I enjoy drafting, so I thought I'd try making a cube. I haven't done this before, nor have I drafted a cube before, but none-the-less, this is what I've built. I was hoping someone with a trained eye could look it over and point out potential problems they notice. I will be updating this as I learn more about how it plays compared to how I want it to play.
Basic Info
Cube Size: 360 Cards
Standard or Theme Cube: Themed, kind of weird
Intended # Players: 8
How Often Drafted: Once
Card Selection
Over all power level is generally low and comparable to a normal limited format. There is an abundance of cards that change in relevance when creatures are forced to attack and a good handful of cards like Goblin Diplomats. The amount of removal that actually gets creatures off the table unconditionally is fairly low. Black tends to have the the best aggressive tools and the most reach.
Cube Design
Standard or Multiplayer: 1v1 Games
Sideboards?: Yes
Even Color Balance: Nearly
Perfect Creature/Non-Creature Balance: No
Gold/Hybrid Balance: Nearly
Split/Kicker as Gold: No
Color Triggers as Gold: No
Perfectly Balanced CMC: No
The two core archetypes I want to support are RW control based around Fumiko or Boros Battleshaper and BU aggro using black spells with reach and blue spells that give tempo.
White feels the most defensive of all colors however, it does offer some cards that are useful for aggression. White has the most affinity with the large amount of aura-based removal in this cube with Three Dreams and Totem-Guide Hartebeest. It has trouble dealing with creatures that never enter combat that have good abilities like Extort since it is quite limited in ways of getting them off the table.
Blue has a lot of aggressive tempo cards and a few decent removal spells. Outside of that, blue doesn't have much of a controlling aspect however. It's only grindy elements are in the form of flicker effects and careful uses of Peel from Reality. Blue also has powerful mill singletons in Increasing Confusion, Stern Mentor, and Psychic Spiral that can be the basis of a whole deck.
Black has the best 1- and 2-drops for being an aggressive deck and it also has the most reach both via Extort and spells. I expect and intend for Black-based aggressive decks to be the defining aspect of how much durdling other decks can get away with. I don't anticipate black to be well-suited to control, though it does tend to have the best removal that it would probably do better than blue in that regard. Additionally, there are various shades of grindy shenanigans that can be done in GB shells, self-mill most notably.
Red is split between aggro and control and its defining feature is the above average quantity of main-deckable Goblin Diplomats variants. They have a variety of uses and all of those uses are touched upon in the spectrum of red decks. Red's removal tends to perform better in controlling decks and very few red cards damage the opponent directly. Red also has more removal than other colors when you count these forced attack effects.
Green seems like its plan varies wildly based on what it's paired with, moreso than the other colors. It has self-mill, ramp, and midrange aggression seem to be the plans available to it. It certainly gains a lot from the GW pairing, both via multicolored cards and the lifelink-granting effects. GB is probably the most obvious pairing due to the large amount of self-mill effects, but it's not clear how viable this is or exactly what such a deck would look like.
BGGraveyard, Various
There are a variety of directions this can go, but dredge is likely the common denominator, with Eternal Witness being pretty crucial. The deck has a variety of mechanisms to consistently get any particular creature from its deck out so it will probably be based around whatever micro-combos you manage to draft. I like splashed Psychic Spiral and Shirei + Serrated Biskelion (which can let you flicker Eternal Witness endlessly).
4/1/14 Changes (Born of the Gods)
These changes should put UG Flicker on the map as an archetype. They should allow to be more aggressive on the ground and should lessen the number of early creatures that eat 2/2s. Minor changes also try to weaken BW extort. GR ramp should also appreciate some of these changes.
7/14/14 Changes (Journey Into Nyx + M15)
There are lots of changes going on here. The bigger push is to make most of the early black creatures need help to get through combat to blunt aggro's consistency a bit. There are some upgrades, including Cast into Darkness over Contaminated Bond, but the high-toughness unleash creatures are gone. Hideous End was a bit too first-pickable as well, so it got 'downgraded' to Blind Zealot, so now it pushes more for an aggro deck. Black's evasive threats are now all initmidate/fear based, so sideboarding against it should be a tad more straightforward and it makes the flying blue grants more meaningful. Blue itself has more tools for the flicker deck as well, most notably Crystal Shard + Nevermaker. I've given a colored artifact to each color and they're all pretty good so artifact removal should be more worth it. I'm looking to make up for Crimson Muckwader's removal to RB. I might replace Mogg Flunkies with it in a future change. I'll be keeping an eye on black's power level, particularly Blightcaster since I increased its ability to trigger in black alone significantly. I'm also weary of black's depth in general compared to other colors.
5/10/15 Tarkir Block Update
Trying to help blue out some and solidify red-black's default as a control deck as juxtaposed to blue-black's default as an evasive aggro deck. The land base has been overhauled to help make Bolas castable while also reinforcing red as a ramp color. A few red tweaks to help the possibility of a red aggro deck. I have strong suspicions going forward that blue is too immune to removal and am looking veeeery carefully at Crystal Shard.
I like the idea behind your cube. I noticed you have some good cards in your cube like Taalrand in the blue section. I use him in my budget cube because I don't want to spend money on Venser or Glen Elendra. I'm guessing you made this a budget cube because you don't have any of the big money cards or don't want to spend the money on those cards? You run a lot of cards that you normally won't see in a typical cube. I made a budget cube and there are around 5-6 $10-20 cards in the cube. I don't have any super expensive cards in my cube. My cube is currently 385 cards and has a lot of good cards in the cube. Each color has around 5-10 slots devoted to cards not automatically put into a normal cube. Many of the cards I run in my because I don't want spend a bunch of money on certain cards. There are many $1-$2 cards that you could put into your cube which could make it better. In your black section for example you could add Pack Rat, Braids Cabal Minion, Black Sun's Zenith, and Ob Nixilis. Ob Nixilis is only around $2 and those other cards only cost around $1.
I like the idea behind your cube. I noticed you have some good cards in your cube like Talrand in the blue section. I use him in my budget cube because I don't want to spend money on Venser or Glen Elendra.
Talrand was included because he has to be removed from the board to be answered, not just Pacifismed. As a 2/2, Curse of the Nightly Hunt effects can efficiently remove him and his tokens with appropriate blockers.
Additionally, since several common spell slots are filled with auras, I suspect he's harder to use than he would be normally, though he seems pretty brutal with Call of the Herd and other flashback...
Also, since I included Fumiko, I wanted a legendary in each color.
I'm guessing you made this a budget cube because you don't have any of the big money cards or don't want to spend the money on those cards? You run a lot of cards that you normally won't see in a typical cube.
I wanted this to approximate drafting and as such wanted consistent last-picks that might be needed as 23rds like Incite and Contaminated Bond. I don't really want expensive cards because expensive cards tend to be powerful.
When you acquire your remaining cards, please post a session report or two.
I think analyzing your cube might be a bit difficult initially, seeing as the conversation could easily turn to "why aren't you using staple x" or "take a look at eidolon's card-by-incidence" reports, etc. What I like about your cube in comparison, is that the power levels of various cards will be more determined by their context in the session, rather than most powerful in a vacuum.
I think reporting on a session, where you can post MVPs vs under performers, might work out well, as you can solicit suggestions for ticking the power level of certain cards up or down based on observations of their usefulness, or where things went wrong.
Haven't yet gotten to run a live draft, but I simulated one with what I was able to sleeve up using two 13-card packs and an 11-card pack. These are the decks that resulted. Of note, half of the multicolor cards and none of the Guildgates were sleeved.
I wasn't sure how to best build this. It had a lot of heavy color requirements. Contaminated Bond isn't the best, but this build looks like it starts up slowly and has a reasonable amount of evasion.
GR beats GW 2-1 GR won a close game 1 with an 8/6 flying Wurm with Bloodrush trampling past Deadly Recluse while GW was beginning to stabilize. GW won game 2 with all the +1/+1 counters. GR was unable to mount any defense with multiple Glimmerpoint Stags killing its tokens and then trading off. GR won the final game with an unanswered Arachnus Spinner with a pair of Prey Upons.
RU Tempo beats RW control 2-0
The attacking deck managed to find ways through the multiple large blockers. Wingcrafter beat the multiple non-flying walls and dodged Burning Oil by not attacking itself. And Lust for War is great on 0/3s
BW Control beats UR Spiral 2-0
While it was able to Junktroller Psychic Spiral to the bottom of the library both games, it never managed to draw it. In the first game, Junktroller was Enslaved and then Sands of Delirium milled the Psychic Spiral away. In the second game, Extort and aggressive creatures put up too much pressure for the combo deck, causing it to falter.
BW Aggro beats UW Auras 2-1
Extort and Blood Artist effects prove unanswerable for Pacifism effects. Ethereal Armor for +5/+5 is insufficient without trample.
RU Tempo beats GR Beef 2-1
Evasion, Artillerize, and Frost Breath and high-power creatures goes a long way.
The green deck did have bigger creatures so it was able to win a game when it was able to stabilize.
BW Aggro beats BW Control 2-0
Both games were close. In game 1, the control deck died to Sign in Blood + Soul Reap on a stable board the turn before milling out its opponent.
Game 2, a timely Contaminated Bond and later removal allowed the aggressor to win in the air while the ground was locked up. The game could have gone either way prior to the "control" deck's evasive creatures being dealt with.
BW Aggro beats RU Tempo 2-1
Extort is overbearing and the black deck had multiple ways to make its opponents lose life.
The Red deck had good curves with Evasion and Flaming Sword is a great combat trick.
Overall, black appears to indeed be as aggressive as intended, possibly moreso. I'm afraid that white pairs too well with black and haven't yet seen any possible red-black or black-blue builds. I think GW has potential.
The slower control/comboy decks weren't able to stabilize at all. Either I'm not yet sure how to draft them or they're just bad. In particular, the Psychic Spiral deck didn't actually do ANYTHING. I would imagine that it's a guaranteed win when it goes off, but again, the aggressive decks seem to actually have too much reach.
Hopefully I'll get a better read when I'm eventually able to do a live draft.
Another thing I want to keep an eye on is the small amount of instant-speed removal.
Looking over your summary and play results, if control is having a tough time in your current configuration, I think you may need some meaner threats at the top end of your colors; things that really will put an end to an aggro deck's forward momentum.
Maybe if you can speak a little more towards your cube-building intentions or budget plans, we can help you out with balancing suggestions other than efficiency, efficiency, efficiency (i.e. $$$). I remember with your microstacks, you really strived for a honed, and deeply internally balanced "environment." Is that what you want with this cube? Even with the proximity of current, cheap, highly available alternatives (madcap skills in lieu of flaming sword for instance)?
First official draft happened this past weekend. We had a total of six players which is basically the minimum I'd want to run a draft. As a consequence, however, the entire cube wasn't used, so there were key cards for certain archetypes missing. This didn't turn out to be too problematic since three of the six players didn't quite know what they were doing anyway; two of the drafters had helped me draft a prototype version of the cube several months back. I've never written anything following a cube draft, so I'll just list the information I have. I don't really have any other players' full perspectives, just comments they made and what everyone drafted pick-by-pick.
This draft used the Born of the Gods Changelist version.
This was not my deck and I only played it once, so I have a limited perspective against it. Looking the list, I like all of the cards in the main, except for Faithless Looting. Curse and Ordeal probably aren't for this deck, though he does have big creatures. I think Curse should be coming out of the sideboard for this particular build, though, since 0/4s aren't racking up profitible blocks.
At any rate, other than the Mad Prophet, Aura Gnarlid additions, this deck looks super solid to me. It puzzles me that it went 0-3, especially with how close my games with it were. Other than the match ups, all I know is the final record.
A few preliminary comments. From what I can tell, this person first picked Survival Cache over Blind with Anger and Claustrophobia. I didn't think Survival Cache was a draftable archetype in Rise of the Eldrazi. Regardless, I'm glad he picked up the white creatures I swapped out in the last batch of changes that really appreciate the +1/+1 counters this color combination generates (Namely Fencing Ace and Auriok Bladewarden). Lastly, to my GREAT amusement, both Fencing Ace and Agoraphobia were in the same pack during the draft.
This turned out to be the only white drafter. Additionally, all the good white removal turned out to be not among the packs we opened. White still has very limited ways for dealing with creatures with powerful utility abilities like Blightcaster. So his complaints that the removal was bad was not unexpected given his color combination. He did happen to have many many ways to get around Darksteel Mutation's drawback. It's nice to see various synergy solutions to that.
This deck went 1-1-? I don't know the final round's result, but I know they only played one game.
This deck was dismantled before it got to me so I don't know exactly what was played. I do know that the person first-picked Talrand mistakenly thinking that it was well supported. I'd already been thinking of replacing Talrand, so that's definitely happening with the next wave of changes. I'll grant that Talrand and Young Pyromancer are easy cards to see how to build around, it's just that my cube has too many auras in the spell slots for this to work. They're niche cards and if people instinctively think that they're first-pickable build arounds rather than cards to pick up late, I'll have to replace them.
This seat did end up with a few good cards for the UG mill archetype, but passed the Nephalia Smuggler and ended up more self-mill heavy, but didn't have much way to capitalize on it, like Satyr Wayfinder and Increasing Confusion.
This deck also went 1-1-?, paired in round 3 with the previous deck.
This was the deck I drafted and I therefore saw it the most. I also knew what I was doing and this was pretty open. My draft started Syndicate Enforcer over Falkenrath Noble (which wheeled) because I wanted to stay open if I could go BW extort. Knight of Obligation was in the same pack, but it didn't wheel. Second pick Slave of Bolas over Launch Party (which also wheeled) and Sewer Shambler. This was followed by Nighthowler, Claustrophobia, Serrated Biskelion, and Curse of Chains before the wheel. In Pack 2 I prioritized creatures over removal, but did get a fifth pick Hideous End, which I think is the best single black card because it can go into any archetype and does so much for so little, especially compared to the other removal. I took Nicol Bolas too highly because I irrationally want to live the dream. I didn't end up with enough to side into him against any slow decks, though aggression is also good against slow decks... I was sad to pass Wingcrafter for Azure Mage; maybe that was wrong, but I wanted more 2-drops. In pack 3 I was super stoked to get a 5th and 6th Spitefulful Returned and Inkfrathom Infiltrator.
The deck was fairly straight forward to build and I didn't have much of a sideboard as a consequence. I did notice that I was low on blue and could have kept Somnomancer and Curse of Chains and played some of the white cards that I got, meaning that I probably could have gotten some value as there were some very deep white-heavy packs that I was overlooking. There ended up only being one white drafter at the table who got everything. I know there was a Syndic of Tithes and a Tithe Drinker which I each passed twice. :/
I will discuss my rounds in later block. My record was 3-0. I lost no games and was on the draw all of my games. I was also apparently the only aggro deck in the draft
This is one of the many variations of GB I think are possible in my cube. This drafter went in on GB self-mill when he drafted the prototype of the cube many months back. This deck is all-in on enchantments, which I'm guessing is why Jarad's Orders and Golgari Grave-Troll aren't played. I feel like Jarad's Orders could be pretty decent given the key build-around creature's he has and Pharika's Mender, though it could be he sided out the slower cards out against me in the last round.
This deck went 2-1, losing only to the 3-0 deck.
Also, he was super excited during the draft in pack 3 which is when he got back to back Blightcaster, Dowsing Shaman.
This deck seems conflicted but it has decent removal. I think Flaming Sword should have totally been in the main deck, probably over Ghostly Flicker. The 4/2 and 7/1 would appreciate it greatly and it makes small creatures into very potent blockers. If he'd had Psychic Spiral and more self-mill pieces and looters, he has the Mystic Retrieval and Chronic Flooding to go deep with that. I still don't have any data on how good that deck is.
This deck went 1-2. There are a bunch of cards I need to ask the player what his perspectives on were.
Round 1 BU beats RG 2-0 BG beats WG 2-1 UG beats RU 2-1
Round 2 BU beats UG 2-0 BG beats RU 2-0 UG beats RG 2-0
Round 3 BU beats BG 2-0
? UG vs WG RU beats RG 2-0
All of my games I was on the draw.
Me VS RG
In game 1, I got him to 5 life before he stabilized behind PoliSCRUSHER and a Hellion token and started to chunk me with MaRkovWaRloRd. I had both of my extorters in play and ended up winning at 3 life. I had gained 13 life that game. Game 2 I won under less pressure, finishing him off by equipping Skinwing to Syndicate Enforcer for the last bit of damage. Both of these games I remember being pretty flooded, like 8 or so lands. Game 1 was the closest I ever got to losing a game, but I had plenty of possible cards that could have won the game for me turns earlier.
In one of the games, he cast Lust for War on turn 3 on my turn 2 2-drop, but I conveniently had Sedraxis Alchemist in hand at the time.
Me vs UG
These games were very short with him having no real means to interact with my aggression and then him conceding at relatively high life totals. Both games I also had significantly better hands (less excess land) than in round 1.
I think if I had to play the white deck, I would be in trouble if he started gaining any life off of Unflinching Courage or Nearheath Pilgrim. Goldnight Redeemer would also be a problem if he managed to stabilize enough to cast it.
Is it normal to win everything when you draft your own cube? Maybe Black aggro is too strong or maybe people just don't know what to prioritize.
I already knew I wanted to put in Tumble Magnet over Angel's Tomb and was deciding to cut an artifact to run Grixis Grimblade for an additional 2-drop for the BU and BR aggro decks. I'd been eyeing Nevermaker and am now pretty certain I want to cut Talrand for it and take Young Pyromancer out for something else.
I want to get a Steel Overseer and a Fabricate to introduce a new angle on where one can start a draft, though I think U-based artifact deck would end up being blue-black. I'm willing to consider Crystal Shard for the flicker deck, but I think it might be too good at everything while also being too resilient.
Is there anything I'm leaving out that a normal report includes? I can reconstruct packs and give a pick by pick for each seat, but that will take some time. Even just looking at the top and bottom three picks for each seat in each pack is interesting.
Quantity count in deck list indicates whether or not it was in the person's eventual main deck.
I will list the cards in each pack in the order they were drafted. With this presentation, the card was picked over everything else below it. For packs 2 and 3, I will give the color combination of the eventual deck drafting the card in question.
I will also mark cards that made the final deck list and which person drafted them.
There are some quirks here. There was only one white player, who was almost entirely white. Green was drafted by four of the six players, mostly just a few cards each per player. Additionally, the lack of seat 3 data, means that some cards are just missing, mostly blue and green.
TappedOut: Random Pack
Cube Tutor: Random Pack
Cube Size: 360 Cards
Standard or Theme Cube: Themed, kind of weird
Intended # Players: 8
How Often Drafted: Once
Card Selection
Over all power level is generally low and comparable to a normal limited format. There is an abundance of cards that change in relevance when creatures are forced to attack and a good handful of cards like Goblin Diplomats. The amount of removal that actually gets creatures off the table unconditionally is fairly low. Black tends to have the the best aggressive tools and the most reach.
Cube Design
Standard or Multiplayer: 1v1 Games
Sideboards?: Yes
Even Color Balance: Nearly
Perfect Creature/Non-Creature Balance: No
Gold/Hybrid Balance: Nearly
Split/Kicker as Gold: No
Color Triggers as Gold: No
Perfectly Balanced CMC: No
Breakdown
(50 50 50 50 50), ~30 Hybrid, ~22 Gold, 43 Artifact, 15 Land
There are is an above average amount of auras in this cube and several of them have ongoing effects. Recumbent Bliss, Numbing Dose, Stab Wound, One Thousand Lashes, Nettling Curse, Lust for War, and Enslave are all auras you'll want to deal with if they get slapped on your creature.
White feels the most defensive of all colors however, it does offer some cards that are useful for aggression. White has the most affinity with the large amount of aura-based removal in this cube with Three Dreams and Totem-Guide Hartebeest. It has trouble dealing with creatures that never enter combat that have good abilities like Extort since it is quite limited in ways of getting them off the table.
Blue has a lot of aggressive tempo cards and a few decent removal spells. Outside of that, blue doesn't have much of a controlling aspect however. It's only grindy elements are in the form of flicker effects and careful uses of Peel from Reality. Blue also has powerful mill singletons in Increasing Confusion, Stern Mentor, and Psychic Spiral that can be the basis of a whole deck.
Black has the best 1- and 2-drops for being an aggressive deck and it also has the most reach both via Extort and spells. I expect and intend for Black-based aggressive decks to be the defining aspect of how much durdling other decks can get away with. I don't anticipate black to be well-suited to control, though it does tend to have the best removal that it would probably do better than blue in that regard. Additionally, there are various shades of grindy shenanigans that can be done in GB shells, self-mill most notably.
Red is split between aggro and control and its defining feature is the above average quantity of main-deckable Goblin Diplomats variants. They have a variety of uses and all of those uses are touched upon in the spectrum of red decks. Red's removal tends to perform better in controlling decks and very few red cards damage the opponent directly. Red also has more removal than other colors when you count these forced attack effects.
Green seems like its plan varies wildly based on what it's paired with, moreso than the other colors. It has self-mill, ramp, and midrange aggression seem to be the plans available to it. It certainly gains a lot from the GW pairing, both via multicolored cards and the lifelink-granting effects. GB is probably the most obvious pairing due to the large amount of self-mill effects, but it's not clear how viable this is or exactly what such a deck would look like.
RW Come At Me Control
> Boros Battleshaper, Fumiko the Lowblood, Curse of the Nightly Hunt
> Hanweir Lancer, Nearheath Pilgrim
> Burning Oil
BU Aggro / Tempo
> Various B/U weenies, some with evasion
> Wingcrafter, Spiteful Returned, Shadow Slice
> Profane Command
GU "Flicker" / Self Mill
> Mystic Snake, Selkie Hedge-Mage, Nephalia Smuggler
> Ghostly Flicker + Eternal Witness / Archaeomancer
> Peel from Reality, Satyr Wayfinder, Clone
> Krosan Reclamation + Psychic Spiral / Increasing Confusion
GW +1/+1 Counters
> Travel Preparations, Common Bond, (Contagion Clasp)
> Auriok Bladewarden, Fencing Ace, Aura Gnarlid
BR Aggro / Nettling Curse / 'Grixis' Control
> Fumiko the Lowblood, Goblin Diplomats
> Lobber Crew, Returned Phalanx
> Nettling Curse, Lust for War, Stab Wound
> Wall of Souls, Stuffy Doll
BW Extort Aggro
> Anything with Extort, Scholar of Athreos
> Decent, cheap removal that removes blockers.
UW Fliers
> Wingcrafter, Kinsbaile Balloonist, Chasm Drake
> Heliod's Pilgrim, Guard Duty, Sage's Reverie
> This deck thrives on weaker removal that is easy to pick up.
RU Voltron Aggro
> Galvanic Arc, Flaming Sword, Vow of Lightning
> Wingcrafter, Chasm Drake, anything that grants evasion
> Creatures with pumpable power or naturally high power.
> Valakut Fireboar
RG Midrange / Ramp
> Elvish Mystic, Werebear, Millikin, Prismatic Lens, Seek the Horizon
> Nessian Asp, Pelakka Wurm, Form of the Dragon, Ugin
BG Graveyard, Various
There are a variety of directions this can go, but dredge is likely the common denominator, with Eternal Witness being pretty crucial. The deck has a variety of mechanisms to consistently get any particular creature from its deck out so it will probably be based around whatever micro-combos you manage to draft. I like splashed Psychic Spiral and Shirei + Serrated Biskelion (which can let you flicker Eternal Witness endlessly).
Nicol Bolas, Planeswalker
Blightcaster
Psychic Spiral + Krosan Reclamation / Mystic Retrieval
1 Mardu Woe-Reaper
1 Lagonna-Band Trailblazer
2 Auriok Bladewarden
2 Fencing Ace
2 Leonin Relic-Warder
2 Nearheath Pilgrim
2 Serene Master
2 Silverchase Fox
2 Syndic of Tithes
3 Auramancer
3 Banisher Priest
3 Heliod's Pilgrim
3 Kabuto Moth
3 Kemba's Skyguard
3 Observant Alseid
3 Scholar of Athreos
3 Voiceless Spirit
4 Kinsbaile Balloonist
4 Knight of Obligation
4 Seraph of Dawn
4 Odric, Master Tactician
5 Shepherd of the Lost
5 Totem-Guide Hartebeest
6 Urbis Protector
7 Resolute Archangel
1 Guard Duty
1 Stave Off
1 Swift Justice
2 Celestial Flare
2 Darksteel Mutation
2 Moment of Heroism
2 Spirit Mantle
2 Triclopean Sight
3 Pariah
3 Rally the Peasants
3 Recumbent Bliss
4 Dawn to Dusk
4 Divine Verdict
4 Faith's Fetters
4 Hopeful Eidolon
4 Sage's Reverie
5 Knightly Valor
5 Three Dreams
0 Hail of Arrows
Blue
1 Hypnotic Siren
1 Nephalia Smuggler
1 Wingcrafter
1 Wind Zendikon
2 Azure Mage
2 Screeching Skaab
2 Void Stalker
2 Metropolis Sprite
2 Omenspeaker
3 Frost Lynx
3 Parasitic Strix
3 Pestermite
3 Watercourser
4 Archaeomancer
4 Clever Impersonator
4 Dungeon Geists
4 Gurmag Drowner
4 Nevermaker
4 Stern Mentor
5 Chasm Drake
6 Aethersnipe
6 Havengul Skaab
1 Silent Departure
1 Annul
2 Agoraphobia
2 Chronic Flooding
2 Eel Umbra
2 Ice Cage
2 Negate
2 Ovinize
2 Peel from Reality
2 Singing Bell Strike
2 Think Twice
3 Cackling Counterpart
3 Claustrophobia
3 Encrust
3 Forbidden Alchemy
3 Frost Breath
3 Ghostly Flicker
4 Flight of Fancy
4 Grasp of Phantoms
4 Mystic Retrieval
5 Psychic Spiral
0 Increasing Confusion
Black
1 Guul Draz Vampire
1 Thrull Parasite
1 Vampire Lacerator
2 Baleful Eidolon
2 Basilica Screecher
2 Brain Maggot
2 Gnawing Zombie
2 Golgari Thug
2 Returned Phalanx
2 Ruthless Cullblade
2 Spiteful Returned
2 Wall of Souls
3 Cadaver Imp
3 Blind Zealot
3 Markov Patrician
3 Sedraxis Alchemist
3 Sewer Shambler
3 Soulcage Fiend
3 Stinkweed Imp
4 Blightcaster
4 Crypt Ghast
4 Nighthowler
4 Slum Reaper
4 Moan of the Unhallowed
5 Veilborn Ghoul
6 Grixis Slavedriver
1 Crippling Blight
1 Dark Betrayal
1 Dead Weight
2 Cast into Darkness
2 Sign in Blood
3 Butcher's Glee
3 Nettling Curse
3 Stab Wound
4 Launch Party
4 Mental Agony
4 Strands of Undeath
5 Increasing Ambition
5 Ribbons of Night
5 Rescue from the Underworld
5 Shadow Slice
6 Enslave
0 Profane Command
0 Damnable Pact
1 Grim Lavamancer
1 Zurgo Bellstriker
2 Ashmouth Hound
2 Generator Servant
2 Goblin Diplomats
2 Mogg Flunkies
2 Ogre Sentry
2 Plated Geopede
3 Alesha, Who Smiles at Death
3 Hanweir Lancer
3 Lobber Crew
3 Molten Ravager
3 Mudbutton Torchrunner
3 Pyrewild Shaman
3 Rummaging Goblin
3 Spearpoint Oread
4 Goblin Heelcutter
4 Ill-Tempered Cyclops
4 Mad Prophet
4 Rukh Egg
5 Emrakul's Hatcher
5 Valakut Fireboar
6 Markov Warlord
1 Geistflame
2 Ancient Grudge
2 Burning Oil
2 Flaming Sword
2 Inferno Fist
2 Instill Furor
2 Nightbird's Clutches
2 Spawning Breath
2 Tormenting Voice
3 Dark Temper
3 Incite War
3 Smash
3 Galvanic Arc
3 Lust for War
3 Vow of Lightning
4 Artillerize
4 Blind with Anger
4 Traitorous Instinct
4 Uncontrollable Anger
7 Form of the Dragon
0 Street Spasm
1 Elvish Mystic
1 Wasteland Viper
2 Deadly Recluse
2 Leafcrown Dryad
2 Fists of Ironwood
2 Jade Mage
2 Nightshade Peddler
2 Satyr Wayfinder
2 Timberland Guide
2 Wall of Blossoms
2 Werebear
3 Borderland Ranger
3 Invasive Species
3 Crocanura
3 Eternal Witness
3 Golgari Brownscale
3 Splinterfright
4 Elephant Ambush
4 Golgari Decoy
4 Graverobber Spider
4 Greater Mossdog
4 Roaring Primadox
5 Dowsing Shaman
5 Golgari Grave-Troll
5 Nessian Asp
6 Deadwood Treefolk
7 Roar of the Wurm
7 Pelakka Wurm
2 Commune with the Gods
2 Evolution Charm
2 Krosan Reclamation
2 Moment's Peace
2 Plummet
2 Terrifying Presence
2 Tracker's Instincts
2 Travel Preparations
3 Deep Reconnaissance
3 Gnaw to the Bone
3 Moldervine Cloak
3 Natural End
3 Wild Hunger
4 Hunt the Weak
4 Seek the Horizon
5 Raised by Wolves
1 Flayer Husk
1 Codex Shredder
1 Gorgon's Head
1 Ghostfire Blade
2 Haunted Guardian
2 Millikin
2 Perilous Myr
2 Phyrexian Revoker
2 Runed Servitor
2 Wall of Tanglecord
2 Contagion Clasp
2 Kitesail
2 Mortarpod
2 Ogre's Cleaver
2 Prismatic Lens
3 Burnished Hart
3 Bottle Gnomes
3 Burnished Hart
3 Darksteel Myr
3 Deal Broker
3 Serrated Biskelion
3 Palladium Myr
3 Crystal Shard
3 Foriysian Totem
3 Warden of the Wall
3 Piston Sledge
3 Sands of Delirium
3 Tumble Magnet
3 Vessel of Endless Rest
4 Cogwork Librarian
4 Dross Golem
4 Galvanic Juggernaut
4 Junktroller
4 Skinwing
4 Bullwhip
4 Demonmail Hauberk
5 Crumbling Colossus
5 Stuffy Doll
5 Thran Golem
8 Ugin, the Spirit Dragon
0 Soaring Seacliff
0 Dakmor Salvage
0 Ghitu Encampment
0 Llanowar Reborn
0 Seaside Citadel
0 Arcane Sanctum
0 Crumbling Necropolis
0 Savage Lands
0 Jungle Shrine
0 Orzhov Basilica
0 Golgari Rot Farm
0 Simic Growth Chamber
0 Izzet Boilerworks
0 Boros Garrison
(U/B)(B/R) Grixis Grimblade
(U/B)(B/R) Slave of Bolas
(U/B)(B/R) Nicol Bolas, Planeswalker
WU Ascended Lawmage
WU Righteous Authority
(U/W)(U/W) Curse of Chains
(U/W)(U/W) Glamer Spinners
(U/W)(U/W) Somnomancer
UB Shipwreck Singer
UB Undermine
(U/B)(U/B) Inkfathom Witch
(U/B)(U/B) Far // Away
(U/B)(U/B) Torpor Dust
BR Tymaret, the Murder Kint
BR Grenzo, Dungeon Warden
(B/R)(B/R) Rakdos Cackler
(B/R)(B/R) Spiteflame Witch
(B/R)(B/R) Toil // Trouble
RG Zhur-Taa Druid
RG Polis Crusher
(R/G)(R/G) Pit Fight
(R/G)(R/G) Scuzzback Marauders
(R/G)(R/G) Morselhoarder
GW Common Bond
GW Unflinching Courage
(G/W)(G/W) Wilt-Leaf Cavaliers
(G/W)(G/W) Centaur Safeguard
(G/W)(G/W) Dryad Militant
WB Tithe Drinker
WB One Thousand Lashes
(W/B)(W/B) Gift of Orzhova
(W/B)(W/B) Beckon Apparition
(W/B)(W/B) Gwyllion Hedge-Mage
BG Nyx Weaver
BG Pharika's Mender
(B/G)(B/G) Down // Dirty
(B/G)(B/G) Odious Trow
(B/G)(B/G) Hag Hedge-Mage
GU Mystic Snake
GU Species Gorger
(G/U)(G/U) Wistful Selkie
(G/U)(G/U) Shielding Plax
(G/U)(G/U) Selkie Hedge-Mage
UR Thoughtflare
UR Teleportal
(U/R)(U/R) Frostburn Weird
(U/R)(U/R) Noggle Hedge-Mage
(U/R)(U/R) Turn // Burn
RW Stun Sniper
RW Ajani Vengeant
(R/W)(R/W) Wear // Tear
(R/W)(R/W) Fire at Will
(R/W)(R/W) Duergar Hedge-Mage
Lightkeeper of Emeria > Seraph of Dawn
Deadly Allure > Wring Flesh
Unburial Rites > Rise from the Grave
Steel Wall > Phyrexian Walker
Blazing Torch > Perilous Myr
Arrows of Justice > Fire at Will
Divine Verdict > Hail of Arrows
Welkin Tern > Metropolis Sprite
Courtly Provocateur > Alluring Siren
Bump in the Night > Shadow Slice
Bond of Agony > Profane Command
Guise of Fire > Geistflame
Incite > Bloodshed Fever
Swerve > Teleportal
10/11/13 Changes (Dragon's Maze - Theros)
Fiend Hunter > Banisher Priest
Security Blockade > Observant Alseid
Righteous Blow > Divine Verdict
Puncturing Light > Celestial Flare
Kraken Hatchling > Nephalia Smuggler
Alluring Siren > Omenspeaker
Murder of Crows > Chasm Drake
Thought Scour > Increasing Confusion
Narcolepsy > Runner's Bane
Typhoid Rats > Diregraf Ghoul
Blood Artist > Gnawing Zombie
Harbor Bandit > Returned Phalanx
Giant Scorpion > Stinkweed Imp
Reap the Seagraf > Sedraxis Alchemist
Bloodhunter Bat > Blightcaster
Soul Reap > Dead Weight
Wring Flesh > Boon of Erebos
Rise from the Grave > Rescue from the Underworld
Falkenrath Exterminator > Young Pyromancer
Ogre Sentry > Goblin Diplomats
Heckling Fiends > Pyrewild Shaman
Mark for Death > Traitorous Instinct
Spore Frog > Wasteland Viper
Serene Remembrance > Commune with the Gods
Prey Upon > Hunt the Weak
Korozda Monitor > Thrashing Mossdog
Sprout Swarm > Golgari Grave-Troll
Myr Propogator > Bottle Gnomes
Revelsong Horn > Crystal Ball
Gem of Becoming > Burnished Hart
Razor Boomerang > Serrated Biskelion
Azorius First-Wing > Ascended Lawmage
River's Grasp > Far // Away
Blightning > Spike Jester
Rakdos Charm > Carnage Gladiator
Traitor's Roar > Toil // Trouble
Zhur-Taa Swine > Zhur-Taa Druid
Captured Sunlight > Unflinching Courage
Deathrite Shaman > Grisly Salvage
Sluiceway Scorpion > Pharika's Mender
Noggle Bandit > Turn // Burn
Noggle Ransacker > Noggle Hedge-Mage
Basandra, Battle Seraph > Boros Battleshaper
4/1/14 Changes (Born of the Gods)
These changes should put UG Flicker on the map as an archetype. They should allow to be more aggressive on the ground and should lessen the number of early creatures that eat 2/2s. Minor changes also try to weaken BW extort. GR ramp should also appreciate some of these changes.
Youthful Knight > Fencing Ace
Sunspire Griffin > Kemba's Skyguard
Glimmerpoint Stag > Heliod's Emissary
Village Bell-Ringer > Scholar of Athreos
Benalish Knight > Attended Knight
Divine Favor > Hopeful Eidolon
Defang > Temporal Isolation
Emerge Unscathed > Stave Off
Safe Passage > Fortify
Heart of Light > Darksteel Mutation
Voidwalk > Peel from Reality
Saving Grasp > Ghostly Flicker
Skaab Goliath > Havengul Skaab
Runic Repetition > Archaeomancer
Sand Squid > Pestermite
Cryptoplasm > Clone
Niblis of the Breath > Tideforce Elemental
Blood Seeker > Spiteful Returned
Howling Banshee > Nighthowler
Farbog Boneflinger > Gray Merchant of Asphodel
Blood Reckoning > Hissing Miasma
Goblin Grappler > Stonewright
Furor of the Bitten > Ordeal of Purphoros
Desperate Ravings > Academy Raider
Fires of Undeath > Mudbutton Torchrunner
Kessig Wolf > Spearpoint Oread
Bladetusk Boar > Ill-Tempered Cyclops
Reclaim > Wall of Blossoms
Drudge Beetle > Leafcrown Dryad
Thrashing Mossdog > Graverobber Spider
Sentinel Spider > Nessian Asp
Moldgraf Monstrosity > Elderscale Wurm
Recollect > Krosan Reclamation
Explosive Vegetation > Seek the Horizon
Kingpin's Pet > Tithe Drinker
Harvest Gwyllion > Gift of Orzhova
Grisly Salvage > Down // Dirty
Golgari Longlegs > Odious Trow
Ghor-Clan Rampager > Polis Crusher
Tattermunge Maniac > Morselhoarder
Bane Alley Broker > Shipwreck Singer
Izzet Staticaster > Thoughtflare
Turn to Mist > Somnomancer
Elvish Hexhunter > Centaur Safeguard
Common Bond > Reap What Is Sown
Coiling Oracle > Mystic Snake
Star Compass > Prismatic Lens
Manriki-Gusari > Gem of Becoming
Warmonger's Chariot > Demonmail Hauberk
7/14/14 Changes (Journey Into Nyx + M15)
There are lots of changes going on here. The bigger push is to make most of the early black creatures need help to get through combat to blunt aggro's consistency a bit. There are some upgrades, including Cast into Darkness over Contaminated Bond, but the high-toughness unleash creatures are gone. Hideous End was a bit too first-pickable as well, so it got 'downgraded' to Blind Zealot, so now it pushes more for an aggro deck. Black's evasive threats are now all initmidate/fear based, so sideboarding against it should be a tad more straightforward and it makes the flying blue grants more meaningful. Blue itself has more tools for the flicker deck as well, most notably Crystal Shard + Nevermaker. I've given a colored artifact to each color and they're all pretty good so artifact removal should be more worth it. I'm looking to make up for Crimson Muckwader's removal to RB. I might replace Mogg Flunkies with it in a future change. I'll be keeping an eye on black's power level, particularly Blightcaster since I increased its ability to trigger in black alone significantly. I'm also weary of black's depth in general compared to other colors.
Yoked Ox > Lagonna-Band Trailblazer
Tragic Poet > Heliod's Pilgrim
Goldnight Redeemer > Resolute Archangel
Temporal Isolation > Pariah
Retether > Dawn to Dusk
Survival Cache > Righteous Charge
Jace's Phantasm > Hypnotic Siren
Talrand, Sky Summoner > Nevermaker
Tideforce Elemental > Frost Lynx
Memory's Journey > Cackling Counterpart
Contaminated Bond > Cast into Darkness
Essence Drain > Ribbons of Night
Hideous End > Blind Zealot
Dead Reveler > Markov Patrician
Thrill-Kill Assassin > Baleful Eidolon
Diregraf Ghoul > Gnarled Scarhide
Night Terrors > Brain Maggot
Falkenrath Noble > Cadaver Imp
Virulent Swipe > Necrobite
Suffer the Past > Dark Betrayal
Crimson Muckwader > Generator Servant
Young Pyromancer > Ogre Sentry
Aggravate > Incite War
Ordeal of Purphoros > Lightning Talons
Fatal Attraction > Inferno Fist
Avacyn's Pilgrim > Elvish Mystic
Elderscale Wurm > Pelakka Wurm
Call of the Herd > Invasive Species
Pathbreaker Wurm > Roar of the Wurm
Arachnus Spinner > Deadwood Treefolk
Spider Spawning > Raised by Wolves
Primeval Light > Artisan's Sorrow
Angel's Tomb > Tumble Magnet
Gargoyle Sentinel > Deal Broker
Primal Clay > Cogwork Librarian
Leonin Bola > Blinding Souleater
Jinxed Idol > Crystal Shard
Heap Doll > Dross Golem
Pristine Talisman > Foriysian Totem
Phyrexian Walker > Wall of Tanglecord
Surestrike Trident > Bullwhip
Accorder's Shield > Gorgon's Head
Civic Saber > Grixis Grimblade
Hellion Crucible > Ghitu Encampment
Inkfathom Infiltrator > Inkfathom Witch
Spike Jester > Tymaret, the Murder King
Rakdos Shred-Freak > Spiteflame Witch
Jarad's Orders > Nyx Weaver
Jungle Barrier > Species Gorger
Grazing Kelpie > Wistful Selkie
Spitemare > Wear // Tear
10 Guildgates > Trilands & Enemy Bouncelands
Trying to help blue out some and solidify red-black's default as a control deck as juxtaposed to blue-black's default as an evasive aggro deck. The land base has been overhauled to help make Bolas castable while also reinforcing red as a ramp color. A few red tweaks to help the possibility of a red aggro deck. I have strong suspicions going forward that blue is too immune to removal and am looking veeeery carefully at Crystal Shard.
Ethereal Armor > Sage's Reverie
Righteous Charge > Rally the Peasants
Heliod's Emissary > Lotus-Eye Mystics
Phantasmal Bear > Cloudfin Raptor
Vedalken Entrancer > Gurmag Drowner
Clone > Clever Impersonator
Water Servant > Dungeon Geists
Runner's Bane > Singing Bell Strike
Syndicate Enforcer > Crypt Ghast
Shirei, Shizo's Caretaker > Veilborn Ghoul
Necrobite > Butcher's Glee
Hissing Miasma > Damnable Pact
Stonewright > Zurgo Bellstriker
Volcanic Dragon > Alesha, Who Smiles at Death
Needlepeak Spider > Goblin Heelcutter
Nearheath Stalker > Emrakul's Hatcher
Bloodshed Fever > Instill Furor
Boiling Blood > Dark Temper
Hypervolt Grasp > Spawning Breath
Lightning Talons > Vow of Lightning
Wild Guess > Tormenting Voice
Hammer of Ruin > Ghostfire Blade
Elixir of Immortality > Ugin, the Spirit Dragon
Gem of Becoming > Warden of the Wall
Carnage Gladiator > Grenzo, Dungeon Warden
Evil Twin > Undermine
Reap What is Sown > Common Bond
Boros Battleshaper > Ajani Vengeant
Lands adjusted to:
5 Trilands: UBR, BRG, BUW, BRW, BUG
5 Karoos: RG, RW, RB, RU, BU
Older Magic as a Board Game: Panglacial Wurm , Mill
Additionally, since several common spell slots are filled with auras, I suspect he's harder to use than he would be normally, though he seems pretty brutal with Call of the Herd and other flashback...
Also, since I included Fumiko, I wanted a legendary in each color. I wanted this to approximate drafting and as such wanted consistent last-picks that might be needed as 23rds like Incite and Contaminated Bond. I don't really want expensive cards because expensive cards tend to be powerful.
Thanks for the comments.
Older Magic as a Board Game: Panglacial Wurm , Mill
I think analyzing your cube might be a bit difficult initially, seeing as the conversation could easily turn to "why aren't you using staple x" or "take a look at eidolon's card-by-incidence" reports, etc. What I like about your cube in comparison, is that the power levels of various cards will be more determined by their context in the session, rather than most powerful in a vacuum.
I think reporting on a session, where you can post MVPs vs under performers, might work out well, as you can solicit suggestions for ticking the power level of certain cards up or down based on observations of their usefulness, or where things went wrong.
-Dolono
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
1x Kraken Hatchling
1x Dryad Militant
1x Jace's Phantasm
1x Wind Zendikon
1x Void Stalker
1x Azorius First-Wing
1x Security Blockade
1x Water Courser
1x Auramancer
1x Kinsbaile Balloonist
1x Harvest Gwyllion
1x Shepherd of the Lost
1x Glamer Spinners
1x Skaab Goliath
1x Guard Duty
1x Ethereal Armor
1x Eel Umbra
1x Narcolepsy
1x Claustrophobia
1x Flight of Fancy
1x Faith's Fetters
1x Righteous Authority
1x Three Dreams
Lands (17)
9x Island
8x Plains
1x Emerge Unscathed
1x Erase
1x Retether
1x Voidwalk
1x Righteous Blow
1x Heart of Light
1x Safe Passage
1x Beckon Apparition
1x Heap Doll
1x Razor Boomerang
1x Reclaim
1x Harbor Bandit
1x Artful Dodge
1x Thoughtscour
1x Wingcrafter
1x Goblin Arsonist
1x Plated Geopede
1x Welkin Tern
1x Falkenrath Exterminator
1x Screeching Skaab
1x Noggle Bandit
1x Hanweir Lancer
1x Bladetusk Boar
1x Needlepeak Spider
1x Talrand, Sky Summoner
1x Mad Prophet
1x Valakut Fireboar
1x Aethersnipe
1x Flaming Sword
1x Ice Cage
1x Think Twice
1x Nightbird's Clutches
1x Galvanic Arc
1x Lust for War
1x Aether Tradewinds
1x Frost Breath
1x Artillerize
Lands (17)
8x Mountain
9x Island
1x Numbing Dose
1x Kitesail
1x Negate
1x Guise of Fire
1x Uncontrollable Anger
1x Ancient Grudge
1x Jinxed Idol
1x Mark for Death
1x Haunted Guardian
1x Divine Favor
1x Timberland Guide
1x Thrill-Kill Assassin
1x Reap the Seagraf
1x Bane Alley Broker
1x Chronomaton
1x Phyrexian Revoker
1x Frostburn Weird
1x Rummaging Goblin
1x Niblis of the Breath
1x Parasitic Strix
1x Cryptoplasm
1x Armored Skaab
1x Noggle Ransacker
1x Stern Mentor
1x Sand Squid
1x Junktroller
1x Murder of Crows
1x Silent Departure
1x Agoraphobia
1x Grasp of Phantoms
1x Turn to Slag
1x Codex Shredder
1x Chronic Flooding
1x Desperate Ravings
1x Mystic Retrieval
1x Psychic Spiral
1x Vessel of Endless Rest
Lands (17)
1x Hellion Crucible
9x Island
7x Mountain
1x Phantasmal Bear
1x Nearheath Stalker
1x Faithless Looting
1x Runic Repetition
1x Forbidden Alchemy
1x Grazing Kelpie
1x Evil Twin
1x Crippling Blight
1x Nicol Bolas, Planeswalker
1x Blood Seeker
1x Mental Agony
1x Memory's Journey
1x Nightshade Peddler
1x Guul Draz Vampire
1x Inkfathom Infiltrator
1x Silverchase Fox
1x Blood Artist
1x Golgari Thug
1x Syndic of Tithes
1x Basilica Screecher
1x Kingpin's Pet
1x Soulcage Fiend
1x Corrupted Zendikon
1x Odric, Master Tactician
1x Falkenrath Noble
1x Howling Banshee
1x Moan of the Unhallowed
1x Angel's Tomb
1x Swift Justice
1x Virulent Swipe
1x Contaminated Bond
1x Soul Reap
1x Sign in Blood
1x Curse of Chains
1x Stab Wound
1x Hideous End
Lands (17)
9x Swamp
8x Plains
1x Bond of Agony
1x Suffer the Past
1x Elite Vanguard
1x Sunspire Griffin
1x Seraph of Dawn
1x Goldnight Redeemer
1x Spirit Mantle
1x Farbog Boneflinger
1x Warmonger's Chariot
1x Revelsong Horn
1x Water Servant
1x Plummet
1x Ranger's Path
1x Izzet Staticaster
1x Elvish Hexhunter
1x Centaur's Herald
1x Werebear
1x Drudge Beetle
1x Mogg Flunkies
1x Ashmouth Hound
1x Call of the Herd
1x Borderland Ranger
1x Kessig Wolf
1x Eternal Witness
1x Ghor-Clan Rampager
1x Elephant Ambush
1x Korozda Monitor
1x Skinwing
1x Acidic Slime
1x Arachnus Spinner
1x Pathbreaker Wurm
1x Prey Upon
1x Fists of Ironwood
1x Evolution Charm
1x Hammer of Ruin
1x Wild Hunger
1x Aggravate
Lands (17)
9x Forest
8x Mountain
1x Curse of the Nightly Hunt
1x Volcanic Dragon
1x Hypervolt Grasp
1x Leonin Bola
1x Gnaw to the Bone
1x Dowsing Shaman
1x Mulch
1x Piston Sledge
1x Primeval Light
1x Belltower Sphinx
1x Maalfeld Twins
1x Serene Remembrance
1x Coiling Oracle
1x Vampire Lacerator
1x Flayer Husk
1x Thrull Parasite
1x Typhoid Rats
1x Wall of Souls
1x Ruthless Cullblade
1x Nearheath Pilgrim
1x Runed Servitor
1x Sewer Shambler
1x Gwyllion Hedge-Mage
1x Voiceless Spirit
1x Dead Reveler
1x Galvanic Juggernaut
1x Stuffy Doll
1x Totem-Guide Hartebeest
1x Defang
1x Recumbent Bliss
1x Strands of Undeath
1x Essence Drain
1x Unburial Rites
1x Harrowing Journey
1x Enslave
1x Sands of Delirium
Lands (17)
9x Swamp
8x Plains
1x Golgari Longlegs
1x Divine Verdict
1x Millikin
1x Night Terrors
1x Hag Hedge-Mage
1x Slum Reaper
1x Shirei, Shizo's Caretaker
1x Encrust
1x Vedalken Entrancer
1x Deadly Allure
1x Greater Mossdog
1x Captured Sunlight
1x Jade Mage
1x Jungle Barrier
1x Phyrexian Walker
1x Grim Lavamancer
1x Ogre Sentry
1x Crimson Muckwader
1x Kabuto Moth
1x Molten Ravager
1x Lobber Crew
1x Gargoyle Sentinel
1x Duergar Hedge-Mage
1x Fumiko the Lowblood
1x Rukh Egg
1x Knight of Obligation
1x Crumbling Colossus
1x Basandra, Battle Seraph
1x Wild Guess
1x Burning Oil
1x Puncturing Light
1x Moment of Heroism
1x Fatal Attraction
1x Fires of Undeath
1x Angelic Edict
1x Street Spasm
Lands (17)
9x Mountain
1x Swamp
7x Plains
1x Furor of the Bitten
1x Giant Scorpion
1x Bloodhunter Bat
1x Brink of Disaster
1x Blood Reckoning
1x Syndicate Enforcer
1x Grixis Slavedriver
1x Civic Saber
1x Accorder's Sheild
1x Elixir of Immortality
1x Gem of Becoming
1x Terrifying Presence
1x Saving Grasp
1x Moldgraf Monstrosity
1x Avacyn's Pilgrim
1x Deadly Recluse
1x Youthful Knight
1x Crocanura
1x Fiend Hunter
1x Benalish Knight
1x Golgari Brownscale
1x Village Bell-Ringer
1x Glimmerpoint Stag
1x Golgari Decoy
1x Primal Clay
1x Sentinel Spider
1x Urbis Protector
1x Sprout Swarm
1x Burst of Strength
1x Travel Preparations
1x Contagion Clasp
1x Common Bond
1x Moldervine Cloak
1x Arrows of Justice
1x Arachnus Web
1x Knightly Valor
1x Recollect
Lands (17)
9x Forest
8x Plains
1x Deathrite Shaman
1x Nettling Curse
1x Myr Propogator
1x Tracker's Instincts
1x Moment's Peace
1x Bump in the Night
1x Jarad's Orders
1x Spore Frog
1x Heckling Fiends
1x Spider Spawning
1x Markov Warlord
1x Natural End
1x Roaring Primadox
1x Blind with Anger
GR won a close game 1 with an 8/6 flying Wurm with Bloodrush trampling past Deadly Recluse while GW was beginning to stabilize.
GW won game 2 with all the +1/+1 counters. GR was unable to mount any defense with multiple Glimmerpoint Stags killing its tokens and then trading off.
GR won the final game with an unanswered Arachnus Spinner with a pair of Prey Upons.
RU Tempo beats RW control 2-0
The attacking deck managed to find ways through the multiple large blockers. Wingcrafter beat the multiple non-flying walls and dodged Burning Oil by not attacking itself. And Lust for War is great on 0/3s
BW Control beats UR Spiral 2-0
While it was able to Junktroller Psychic Spiral to the bottom of the library both games, it never managed to draw it. In the first game, Junktroller was Enslaved and then Sands of Delirium milled the Psychic Spiral away. In the second game, Extort and aggressive creatures put up too much pressure for the combo deck, causing it to falter.
BW Aggro beats UW Auras 2-1
Extort and Blood Artist effects prove unanswerable for Pacifism effects. Ethereal Armor for +5/+5 is insufficient without trample.
Evasion, Artillerize, and Frost Breath and high-power creatures goes a long way.
The green deck did have bigger creatures so it was able to win a game when it was able to stabilize.
BW Aggro beats BW Control 2-0
Both games were close. In game 1, the control deck died to Sign in Blood + Soul Reap on a stable board the turn before milling out its opponent.
Game 2, a timely Contaminated Bond and later removal allowed the aggressor to win in the air while the ground was locked up. The game could have gone either way prior to the "control" deck's evasive creatures being dealt with.
Both of those decks had very aggressive lines of play, but the "control deck" had better top-end via a tutorable Enslave and the Sands of Delirium. Flayer Husk is cute with Galvanic Juggernaut.
Extort is overbearing and the black deck had multiple ways to make its opponents lose life.
The Red deck had good curves with Evasion and Flaming Sword is a great combat trick.
Overall, black appears to indeed be as aggressive as intended, possibly moreso. I'm afraid that white pairs too well with black and haven't yet seen any possible red-black or black-blue builds. I think GW has potential.
The slower control/comboy decks weren't able to stabilize at all. Either I'm not yet sure how to draft them or they're just bad. In particular, the Psychic Spiral deck didn't actually do ANYTHING. I would imagine that it's a guaranteed win when it goes off, but again, the aggressive decks seem to actually have too much reach.
Hopefully I'll get a better read when I'm eventually able to do a live draft.
Another thing I want to keep an eye on is the small amount of instant-speed removal.
Older Magic as a Board Game: Panglacial Wurm , Mill
Some inexpensive options I'd suggest include:
3 Wall of Denial
6 Angelic Skirmisher
6 Corrupt
3 Loxodon Warhammer
6 Grave Titan
6 Frost Titan
6 Inferno Titan
4 Thrun, the Last Troll
4 Lord of Shatterskull Pass
Also, it seems like you could simply use more removal. Cubes generally run more removal, proportionally speaking, than a limited environment
1 Unsummon
1 Lightning Bolt
1 Prey Upon
1 Condemn
Maybe if you can speak a little more towards your cube-building intentions or budget plans, we can help you out with balancing suggestions other than efficiency, efficiency, efficiency (i.e. $$$). I remember with your microstacks, you really strived for a honed, and deeply internally balanced "environment." Is that what you want with this cube? Even with the proximity of current, cheap, highly available alternatives (madcap skills in lieu of flaming sword for instance)?
-Dolono
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
This draft used the Born of the Gods Changelist version.
1x Goblin Arsonist
1x Nightshade Peddler
1x Ashmouth Hound
1x Zhur-Taa Druid
1x Mogg Flunkies
1x Lobber Crew
1x Molten Ravager
1x Pyrewild Shaman
1x Spearpoint Oread
1x Graverobber Spider
1x Fumiko the Lowblood
1x Polis Crusher
1x Nearheath Stalker
1x Stuffy Doll
1x Markov Warlord
11x Mountain
1x Gruul Guildgate
4x Forest
1x Hellion Crucible
(8 Spells)
1x Pit Fight
1x Artillerize
1x Blind with Anger
1x Lust for War
1x Ordeal of Purphoros
1x Plummet
1x Curse of the Nightly Hunt
1x Faithless Looting
1x Mad Prophet
1x Crimson Muckwader
1x Golgari Brownscale
1x Aura Gnarlid
1x Seek the Horizon
1x Elderscale Wurm
1x Primeval Light
1x Terrifying Presence
1x Vessel of Endless Rest
1x Teleportal
1x Accorder's Shield
1x Darksteel Myr
1x Surestrike Trident
1x Nettling Curse
1x Suffer the Past
1x Nephalia Smuggler
1x Carnage Gladiator
I would have totally played the Mad Prophet. Aura Gnarlid is also a very quality card since everyone is playing auras of some kind and it works decently well with Pyrewild Shaman. I'm torn on the Elderscale Wurm + Ramp. Seek works with Elderscale Wurm, Mad Prophet, Polis Crusher, and Spearpoint Oread, but I don't like it main here because the deck doesn't really feel like it has enough pieces to make it happen often enough. Werebear would be nice, for example in addition to the Zhur-Taa Druid. Triple green is also an issue. As a minor note, Seek could also allow a single swamp for that 'boarded Crimson Muckwader and the mained Graverobber Spider.
At any rate, other than the Mad Prophet, Aura Gnarlid additions, this deck looks super solid to me. It puzzles me that it went 0-3, especially with how close my games with it were. Other than the match ups, all I know is the final record.
1x Fencing Ace
1x Auriok Bladewarden
1x Syndic of Tithes
1x Gwyllion Hedge-Mage
1x Kemba's Skyguard
1x Banisher Priest
1x Observant Alseid
1x Heliod's Emissary
1x Knight of Obligation
1x Odric, Master Tactician
1x Golgari Decoy
1x Scuzzback Marauder
1x Shepherd of the Lost
1x Goldnight Redeemer
10x Plains
6x Forest
(10 Spells)
1x Celestial Flare
1x Divine Verdict
1x Hail of Arrows
1x Darksteel Mutation
1x Spirit Mantle
1x Unflinching Courage
1x Reap What Is Sown
1x Travel Preparations
1x Ogre's Cleaver
1x Survival Cache
1x Nearheath Pilgrim
1x Deftblade Elite
1x Leonin Relic-Warder
1x Silverchase Fox
1x Auramancer
1x Tragic Poet
1x Splinterfright
1x Deep Reconnaisance
1x Thran Golem
1x Prismatic Lens
1x Azorius Guildgate
1x Soaring Seacliff
1x Ascended Lawmage
1x Havengul Skaab
1x Tithe Drinker
1x Shadow Slice
1x Retether
1x Bloodshed Fever
I think Nearheath Pilgrim should have been in the main deck. I like it better than Survival Cache, though Survival Cache is nutty in BW exort. Absent the Survival Cache, I think I like Nearheath Pilgrim over even Syndic of Tithes here.
This turned out to be the only white drafter. Additionally, all the good white removal turned out to be not among the packs we opened. White still has very limited ways for dealing with creatures with powerful utility abilities like Blightcaster. So his complaints that the removal was bad was not unexpected given his color combination. He did happen to have many many ways to get around Darksteel Mutation's drawback. It's nice to see various synergy solutions to that.
This deck went 1-1-? I don't know the final round's result, but I know they only played one game.
9x Island
1x Simic Guildgate
6x Forest
1x Llanowar Reborn
1x Mystic Snake
1x Jungle Barrier
1x Talrand, Sky Summoner
1x Frostburn Weird
1x Agoraphobia
1x Void Stalker
1x Think Twice
1x Wingcrafter
1x Armored Skaab
1x Pestermite
1x Clone
1x Eel Umbra
1x Numbing Dose
1x Omenspeaker
1x Frost Breath
1x Runner's Bane
1x Parasitic Strix
1x Metropolis Sprite
1x Nessian Asp
1x Tracker's Instincts
1x Elephant Ambush
1x Werebear
1x Moment's Peace
1x Wasteland Viper
1x Wild Hunger
1x Commune with the Gods
1x Burst of Strength
1x Roaring Primadox
1x Deadwood Treefolk
1x Spider Spawning
1x Dakmor Salvage
1x Shielding Plax
1x Grazing Kelpie
1x Dryad Militant
1x Codex Shredder
1x One Thousand Lashes
1x Burning Oil
1x Swift Justice
1x Maalfeld Twins
1x Shirei, Shizo's Caretaker
This seat did end up with a few good cards for the UG mill archetype, but passed the Nephalia Smuggler and ended up more self-mill heavy, but didn't have much way to capitalize on it, like Satyr Wayfinder and Increasing Confusion.
This deck also went 1-1-?, paired in round 3 with the previous deck.
1x Flayer Husk
1x Thrull Parasite
1x Guul Draz Vampire
1x Inkfathom Infiltrator
1x Ruthless Cullblade
1x Azure Mage
1x Somnomancer
1x Phyrexian Revoker
1x Spiteful Returned
1x Dead Reveler
1x Watercourser
1x Serrated Biskelion
1x Sedraxis Alchemist
1x Skinwing
1x Syndicate Enforcer
1x Falkenrath Noble
1x Nighthowler
9x Swamp
1x Dimir Guildgate
6x Island
(7 Spells)
1x Hideous End
1x Claustrophobia
1x Launch Party
1x Curse of Chains
1x Boon of Erebos
1x Gift of Orzhova
1x Peel from Reality
1x Slave of Bolas
1x Nicol Bolas, Planeswalker
1x Palladium Myr
1x Rakdos Guildgate
1x Forbidden Alchemy
1x Toil // Trouble
1x Beckon Apparition
1x Scholar of Athreos
1x Attended Knight
1x Kabuto Moth
1x Stave Off
1x Urbis Protector
1x Centaur Safeguard
1x Contaminated Bond
1x Contagion Clasp
1x Harrowing Journey
1x Stun Sniper
The deck was fairly straight forward to build and I didn't have much of a sideboard as a consequence. I did notice that I was low on blue and could have kept Somnomancer and Curse of Chains and played some of the white cards that I got, meaning that I probably could have gotten some value as there were some very deep white-heavy packs that I was overlooking. There ended up only being one white drafter at the table who got everything. I know there was a Syndic of Tithes and a Tithe Drinker which I each passed twice. :/
I will discuss my rounds in later block. My record was 3-0. I lost no games and was on the draw all of my games. I was also apparently the only aggro deck in the draft
1x Gnawing Zombie
1x Jade Mage
1x Leafcrown Dryad
1x Crocanura
1x Gargoyle Sentinel
1x Hag Hedge-Mage
1x Burnished Hart
1x Slum Reaper
1x Greater Mossdog
1x Blightcaster
1x Dowsing Shaman
1x Pharika's Mender
(17 Lands)
8x Forest
1x Golgari Guildgate
8x Swamp
1x Crippling Blight
1x Dead Weight
1x Stab Wound
1x Torpor Dust
1x Brink of Disaster
1x Strands of Undeath
1x Moldervine Cloak
1x Evolution Charm
1x Far // Away
1x Mental Agony
1x Rescue from the Underworld
1x Basilica Screecher
1x Sewer Shambler
1x Wall of Souls
1x Virulent Swipe
1x Moan of the Unhallowed
1x Grixis Slavedriver
1x Phyrexian Walker
1x Morselhoarder
1x Gnaw to the Bone
1x Golgari Grave-Troll
1x Jarad's Orders
1x Krosan Reclamation
1x Junktroller
1x Kitesail
1x Demonmail Hauberk
1x Hissing Misasma
1x Crystal Ball
1x Elite Vanguard
This deck went 2-1, losing only to the 3-0 deck.
Also, he was super excited during the draft in pack 3 which is when he got back to back Blightcaster, Dowsing Shaman.
1x Jace's Phantom
1x Grim Lavamancer
1x Wind Zendikon
1x Young Pyromancer
1x Rakdos Shred-Freak
1x Tideforce Elemental
1x Rummaging Goblin
1x Bottle Gnomes
1x Water Servant
1x Needlepeak Spider
1x Primal Clay
1x Archaeomancer
1x Belltower Sphinx
1x Valakut Fireboar
8x Mountain
1x Izzet Guildgate
8x Island
(9 Spells)
1x Geistflame
1x Street Spasm
1x Grasp of Phantoms
1x Turn to Slag
1x Artful Dodge
1x Traitorous Instinct
1x Ghostly Flicker
1x Thoughtflare
1x Increasing Confusion
1x Flaming Sword
1x Sands of Delirium
1x Phantasmal Bear
1x Duergar Hedge-Mage
1x Glamer Spinners
1x Hypervolt Grasp
1x Boiling Blood
1x Negate
1x Aggravate
1x Mortarpod
1x Nightbird's Clutches
1x Wear // Tear
1x Angel's Tomb
1x Chronic Flooding
1x Mystic Retrieval
1x Memory's Journey
1x Boros Guildgate
1x Vampire Lacerator
This deck went 1-2. There are a bunch of cards I need to ask the player what his perspectives on were.
BU beats RG 2-0
BG beats WG 2-1
UG beats RU 2-1
Round 2
BU beats UG 2-0
BG beats RU 2-0
UG beats RG 2-0
Round 3
BU beats BG 2-0
? UG vs WG
RU beats RG 2-0
All of my games I was on the draw.
Me VS RG
In game 1, I got him to 5 life before he stabilized behind PoliSCRUSHER and a Hellion token and started to chunk me with MaRkovWaRloRd. I had both of my extorters in play and ended up winning at 3 life. I had gained 13 life that game. Game 2 I won under less pressure, finishing him off by equipping Skinwing to Syndicate Enforcer for the last bit of damage. Both of these games I remember being pretty flooded, like 8 or so lands. Game 1 was the closest I ever got to losing a game, but I had plenty of possible cards that could have won the game for me turns earlier.
In one of the games, he cast Lust for War on turn 3 on my turn 2 2-drop, but I conveniently had Sedraxis Alchemist in hand at the time.
Me vs UG
These games were very short with him having no real means to interact with my aggression and then him conceding at relatively high life totals. Both games I also had significantly better hands (less excess land) than in round 1.
Me vs BG
Game 1 I won with no plays past Dead Reveler into Spiteful Returned bestow. I think this was the only time I drew Spiteful Returned. Game 2 was a bit longer, but I had Curse of Chains when he put Moldervine Cloak on his Blightcaster. Looking back over what was draftable, the three good white Pacifisms weren't in the packs we opened and I had the Claustrophobia and the Curse of Chains. Moldervine cloak is really only dealt with by them.
I think if I had to play the white deck, I would be in trouble if he started gaining any life off of Unflinching Courage or Nearheath Pilgrim. Goldnight Redeemer would also be a problem if he managed to stabilize enough to cast it.
Going into this, I'd already exchanged Arachnus Spinner for Deadwood Treefolk and I have Wear//Tear in the Erase slot.
I already knew I wanted to put in Tumble Magnet over Angel's Tomb and was deciding to cut an artifact to run Grixis Grimblade for an additional 2-drop for the BU and BR aggro decks. I'd been eyeing Nevermaker and am now pretty certain I want to cut Talrand for it and take Young Pyromancer out for something else.
I want to get a Steel Overseer and a Fabricate to introduce a new angle on where one can start a draft, though I think U-based artifact deck would end up being blue-black. I'm willing to consider Crystal Shard for the flicker deck, but I think it might be too good at everything while also being too resilient.
At any rate, if black aggro is indeed too good, I think I want to make the following changes:
Dross Golem replacing an artifact
Cadaver Imp replacing Falkenrath Noble
Markov Patrician replacing Dead Reveler
Blind Cultist replacing Hideous End
Inkfathom Witch replacing Inkfathom Infiltrator
This would make it much easier to block black and would consolidate artifact creatures as a way to deal with its evasion.
I also want to fit in Tymaret, the Murder King to make red-black the least bit attractive.
Is there anything I'm leaving out that a normal report includes? I can reconstruct packs and give a pick by pick for each seat, but that will take some time. Even just looking at the top and bottom three picks for each seat in each pack is interesting.
1x Artillerize
1x Blind with Anger
1x Pit Fight
1x Ordeal of Purphoros
1x Polis Crusher
0x Golgari Brownscale
1x Graverobber Spider
1x Gruul Gruildgate
1x Nightshade Peddler
0x Primeval Light
0x Mad Prophet
1x Plummet
0x Seek the Horizon
1x Mogg Flunkies
1x Fumiko the Lowblood
1x Markov Warlord
0x Surestrike Trident
0x Teleportal
1x Nearheath Stalker
1x Ashmouth Hound
1x Stuffy Doll
1x Curse of the Nightly Hunt
1x Goblin Arsonist
0x Carnage Gladiator
0x Terrifying Presence
0x Nephalia Smuggler
0x Accorder's Shield
0x Suffer the Past
1x Pyrewild Shaman
1x Zhur-Taa Druid
1x Lust for War
1x Molten Ravager
0x Elderscale Wurm
1x Spearpoint Oread
0x Aura Gnarlid
1x Hellion Crucible
1x Lobber Crew
0x Vessel of Endless Rest
0x Crimson Muckwader
1x Faithless Looting
0x Darksteel Myr
0x Nettling Curse
1x Survival Cache
1x Banisher Priest
1x Knight of Obligation
0x Auramancer
1x Spirit Mantle
1x Kemba's Skyguard
0x Ascended Lawmage
0x Nearheath Pilgrim
1x Reap what is Sown
0x Prismatic Lens
1x Golgari Decoy
0x Havengul Skaab
0x Deftblade Elite
0x Soaring Seacliff
1x Divine Verdict
1x Heliod's Emissary
1x Unflinching Courage
0x Shadow Slice
1x Darksteel Mutation
1x Gwyllion Hedge-Mage
1x Auriok Bladewarden
1x Travel Preparation
1x Hail of Arrows
0x Tragic Poet
0x Retether
0x Tithe Drinker
1x Goldnight Redeemer
1x Syndic of Tithes
0x Splinterfright
1x Fencing Ace
1x Shepherd of the Lost
1x Ogre's Cleaver
1x Celestial Flare
1x Odric, Master Tactician
0x Deep Reconnaisance
1x Scuzzback Marauders
0x Leonin Relic-Warder
0x Silverchase Fox
0x Azorius Guildgate
1x Observant Alseid
0x Thran Golem
0x Bloodshed Fever
0x Talrand, Sky Summoner
0x Omenspeaker
0x Eel Umbra
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Super Secret Tech
0x Tracker's Instincts
0x Wasteland Viper
0x Armored Skaab
0x Werebear
0x Nessian Asp
0x Voidstalker
0x Roaring Primadox
0x Parasitic Strix
0x Runner's Bane
0x Commune with the Gods
0x Moment's Peace
0x Llanowar Reborn
0x Deadwood Treefolk
0x Spider Spawning
0x Maalfeld Twins
0x Dakmor Salvage
0x Aggoraphobia
0x Clone
0x Wingcrafter
0x Think Twice
0x Elephant Ambush
0x Simic Guildgate
0x Jungle Barrier
0x Burst of Strength
0x Shirei, Shizo's Caretaker
0x Burning Oil
0x Grazing Kelpie
0x Dryad Militant
0x Wild Hunger
0x One Thousand Lashes
0x Swift Justice
1x Syndicate Enforcer
0x Slave of Bolas
1x Claustrophobia
1x Serrated Biskelion
1x Curse of Chains
1x Falkenrath Noble
1x Launch Party
1x Peel from Reality
1x Ruthless Cullblade
0x Urbis Protector
0x Contagion Clasp
0x Rakdos Guildgate
0x Contaminated Bond
1x Dead Reveler
1x Gul Draz Vampire
1x Sedraxis Alchemist
0x Nicol Bolas, Planeswalker
1x Hideous End
1x Water Courser
1x Flayer Husk
0x Harrowing Journey
0x Palladium Myr
0x Forbidden Alchemy
1x Dimir Guildgate
1x Thrull Parasite
0x Kabuto Moth
0x Stun Sniper
1x Azure Mage
1x Somnomancer
1x Gift of Orzhova
0x Toil//Trouble
1x Spiteful Returned
1x Inkfathom Infiltrator
1x Boon of Erebos
0x Becon Apparition
1x Phyrexian Revoker
0x Centaur Safeguard
1x Skinwing
0x Scholar of Athreos
0x Atended Knight
0x Stave Off
1x Burnished Hart
0x Moan of the Unhallowed
1x Strands of Undeath
0x Basilica Screecher
1x Gargoyle Sentinel
1x Leafcrown Dryad
0x Grixis Slavedriver
1x Torpor Dust
0x Sewer Shambler
0x Jarad's Orders
0x Crystal Ball
0x Gnaw to the Bone
0x Kitesail
1x Mental Agony
1x Moldervine Cloak
1x Jade Mage
1x Pharika's Mender
1x Slum Reaper
1x Greater Mossdog
1x Rescue from the Underworld
1x Stab Wound
1x Gnawing Zombie
0x Junktroller
0x Virulent Swipe
0x Morselhoarder
0x Phyrexian Walker
0x Golgari Guildgate
0x Elite Vanguard
1x Far // Away
1x Dead Weight
1x Dowsing Shaman
1x Blightcaster
0x Wall of Souls
0x Golgari Grave-Troll
1x Crippling Blight
1x Crocanura
1x Evolution Charm
1x Hag Hedge-Mage
0x Demonmail Hauberk
0x Krosan Reclamation
0x Hissing Miasma
1x Brink of Disaster
1x Young Pyromancer
1x Ghostly Flicker
1x Belltower Sphinx
1x Artful Dodge
1x Thoughtflare
1x Increasing Confusion
0x Angel's Tomb
1x Jace's Phantasm
1x Rakdos Shred-Freak
0x Boiling Blood
0x Sands of Delirium
0x Flaming Sword
0x Boros Guildgate
0x Vampire Lacerator
1x Tideforce Elemental
1x Water Servant
0x Negate
1x Turn to Slag
0x Nightbird's Clutches
1x Traitorous Instinct
1x Wind Zendikon
1x Geistflame
0x Phantasmal Bear
0x Aggravate
1x Primal Clay
0x Mortarpod
0x Wear // Tear
0x Hypervolt Grasp
1x Street Spasm
1x Grasp of Phantoms
1x Grim Lavamancer
1x Valakut Fireboar
1x Needlepeak Spider
0x Memory's Journey
1x Archeomancer
1x Rummaging Goblin
1x Izzet Guildgate
0x Mystic Retrieval
0x Glammer Spinners
1x Bottle Gnomes
0x Chronic Flooding
0x Deurgar Hedge-Mage
I will also mark cards that made the final deck list and which person drafted them.
Passing Left
Seat 1
Seat 1: Artillerize X
Seat 6: Ghostly Flicker X
Seat 5: Strands of Undeath X
Seat 4: Claustrophobia X
Seat 3: Super Secret Tech ?
Seat 2: Kemba's Skyguard X
seat 1- Graverobber Spider X
seat 6- Jace's Phantasm X
seat 5- Sewer Shambler
seat 4- Ruthless Cullblade X
seat 3- Super Secret Tech ?
seat 2- Havengul Skaab
seat 1- Seek the Horizon
seat 6- Vampire Lacerator
Seat 2
Seat 2: Survival Cache X
Seat 1: Blind with Anger X
Seat 6: Belltower Sphinx X
Seat 5: Basilica Screecher
Seat 4: Serrated Biskelion X
Seat 3: Super Secret Tech ?
seat 2- Ascended Lawmage
seat 1- Gruul Guildgate X
seat 6- Rakdos Shred-Freak X
seat 5- Jarad's Orders
seat 4- Urbis Protector
seat 3- Tracker's Instincts ?
seat 2- Deftblade Elite
seat 1- Mogg Flunkies X
Seat 3
Seat 3: Talrand, Sky Summoner ?
Seat 2: Banisher Priest X
Seat 1: Pit Fight X
Seat 6: Artful Dodge X
Seat 5: Gargoyle Sentinel X
Seat 4: Curse of Chains X
seat 3- Super Secret Tech ?
seat 2- Nearheath Pilgrim
seat 1- Nightshade Peddler X
seat 6- Boiling Blood
seat 5- Crystal Ball
seat 4- Contagion Clasp
seat 3- Wasteland Viper ?
seat 2- Soaring Seacliff
Seat 4
Seat 4: Syndicate Enforcer X
Seat 3: Omenspeaker ?
Seat 2: Knight of Obligation X
Seat 1: Ordeal of Purphoros X
Seat 6: Thoughtflare X
Seat 5: Leafcrown Dryad X
seat 4- Falkenrath Noble X
seat 3- Super Secret Tech ?
seat 2- Reap What is Sown X
seat 1- Primeval Light
seat 6- Sands of Delirium
seat 5- Gnaw to the Bone
seat 4- Rakdos Guildgate
seat 3- Armored Skaab ?
Seat 5
Seat 5: Burnished Hart X
Seat 4: Slave of Bolas
Seat 3: Eel Umbra ?
Seat 2: Auramancer
Seat 1: Polis Crusher X
Seat 6: Increasing Confusion X
seat 5- Grixis Slavedriver
seat 4- Launch Party X
seat 3- Super Secret Tech ?
seat 2- Prismatic Lens
seat 1- Mad Prophet
seat 6- Flaming Sword
seat 5- Kitesail
seat 4- Suffer the Past
Seat 6
Seat 6: Young Pyromancer X
Seat 5: Moan of the Unhallowed
Seat 4: Nighthowler X
Seat 3: Super Secret Tech ?
Seat 2: Spirit Mantle X
Seat 1: Golgari Brownscale
seat 6- Angel's Tomb
seat 5- Torpor Dust X
seat 4- Peel from Reality X
seat 3- Super Secret Tech ?
seat 2- Golgari Decoy X
seat 1- Plummet X
seat 6- Boros Guildgate
seat 5- Mental Agony X
Seat 1 (RG)
RG: Fumiko the Lowblood X
WG: Heliod's Emissary X
UG: Void Salker ?
BU: Nicol Bolas, Planeswalker
BG: Greater Mossdog X
RU: Traitorous Instinct X
RG- Stuffy Doll X
WG- Travel Preparations X
UG- Llanowar Reborn ?
BU- Forbidden Alchemy
BG- Morselhoarder
RU- Mortarpod
RG- Accorder's Shield
WG- Syndic of Tithes X
Seat 2 (WG)
WG: Divine Verdict X
UG: Nessian Asp ?
BU: Sedraxis Alchemist X
BG: Slum Reaper X
RU: Nightbird's Clutches
RG: Ashmouth Hound X
WG- Auriok Bladewarden X
UG- Moment's Peace ?
BU- Palladium Myr
BG- Virulent Swipe
RU- Primal Clay X
RG- Nephalia Smuggler
WG- Goldnight Redeemer X
UG- Agoraphobia ?
Seat 3 (UG)
UG: Werebear ?
BU: Guul Draz Vampire X
BG: Pharika's Mender X
RU: Turn to Slag X
RG: Nearheath Stalker X
WG: Gwyllion Hedge-Mage X
UG- Commune with the Gods ?
BU- Harrowing Journey
BG- Junktroller
RU- Aggravate
RG- Terrifying Presence
WG- Tithe Drinker
UG- Dakmor Salvage ?
BU- Stun Sniper
Seat 4 (BU)
BU: Dead Reveler X
BG: Jade Mage X
RU: Negate
RG: Teleportal
WG: Darksteel Mutation X
UG: Runner's Bane ?
BU- Flayer Husk X
BG- Gnawing Zombie X
RU- Phantasmal Bear
RG- Carnage Gladiator
WG- Retether
UG- Maalfeld Twins ?
BU- Kabuto Moth
BG- Elite Vanguard
Seat 5 (BG)
BG: Moldervine Cloak X
RU: Water Servant X
RG: Surestrike Trident
WG: Shadow Slice
UG: Parasitic Strix ?
BU: Water Courser X
BG- Stab Wound X
RU- Geist Flame X
RG- Goblin Arsonist X
WG- Tragic Poet
UG- Spider Spawning ?
BU- Thrull Parasite X
BG- Golgari Guildgate X
RU- Hypervolt Grasp
Seat 6 (RU)
RU: Tideforce Elemental X
RG: Markov Warlord X
WG: Unflinching Courage X
UG: Roaring Primadox ?
BU: Hideous End X
BG: Rescue from the Underworld X
RU- Wind Zendikon X
RG- Curse of the Nightly Hunt X
WG- Hail of Arrows X
UG- Deadwood Treefolk ?
BU- Dimir Guildgate X
BG- Phyrexian Walker
RU- Wear // Tear
RG- Suffer the Past
Seat 1 (RG)
RG: Pyrewild Shaman X
RU: Grasp of Phantoms X
BG: Dowsing Shaman X
BU: Toil // Trouble
UG: Simic Guildgate ?
WG: Odric, Master Tactician X
RG- Aura Gnarlid
RU- Rummaging Goblin X
BG- Evolution Charm X
BU- Centaur Safeguard
UG- Dryad Militant ?
WG- Observant Alseid X
RG- Darksteel Myr
RU- Duergar Hedge-Mage
Seat 2 (WG)
WG: Splinterfright
RG: Zhur-Taa Druid X
RU: Grim Lavamancer X
BG: Blightcaster X
BU: Spiteful Returned X
UR: Jungle Barrier ?
WG- Deep Reconnaisance
RG- Hellion Crucible X
RU- Izzet Guildgate X
BG- Hag Hedge-Mage X
BU- Skinwing X
UG- Wild Hunger ?
WG- Thran Golem
RG- Nettling Curse
Seat 3 (UG)
UG: Clone ?
WG: Fencing Ace X
RG: Lust for War X
RU: Valakut Fireboar X
BG: Wall of Souls
BU: Inkfathom Infiltrator X
UG- Burst of Strength ?
WG- Scuzzback Marauders X
RG- Lobber Crew X
RU- Mystic Retrieval
BG- Demonmail Hauberk
BU- Scholar of Athreos
UG- One Thousand Lashes ?
WG- Bloodshed Fever
Seat 4 (BU)
BU: Azure Mage X
UG: Wingcrafter ?
WG: Shepherd of the Lost X
RG: Molten Ravager X
RU: Needlepeak Spider X
BG: Golgari Grave-Troll
BU- Boon of Erebos X
UG- Shirei, Shizo's Caretaker ?
WG- Leonin Relic-Warder
RG- Vessel of Endless Rest
RU- Glamer Spinners
BG- Krosan Reclamation
BU- Attended Knight
UG- Swift Justice ?
Seat 5 (BG)
BG: Far // Away X
BU: Somnomancer X
UG: Think Twice ?
WG: Ogre's Cleaver X
RG: Elderscale Wurm
RU: Memory's Journey
BG- Crippling Blight X
BU- Beckon Apparition
UG- Burning Oil ?
WG- Silverchase Fox
RG- Crimson Muckwader
RU- Bottle Gnomes X
BG- Hissing Miasma
BU- Stave Off
Seat 6 (RU)
RU: Street Spasm X
BG: Dead Weight X
BU: Gift of Orzhova X
UG: Elephant Ambush ?
WG: Celestial Flare X
RG: Spearpoint Oread X
RU- Archaeomancer X
BG- Crocanura X
BU- Phyrexian Revoker X
UG- Grazing Kelpie ?
WG- Azorius Guildgate
RG- Faithless Looting X
RU- Chronic Flooding
BG- Brink of Disaster X
1x Auriok Bladewarden
1x Fencing Ace
1x Syndic of Tithes
1x Kemba's Skyguard
1x Banisher Priest
1x Observant Alseid
1x Knight of Obligation
1x Odric, Master Tactician
1x Heliod's Emissary
1x Shepherd of the Lost
1x Goldnight Redeemer
1x Darksteel Mutation
1x Celestial Flare
1x Divine Verdict
1x Hail of Arrows
1x Survival Cache
1x Spirit Mantle
Blue
1x Jace's Phantasm
1x Wind Zendikon
1x Azure Mage
1x Water Courser
1x Tideforce Elemental
1x Water Servant
1x Belltower Sphinx
1x Claustrophobia
1x Peel from Reality
1x Grasp of Phantoms
1x Archaeomancer
1x Ghostly Flicker
1x Artful Dodge
1x Increasing Confusion
Black
1x Thrull Parasite
1x Gul Draz Vampire
1x Gnawing Zombie
1x Ruthless Cullblade
1x Spiteful Returned
1x Sedraxis Alchemist
1x Dead Reveler
1x Nighthowler
1x Sundicate Enforcer
1x Falkenrath Noble
1x Blightcaster
1x Slum Reaper
1x Crippling Blight
1x Dead Weight
1x Stab Wound
1x Hideous End
1x Launch Party
1x Brink of Disaster
1x Boon of Erebos
1x Strands of Undeath
1x Mental Agony
1x Rescue from the Underworld
1x Goblin Arsonist
1x Grim Lavamancer
1x Ashmouth Hound
1x Young Pyromancer
1x Mogg Flunkies
1x Molten Ravager
1x Lobber Crew
1x Rummaging Goblin
1x Pyrewild Shaman
1x Spearpoint Oread
1x Fumiko the Lowblood
1x Needlepeak Spider
1x Nearheath Stalker
1x Valakut Fireboar
1x Markov Warlord
1x Geistflame
1x Street Spasm
1x Artillerize
1x Turn to Slag
1x Blind with Anger
1x Lust for War
1x Faithless Looting
1x Curse of the Nightly Hunt
1x Ordeal of Purphoros
1x Traitorous Instinct
Green
1x Nightshade Peddler
1x Jade Mage
1x Leafcrown Dryad
1x Crocanua
1x Graverobber Spider
1x Golgari Decoy
1x Greater Mossdog
1x Dowsing Shaman
1x Moldervine Cloak
1x Travel Preparations
1x Plummet
1x Evolution Charm
Other
1x Flayer Husk
1x Phyrexian Revoker
1x Bottle Gnomes
1x Burnished Hart
1x Serrated Biskelion
1x Gargoyle Sentinel
1x Skinwing
1x Primal Clay
1x Stuffy Doll
1x Ogre's Cleaver
1x Hellion Crucible
1x Dimir Guildgate
1x Gruul Guildgate
1x Golgari Guildgate
1x Izzet Guildgate
1x Curse of Chains
1x Torpor Dust
1x Inkfathom Infiltrator
1x Far // Away
1x Rakdos Shred-Freak
1x Pit Fight
1x Scuzzback Marauder
1x Zhur-Taa Druid
1x Polis Crusher
1x Reap What is Sown
1x Unflinching Courage
1x Gwyllion Hedge-Mage
1x Gift of Orzhova
1x Hag Hedge-Mage
1x Pharika's Mender
1x Thoughtflare
1x Deftblade Elite
1x Trajic Poet
1x Elite Vanguard
1x Silverchase Fox
1x Nearheath Pilgrim
1x Leonin Relic-Warder
1x Scholar of Athreos
1x Auramancer
1x Kabuto Moth
1x Attended Knight
1x Urbis Protector
1x Stave Off
1x Wear // Tear
1x Retether
Blue
1x Nephalia Smuggler
1x Phantasmal Bear
1x Havengul Skaab
1x Forbidden Alchemy
1x Negate
1x Memory's Journey
1x Chronic Flooding
1x Mystic Retrieval
Black
1x Vampire Lacerator
1x Basilica Screecher
1x Wall of Souls
1x Sewer Shambler
1x Moan of the Unhallowed
1x Grixis Slavedriver
1x Shadow Slice
1x Virulent Swipe
1x Harrowing Journey
1x Contaminated Bond
1x Nettling Curse
1x Hissing Miasma
1x Suffer the Past
1x Crimson Muckwader
1x Mad Prophet
1x Flaming Sword
1x Hypervolt Grasp
1x Nightbird's Clutches
1x Bloodshed Fever
1x Boiling Blood
1x Aggravate
Green
1x Aura Gnarlid
1x Golgari Brownscale
1x Splinterfright
1x Golgari Grave-Troll
1x Elderscale Wurm
1x Terrifying Presence
1x Deep Reconnaissance
1x Seek the Horizon
1x Primeval Light
1x Krosan Reclamation
1x Gnaw to the Bone
Other
1x Phyrexian Walker
1x Darksteel Myr
1x Palladium Myr
1x Junktroller
1x Thran Golem
1x Contagion Clasp
1x Mortarpod
1x Accorder's Sheild
1x Kitesail
1x Surestrike Trident
1x Demonmail Hauberk
1x Prismatic Lens
1x Vessel of Endless Rest
1x Angel's Tomb
1x Crystal Ball
1x Sands of Delirium
1x Soaring Seacliff
1x Azorius Guildgate
1x Rakdos Guildgate
1x Boros Guildgate
1x Ascended Lawmage
1x Toil // Trouble
1x Carnage Gladiator
1x Morselhoarder
1x Centaur Safeguard
1x Beckon Apparition
1x Tithe Drinker
1x Jarad's Orders
1x Teleportal
1x Duergar Hedge-Mage
1x Stun Sniper
1x Slave of Bolas
1x Nicol Bolas, Planeswalker
1x Recumbent Bliss
1x Temporal Isolation
1x Faith's Fetters
1x Guard Duty
1x Angelic Edict
1x Hopeful Eidolon
1x Triclopean Sight
1x Moment of Heroism
1x Ethereal Armor
1x Knightly Valor
1x Three Dreams
1x Fortify
1x Seraph of Dawn
1x Kinsbaile Balloonist
1x Totem-Guide Hartebeest
1x Voiceless Spirit
1x Inner-Chamber Guard
1x Yoked Ox
Blue
1x Stern Mentor
1x Chasm Drake
1x Aethersnipe
1x Vedalken Entrancer
1x Screeching Skaab
1x Aether Tradewinds
1x Encrust
1x Flight of Fancy
1x Silent Departure
1x Ovinize
1x Ice Cage
1x Annul
1x Psychic Spiral
Black
1x Profane Command
1x Enslave
1x Sign in Blood
1x Essence Drain
1x Night Terrors
1x Thrill-Kill Assassin
1x Stinkweed Imp
1x Gray Merchant of Asphodel
1x Corrupted Zendikon
1x Diregraf Ghoul
1x Golgari Thug
1x Soulcage Fiend
1x Returned Phalanx
1x Galvanic Arc
1x Fatal Attraction
1x Form of the Dragon
1x Uncontrollable Anger
1x Smash
1x Ancient Grudge
1x Ill-Tempered Cyclops
1x Goblin Diplomats
1x Plated Geopede
1x Mudbutton Torchrunner
1x Rukh Egg
1x Academy Raider
1x Hanweir Lancer
1x Stonewright
1x Volcanic Dragon
Green
1x Call of the Herd
1x Eternal Witness
1x Deadly Recluse
1x Avacyn's Pilgrim
1x Wall of Blossoms
1x Borderland Ranger
1x Acidic Slime
1x Centaur's Herald
1x Timberland Guide
1x Pathbreaker Wurm
1x Hunt the Weak
1x Arachnus Web
1x Natural End
1x Fists of Ironwood
Other
1x Righteous Authority
1x Shipwreck Singer
1x Evil Twin
1x Spike Jester
1x Rakdos Cackler
1x Wilt-Leaf Cavaliers
1x Odious Trow
1x Down//Dirty
1x Selkie Hedge-Mage
1x Noggle Hedge-Mage
1x Turn//Burn
1x Boros Battleshaper
1x Spitemare
1x Fire at Will
1x Forbidding Watchtower
1x Selesnya Guildgate
1x Orzhov Guildgate
1x Runed Servitor
1x Perilous Myr
1x Haunted Guardian
1x Galvanic Juggernaut
1x Chronomaton
1x Crumbling Colossus
1x Heap Doll
1x Leonin Bola
1x Civic Saber
1x Piston Sledge
1x Hammer of Ruin
1x Pristine Talisman
1x Gem of Becoming
1x Elixir of Immortality
1x Jinxed Idol
Older Magic as a Board Game: Panglacial Wurm , Mill