Hey all
We drafted my Tribal cube for the first time today, and although it was excellent fun, it seemed to be based too deeply in racing creatures.
I don't want to pack it with Lightning Bolts, Doom Blades, and whatever other broken cards normally get into powered 360 cubes.
I want instants and sorceries that support the creature aspect. In removal, I'm looking for things like Mugging, as well as some basic things like Fervor and Harm's Way.
Any help is deeply appreciated!
Why not go full tribal? Mobilization is a great enchantment for soldiers, and it makes its own soldiers for a cheap cost, then there's something like Tarfire which can be tutored up with something like Goblin Matron and even brought back with Wort, Boggart Auntie.
There's also hate like Engineered Plague which might even be too good, or just be a first pick that is powerful but not broken. There's also Shared Triumph which is the inverse of that... Tsabo's Decree is also a creature type matters type of card that saw play in its standard for sideboards.
So yea, as a whole there are tons of tribal spells that are useable outside of their tribe for some value, but shine within or against a tribe, and that would be cool to see, which are good and which are just too restrictive in nature.
Those aren't really all of the spells that do it... There are things like Steely Resolve which are good. White and Black are the kings of caring about types but other colours have some stuff for those... I'd say the challenge comes from like finding cards in the other colours that make sense for the cube creature types but don't explicitly say it.
I will warn you though, if you are putting in a lot of really good creatures but not a lot of efficient removal (I have a hard time think of doom blade and bolt as broken, maybe I've been playing too long) you are going to make games feel a little lop sided.
In creature battles decent removal helps the slower deck or the one that has the harder time curving out with optimal drops. It makes the game more interactive and less like limited board clutter or races. If you are only playing crappy zombie flavored kill spells and the odd shock or cycled goblin you're cube is going to feel like crappy old onslaught limited more than the joys of playing Lorwyn limited.
I have focussed on creature combat and clogged up boards. Thus my non-creature spells are focussed around this interaction and not just the regular good stuff.
I have experience earlier with too much 'good stuff' (like burn, terror effects, wrath effects, counter spells, etc) in the cube. This resulted in making it too easy to make a good stuff deck that didn't focus around tribal but rather just about good cards playing all different tribes at once as long as the cards themselves were powerful enough. I didn't want such a strategy to be good so I removed the cards enabling it, and it have worked. In my current version of the cube you won't win if you don't play tribal magic.
...then there's something like Tarfire which can be tutored up with something like Goblin Matron and even brought back with Wort, Boggart Auntie.
Along these lines there's also Nameless Inversion & Crib Swap (and changeling cards in general) which can fit into any on-color tribe and have some very interesting interactions, such as the ones mentioned for Tarfire above, as well as cost reduction from bannerets etc.
If you're looking for efficient removal & trying to avoid 'goodstuff' you could also consider cards like Victim of Night that have a tribal flavor, even if its tribes may not be particularly relevant.
We drafted my Tribal cube for the first time today, and although it was excellent fun, it seemed to be based too deeply in racing creatures.
I don't want to pack it with Lightning Bolts, Doom Blades, and whatever other broken cards normally get into powered 360 cubes.
I want instants and sorceries that support the creature aspect. In removal, I'm looking for things like Mugging, as well as some basic things like Fervor and Harm's Way.
Any help is deeply appreciated!
There's also hate like Engineered Plague which might even be too good, or just be a first pick that is powerful but not broken. There's also Shared Triumph which is the inverse of that... Tsabo's Decree is also a creature type matters type of card that saw play in its standard for sideboards.
So yea, as a whole there are tons of tribal spells that are useable outside of their tribe for some value, but shine within or against a tribe, and that would be cool to see, which are good and which are just too restrictive in nature.
Shared Triumph
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Call to the Kindred
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Pack's Disdain
Patriarch's Bidding
Mana Echoes
Roar of the Crowd
Shared Animosity
Descendant's Path
Tribal Unity
Door of Destinies
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In creature battles decent removal helps the slower deck or the one that has the harder time curving out with optimal drops. It makes the game more interactive and less like limited board clutter or races. If you are only playing crappy zombie flavored kill spells and the odd shock or cycled goblin you're cube is going to feel like crappy old onslaught limited more than the joys of playing Lorwyn limited.
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I have focussed on creature combat and clogged up boards. Thus my non-creature spells are focussed around this interaction and not just the regular good stuff.
I have experience earlier with too much 'good stuff' (like burn, terror effects, wrath effects, counter spells, etc) in the cube. This resulted in making it too easy to make a good stuff deck that didn't focus around tribal but rather just about good cards playing all different tribes at once as long as the cards themselves were powerful enough. I didn't want such a strategy to be good so I removed the cards enabling it, and it have worked. In my current version of the cube you won't win if you don't play tribal magic.
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Along these lines there's also Nameless Inversion & Crib Swap (and changeling cards in general) which can fit into any on-color tribe and have some very interesting interactions, such as the ones mentioned for Tarfire above, as well as cost reduction from bannerets etc.
If you're looking for efficient removal & trying to avoid 'goodstuff' you could also consider cards like Victim of Night that have a tribal flavor, even if its tribes may not be particularly relevant.