that are just strict upgrades at this point? Migration Path for example.
Yeah, but even then I like Kodama's Reach / Cultivate more than any Explosive Vegetation variant (even though I've cut Kodama's Reach / Cultivate a while ago). With 4 and 5 drops being more powerful than ever, I want my earlier spells to set up for those bombs, and not just ramp with 4 mana. I've also cut Solemn Simulacrum / Thran Dynamo for those reasons and haven't missed them one bit.
- It requires other ramp spells in order to power it out
- The Talisman/ Signet Cycle + new 1 CMC dorks removed the need for 3-4 CMC ramp.
- The 3 CMC generic answers are too good - Oko, Teferi etc. in addition to higher density of counter magic.
- The movement towards Unga Bunga in the green section as hyper ramp has problems.
Arguments for:
- Ramp decks (Wildfire/ Artifacts/ hyper ramp) need a 2 or 3 for 1 somewhere in order to get to 8-9 mana
- Ramp as all 1-2 CMC is pretty dull
- People want to cast Karn, Ugin. Cards like Maelstrom Wanderer/ Sweet-Gum Recluse gives these ramp decks a way to fight through disruption and counter magic.
My reasons for Thran is mostly for fun reasons. But Solemn is a card I really dislike.
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
What are people's opinions on this?
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
My Cube
My Blog
https://cubecobra.com/cube/list/3pq
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
Kodama's Reach / Cultivate and 5-cmc Nissas
My High Octane Unpowered Cube on CubeCobra
I played a bit of EDH and a huge ramp favorite was Skyshroud Claim - The two lands enter untapped, similar to Thran Dynamo the turn it comes in.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
I think if you want to look at sleeper cards for super ramp I’d recommend Circle of Dreams Druid over the “4cc ramp twice” options. It’s not really for upheaval but works well with Tooth and Nail, Craterhoof.dec, and Eldrazi.
Yeah, but even then I like Kodama's Reach / Cultivate more than any Explosive Vegetation variant (even though I've cut Kodama's Reach / Cultivate a while ago). With 4 and 5 drops being more powerful than ever, I want my earlier spells to set up for those bombs, and not just ramp with 4 mana. I've also cut Solemn Simulacrum / Thran Dynamo for those reasons and haven't missed them one bit.
My High Octane Unpowered Cube on CubeCobra
There are several arguments against Thran Dynamo:
- It requires other ramp spells in order to power it out
- The Talisman/ Signet Cycle + new 1 CMC dorks removed the need for 3-4 CMC ramp.
- The 3 CMC generic answers are too good - Oko, Teferi etc. in addition to higher density of counter magic.
- The movement towards Unga Bunga in the green section as hyper ramp has problems.
Arguments for:
- Ramp decks (Wildfire/ Artifacts/ hyper ramp) need a 2 or 3 for 1 somewhere in order to get to 8-9 mana
- Ramp as all 1-2 CMC is pretty dull
- People want to cast Karn, Ugin. Cards like Maelstrom Wanderer/ Sweet-Gum Recluse gives these ramp decks a way to fight through disruption and counter magic.
My reasons for Thran is mostly for fun reasons. But Solemn is a card I really dislike.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i