Just wanna get a few inputs on signets and cube sizes. Do you guys think running all 10 signets at 450 is a bit excessive? I'm currently running them all, but with the Power cards in there, I feel like all 10 might be very redundant and take up too much estate. At 360, I would probably not run signets, but I'm not sure how many (if any) I should at 450.
I think it would potentially be excessive at 450 if you were also powered. I think the mana rock concentration might be too high w/ all of 'em in there.
I'm going to cut the signets and roll with the Talisman instead. Wildfire, artifacts, and general midrange decks will still get some rocks, but this way I can find space to slot in a small Eldrazi package. The Talismans should help with this new package as well. Is Matter Reshaper any good?
Just wanna get a few inputs on signets and cube sizes. Do you guys think running all 10 signets at 450 is a bit excessive? I'm currently running them all, but with the Power cards in there, I feel like all 10 might be very redundant and take up too much estate. At 360, I would probably not run signets, but I'm not sure how many (if any) I should at 450.
This is exactly the reason I don't run signets in my 360 power cube. I don't want to have to cut 4-10 unique and fun cards for rocks that make midrange/control more busted than they already are.
Also, I have an Idea I want some input on, and I don't know if this is the right thread for it, but It should be fine enough.
Sometimes you pick up an early tinker, and you don't find enough cheap artifacts to make it consistent. Its hard to end up with 0 good artifacts to sac to tinker but rocks are HIGH picks, so you can end a draft with one or two. Artifact lands , like Seat of the Synod, are great with tinker but I don't want to cut a card for a land that goes in one deck and only works off one other card. Would it be reasonable to allow the person who drafted tinker to run one artifact land just to boost the number of sac targets? I thought about giving them a Darksteel Citadel but I think that is too good against Armageddon. Would giving them an off color land be fair?
I'm really curious as to if this idea is worth a try, but I cant test it my self for some time due to my college schedule, and work.
You want to manipulate the draft process to make Tinker ...better? Arguably one of the best cards in the cube? Seems wildly unnecessary, and probably a pretty bad idea in terms of balance, IMO.
You want to manipulate the draft process to make Tinker ...better? Arguably one of the best cards in the cube? Seems wildly unnecessary, and probably a pretty bad idea in terms of balance, IMO.
I would definitely not add house rules to make Tinker better. Tinker is highly picked in my group and it's played almost every draft it comes up. Give it some more time before you decide to create a house rule. The only house rule I run is that people are able to pick up Wastes from the basic land box.
Tinker doesn't need help. Moreover, that's the risk of drafting a build-around card like Tinker: sometimes it doesn't come together like it should. That makes drafting fun.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
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Tinker was voted the 4th best blue card and the 12th best overall card in the latest Power Rankings, so Tinker alone probably doesn't need the help. However, there are a lot of cards that interact well with artifact lands like Daretti, the Tezzerets, Goblin Welder, as well as Affinity and Metalcraft cards. If you want to include artifact lands without them taking up real estate in your cube, you might try including them as part of a larger utility land draft.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
Is there a reason why very few people run Chromatic lantern? It seems pretty solid for 4-5 color decks. Not having color problems seems pretty dang good to me.
Mostly because 3 mana to ramp by 1 isn't very efficient compared to the other manafacts I'm running - and my cube is unpowered. I try to run enough fixing lands and keep my cube's color requirements relatively low so that this kind of fixing isn't really necessary. The only kind of deck this is really better than a Signet in is a 4-5 color goodstuff deck, and that's not an archetype I'm particularly trying to encourage.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
There's only so many slots you can dedicate to 3cc mana rocks, and spending 3 mana to only ramp for 1 just isn't an effective enough use of mana. The only decks that will play it are 4-5 color decks with a stretched manabase, and I don't necessarily want to dedicate tools to exclusively make that deck better.
Yeah, we pretty much had the same results. The only decks that really wanted lantern were decks that would play any artifact ramp, which didn't really speak to its power, and decks with *****ty manabases, which didn't feel like a great reason to include it.
Since this is just a single card in your deck, you cannot rely on having that effect. Even if you do draw it on time, reaping the benefits of fixing should start at the fourth turn. In most cubes not being able to play anything meaningful before that turn is unacceptable.
Meaning, your mana base should support your deck with or without lantern. After realizing that, it is not more than a Manalith for deckbuilding purposes.
Thanks for the replies. Hearing about the experience of others has really helped me assemble my cube and it looks like the it's going to be a no for Lantern. That said, I'd love to hear some of your opinions on these cards as well since I don't want to necro up old threads.
1. Great Oak Guardian: I'm trying to push the Splinter Twin combo so I'm assuming this card might be good enough as a support card in addition to the standard suite (Resto Angel, Conscripts, Exarch, Pestermite).
2. Eldritch Evolution: I'm trying to push Pod and this card looks like it might work out for Splinter Twin as well. It's like a baby NO that can fetch creatures of different colors.
3. Gitaxian Probe: The recent ban has brought some attention to this card. I' not sure if this is worth a pick in a draft. It might be nice for aggro decks to run "39" card decks or a good spells-matter support card.
4. Collective Brutality: This card is seeing some play in Modern. In cube, it looks like a great card to support reanimate and being able to pitch extra lands can make this pretty good.
5. Murderous Redcap: I'm going to have this card take up a black slot because it plays well with Stax, Recurring, and Pod. Yay or nay?
Thanks for the reply. I think I'll give Evolution a shot. I was thinking giving Kiki Combo players access to a green combo piece would really push players to go green for the combo in addition to the creature tutors.
I just want to say that I really, really hope that the enemy battle lands are in Amonkhet. I initially didn't value the battle lands higher than the check lands, but I came around, since having more fetcheable duals is sweet! I would really like a full third cycle of those. As is, giving some color combinations more fetcheable duals than others is a bit annoying. I really want a full cycle damnit! Since we currently have 2 allied cycles and only 1 enemy cycle in standard, it seems rather likely that we get another enemy cycle in the next set. And I hope those will be the missing battle lands! My cube would rejoice.
Anyone else sharing my hope? I know that the battle lands don't make it into smaller cubes, but they are fine options beyond the first four or five dual land cycles.
Thoughts?
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This is exactly the reason I don't run signets in my 360 power cube. I don't want to have to cut 4-10 unique and fun cards for rocks that make midrange/control more busted than they already are.
Also, I have an Idea I want some input on, and I don't know if this is the right thread for it, but It should be fine enough.
Sometimes you pick up an early tinker, and you don't find enough cheap artifacts to make it consistent. Its hard to end up with 0 good artifacts to sac to tinker but rocks are HIGH picks, so you can end a draft with one or two. Artifact lands , like Seat of the Synod, are great with tinker but I don't want to cut a card for a land that goes in one deck and only works off one other card. Would it be reasonable to allow the person who drafted tinker to run one artifact land just to boost the number of sac targets? I thought about giving them a Darksteel Citadel but I think that is too good against Armageddon. Would giving them an off color land be fair?
I'm really curious as to if this idea is worth a try, but I cant test it my self for some time due to my college schedule, and work.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
haha very solid point
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EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
450 card Peasant cube thread. Draft it here.
450 Unpowered Cube Cobra
450 card Peasant cube thread. Draft it here.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Also, follow us on twitter! @TurnOneMagic
Meaning, your mana base should support your deck with or without lantern. After realizing that, it is not more than a Manalith for deckbuilding purposes.
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Read my blog on cube - Latest post June 2nd 2022
1. Great Oak Guardian: I'm trying to push the Splinter Twin combo so I'm assuming this card might be good enough as a support card in addition to the standard suite (Resto Angel, Conscripts, Exarch, Pestermite).
2. Eldritch Evolution: I'm trying to push Pod and this card looks like it might work out for Splinter Twin as well. It's like a baby NO that can fetch creatures of different colors.
3. Gitaxian Probe: The recent ban has brought some attention to this card. I' not sure if this is worth a pick in a draft. It might be nice for aggro decks to run "39" card decks or a good spells-matter support card.
4. Collective Brutality: This card is seeing some play in Modern. In cube, it looks like a great card to support reanimate and being able to pitch extra lands can make this pretty good.
5. Murderous Redcap: I'm going to have this card take up a black slot because it plays well with Stax, Recurring, and Pod. Yay or nay?
450 Unpowered Cube Cobra
2. Creatures in green are so important, especially because of cards like Natural Order, Green Sun's Zenith, Tooth and Nail but also Worldly Tutor, Survival of the Fittest, Primal Command and Fauna Shaman. I like Birthing Pod a lot and Eldritch Evolution looks fun too, but keep in mind there is only so much room for non-creatures.
3. Gitaxian Probe is a good colorless card imho. It will almost always make the deck and therefore is worth a pick and therefore a slot in the Cube.
4. I don't have any experience with this card, but it looks decent.
5. Redcap is perfectly fine as a black card.
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Anyone else sharing my hope? I know that the battle lands don't make it into smaller cubes, but they are fine options beyond the first four or five dual land cycles.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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