I could see running them in mine, 'cause I don't think I'm at that 10 duals/100 cards cube-heuristic, and I could see myself chipping into my colorless section to displace a few shaky land picks like buried ruin. I wouldn't personally be in a rush to pick these up though; their price is likely to be bulls*** for at least a couple months after release, and possibly their entire standard run...
I run the Allied Manlands in my Cube and don't really care too much about balance since it pushes 3-color decks anyway. The new cycle might bump things to squeeze all 10 in there since they are popular and win games from time to time.
I don't believe I will be using the full cycle of man lands in my edh cube (but definitely will be considering them in my 1 drop one!). I will be looking forward to what they come up with man land-wise for izzet, boros, and golgari though. I can probably find a weak link in those guilds.
Definitely including all 5 since I have the allied cycle already. Really excited to see what the rest of these do.
What do you bump? I'm looking at my flex land spots and it's sorta non-existent. Cut 1 color power lands like Cradle, Stronghold, etc? 5 color lands since I have 5 of those?
What do you bump? I'm looking at my flex land spots and it's sorta non-existent. Cut 1 color power lands like Cradle, Stronghold, etc? 5 color lands since I have 5 of those?
I'd rank them higher than pain lands, buddy lands and karoos but I feel like an extra cycle would be a good idea if you can make room elsewhere. I like the power lands too though and I can't see cutting all the rainbow lands. Worst case shave a card from each color if you don't have 5 artifacts you can bump. I'll likely be finding room for some of the other new lands as well just not sure how many at this point.
I'd rank them higher than pain lands, buddy lands and karoos but I feel like an extra cycle would be a good idea if you can make room elsewhere. I like the power lands too though and I can't see cutting all the rainbow lands. Worst case shave a card from each color if you don't have 5 artifacts you can bump. I'll likely be finding room for some of the other new lands as well just not sure how many at this point.
I'd say overall ranking of dual lands:
#1 Fetchlands - since they can grab the next three cycles, meaning one land can often give you the choice of any 2 out of 3 of your colors.
#2 ABU Duals - The undisputed strongest lands in a vacuum
#3 Shocklands - Weaker than ABU duals but just barely
#4 BFZ "Tango" Lands - Also weaker than ABU duals, more likely to come in tapped but still basic types are really strong
#5 Horizon Canopy - If there was a full cycle of these I'd run them as the fifth choice. As it stands, you can bump one of the weaker duals out for GW for this
#6 Filterlands - Strongest of the duals without basic types, as it enters untapped and helps you cover double and triple costs
#7 Checklands - Especially with three cycles of cards with basic types, these almost always enter untapped, which is very strong
#8 Manduals - They always enter tapped, but give you a late game mana sink
#9 Temples - Always enter tapped, but the free scry is worthwhile
#10 Painlands - Always untapped but at a reasonable drawback
#11 Karoos - Very slow and vulnerable to LD, but provide psuedo card advantage
#12 Mirage Fetches - Slow, but they do provide some of the benefits fetches provide including finding lands with basic types, shuffling, and filling your graveyard
#13 Khans Refuges - Tapped with an incredibly minor bonus
#14 Guildgates - Tapped with basically no bonus
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#1 Fetchlands - since they can grab the next three cycles, meaning one land can often give you the choice of any 2 out of 3 of your colors.
#2 ABU Duals - The undisputed strongest lands in a vacuum
#3 Shocklands - Weaker than ABU duals but just barely
#4 BFZ "Tango" Lands - Also weaker than ABU duals, more likely to come in tapped but still basic types are really strong
#5 Horizon Canopy - If there was a full cycle of these I'd run them as the fifth choice. As it stands, you can bump one of the weaker duals out for GW for this
#6 Filterlands - Strongest of the duals without basic types, as it enters untapped and helps you cover double and triple costs
#7 Checklands - Especially with three cycles of cards with basic types, these almost always enter untapped, which is very strong
#8 Manduals - They always enter tapped, but give you a late game mana sink
#9 Temples - Always enter tapped, but the free scry is worthwhile
#10 Painlands - Always untapped but at a reasonable drawback
#11 Karoos - Very slow and vulnerable to LD, but provide psuedo card advantage
#12 Mirage Fetches - Slow, but they do provide some of the benefits fetches provide including finding lands with basic types, shuffling, and filling your graveyard
#13 Khans Refuges - Tapped with an incredibly minor bonus
#14 Guildgates - Tapped with basically no bonus
My ranking is a little different and I go through each color pair and pick the lands I feel would be most appropriate but in a vacuum I’d rank them
1. Fetches
2. ABU duals
3. Shocks
After that I want my lands to do something other than just fix if possible. Keeping that in mind I rank the rest
4. Manduals – I really like manlands in multiplayer. They’re great for offense if you have mana you don’t need but I think they really shine on defense. In regular 1v1 if my opponent has a 2/2 and I have a Treetop Village ready to activate they will simply not attack me. In multiplayer they will often attack one of my opponents instead so not only have I prevented the damage to myself I’ve indirectly damaged another one of my opponents in the process! I feel out of all the remaining dual lands these offer the biggest advantage.
5. Ravnica bouncelands – This cycle has a lot of nice little bonuses that I feel add up to secure them the #5 slot. They can reset your temples (and refuges I suppose), help trigger landfall, provide extra mana off land untapping effects (Turnabout, Time Spiral), act as pseudo card advantage and play particularly nice with cards that allow additional land drops. They can be hit with LD to set you back on tempo but can also help protect lands from mass LD. It’s a drawback for sure but at least in my group a pretty minor one.
6. BFZ “Tango” lands (we running out of dual land names?) – With zero playtesting I’ll just stick them here. Likely will beat out the karoos in most color combos though I can’t see running them over manduals unless one ends up being terrible.
7. Temples – Not a great bonus but still better than nothing and worth ETB tapped. I feel they support 2 and 3 color decks equally well which to me is a nice bonus.
8. Pain lands – No bonus but always ETB untapped and fixes both of my colors at a trivial cost. They does lose a small amount of value in black decks simply because the color is trying to turn life into cards so anything that damages you makes that strategy a little worse. Also worse if you push a lifegain theme in white.
9. Filter lands – Not the biggest fan of these since they don’t necessarily fix my mana and there are sometimes situations where having to tap 2 mana sources to get my mana instead of one messes me up. I prefer Talismen over Signets for this reason. They are better than ABU duals in many situations but I also feel they are more geared for fixing your mana in 2 color decks. If you’re wanting to push support for 3 and 5 color decks I would value them less than check lands and certainly below everything else on this list in every color combination.
10. Check or Buddy lands – Definitely not bad but terribly unexciting and similar to the filter lands not all that great in 3+ color decks, in this case because they’re more likely to ETB tapped. I look for excuses to cut these lands from my cube.
11. Refuges/Guildgates – Need a pretty gigantic land section before these become an option, I have 8 lands for each combination and don’t have to run any of these. Good budget lands though that can certainly get the job done for people missing the expensive lands.
If we’re going to branch out to incomplete cycles I like them as follows
1. Krosan Verge – I put the super fetch over the manlands.
2. Horizon Canopy – A great land indeed, I would place it right below the manlands.
3. River of Tears – Probably run this over the Temple, good color combination for the effect giving you black on your turn and blue on other turns. Flavorful and cool card as well, I probably should run something else over it but I’m a little biased.
4. Grove of the Burnwillows – Seems better than the pain land but I wouldn’t run it over the temple.
5. Storage lands (Calciform Pools) – I rate this cycle very high for the more controlling color combos, probably over the bounce lands.
6. Fast lands from Scars block – Better than Guildgates I guess.
7. Signet lands – Again I’m not a fan and value these less than buddy lands.
8. Lorwyn tribal lands – Better than Guildgates. I ran Gilt-Leaf Palace in the beginning and I’m pretty sure it got played untapped at least once.
This also depends on what you’re trying to do with your cube as a whole and how you want to push each color combo. I try to have the generically best land for each slot giving equal consideration to 2 and 3 color combinations and have ordered my picks with this in mind but you could also be pushing 3+ color decks which would change some of my choices a little bit. Alternatively you can push 2 color decks, the mindset there being that 3 color decks will manage fine since they’ve got access to more colors and generally have better commanders. Then you can break down what you’re trying to do with each individual color combo. For example r/g tends to be very aggressive in my cube so I don’t want the durdly storage land but I do value the filter and check land higher because they ETB untapped. Conversely u/w loves to durdle so I rank the storage land along with lands that give me extra value at the cost of ETB tapped higher but would not be as interested in the quick fixing of the pain land at the cost of life. Then you have a land like Krosan Verge which is just really good and bumps out the worst option you currently have.
In other news I drafted cube all weekend. It was a bit of a blur but here are some things I remember
1. Prossh was the big standout this weekend taking down a couple games and proving to be a huge threat in another.
2. Hatred is good with infect creatures.
3. Howl of the Horde sits in sideboards again. I tried my best to draft it myself but it wasn’t meant to be. Would have been great in a nasty Narset deck that was drafted so I’ll keep trying it out. In fact I’m thinking about pushing the archetype a little more by trying out Jeleva as a commander and pushing the theme in red harder.
4. Jace, Vryn’s Prodigy saw a lot of play which actually presented a bit of a problem. I’ve got my cube double sleeved and people were having an issue getting it back into the outer sleeve without pushing up the inner sleeve. This caused it to stick out quite a bit. I could use a checklist card but those look horrible or get another copy of Jace, put the one I have now in a clear sleeve and still have the same issue because everyone will forget to use the one in the clear sleeve. Probably just going to cut him which is a bummer. There are very few mechanics that I actively hate, transform is definitely one of them.
5. Zone drafting, always zone drafting.
6. Alhammarret’s Archive saw the most play out of the origins cards and to great effect for both the lifegain and card draw.
7. Someone cast Wheel of Fortune and wheeled another player into Mana Geyser, Reiterate and Beseech the Queen (for Comet Storm) but before their turn another player cast Windfall. So close!
8. I added 10 more basic Islands which proved to be a wise decision. No other basics were added or needed.
9. I won back to back pods in an 8 man draft with Skullbriar on the back of Muzzio’s Preparations and Opal Palace. Also drafted Power Play for the aggro beats.
10. Omniscience into Tidespout Tyrant is a pretty good play.
11. I finally caved and put in Urborg, Tomb of Yawgmoth, fully expecting it to be too low impact. It was drafted in 2 different multicolor decks and they both assembled Urborg + Coffers. Oops.
12. For the last draft I got Krenko, Mob Boss early on and decided to go for it. Only ended up with 3 goblins (Stingscourger, Goblin Matron, Squee, Goblin Nabob) but was able to get them all early thanks to Matron + recast Matron when she got bounced. I killed one player easily, beat up another and ended up losing a close fought game after someone cast Cataclysm. The previous time my group got together I drafted Wort, Boggart Auntie with ZERO other goblins in my deck and won. Not really sure what to do here, it was only one draft this weekend and our only 4 man so maybe I need to wait for a bigger group to go for the theme deck that doesn’t have a lot of support.
13. Aside from blue being overdrafted the other colors were all well represented. Red and white are still the least played but not by a very large margin compared with green and black.
14. I updated my gold section and cut quite a few cards that could have been run as commanders, some got upgraded to the commander section and others got cut entirely. This made it much more difficult to pick up a multicolor commander during the draft to run as your commander which a lot of my drafters like doing. I’ll have to address this with my next update, either by simply adding in more legends to the gold section or downgrading some of my more powerful commanders to the gold section like I had it before.
So I am torn. In working out our cube my buddy and I both think we need a regular (powered) cube and a multiplayer (powered) cube to appeal to both our playgroups. There doesn't seem to be any ways to combine the two. Anyone have any suggestions? I know some of the cards are interchangeable but were struggling with how to go about this.
What is zone drafting? I personally use grid drafting because we are only 4 players...
It's not a type of drafting it just means enforcing normal drafting rules so things don't get messed up. If you have a pack sitting to your right the person hasn't picked up you can't pass the next pack until they do.
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So I am torn. In working out our cube my buddy and I both think we need a regular (powered) cube and a multiplayer (powered) cube to appeal to both our playgroups. There doesn't seem to be any ways to combine the two. Anyone have any suggestions? I know some of the cards are interchangeable but were struggling with how to go about this.
I have both types of cubes and have a simple solution for you though you can't have them both active at the same time. Go through each card that is in both cubes and mark the lower front righthand corner with a permanent marker. Black works the best but I have mine a dark red that I colored in with a fine tip sharpie (my commanders are all marked with a black sharpie). All the remaining cards in both cubes are unmarked. To separate you can quickly go through one cube and remove all the marked cards and shuffle them into the other cube. Best part at least for me is the only time I ever notice the mark is when I'm looking for the cards. I use red dragonshields and the marking is a triangle shape in the very corner, just enough to cover the blank space between the card tip and the corner of the sleeve. It's very simple to test this as well since you can simply mark a few sleeves, shuffle them in and see how easy they are to find.
Mine are very different, I don't think a cube that tried to do both 1v1 and multiplayer would be very successful at either.
Completely agree. At first I was naive enough to think I could combine them and it would work out, (especially since we draft with 4 players) but I quickly realized this was not possible. Originally my thoughts of a multiplayer cube were tribal in nature but that too didn't quite work out the way I wanted.
Putting our cube(s) together is far more work then I thought.
EDIT: On a different note. After cubing with both Dragonlord Atarka and Dragon Broodmother I have decided to cut the broodmother. It's a fun effect but shines when you are already ahead. The triple red was an issue at times as well.
So I am torn. In working out our cube my buddy and I both think we need a regular (powered) cube and a multiplayer (powered) cube to appeal to both our playgroups. There doesn't seem to be any ways to combine the two. Anyone have any suggestions? I know some of the cards are interchangeable but were struggling with how to go about this.
Very easy for me. I keep an expansion pack of about 15-20 cards per section that I shuffle into the cube for a multiplayer draft (about 100 cards total). I pulled from the EDH forum's power rankings. Great fun, and changed the environment well enough without requiring a separate cube
I've compared my EDH Cube to some of the local normal Cubes and the differences aren't huge. If I cut 160 cards from mine to make it 540 and the swap around about 150 cards they'll be really similar.
I've compared my EDH Cube to some of the local normal Cubes and the differences aren't huge. If I cut 160 cards from mine to make it 540 and the swap around about 150 cards they'll be really similar.
This is also very true. It's just that true aggro doesn't exist in MP, and Strict control is very difficult.
Two cubes, two different playgroups, twice the fun for me. Thankfully it's not twice the cost
Riddlekeeper would be my first cut there. BCS, he maybe dissuades people from attacking you. WCS, he actively encourages people to attack you in order to utilize their graveyard as a resource.
I assume Exarch/Mite are for Kiki/Twin combos? Otherwise those seem like easy cuts.
Ertai has always seemed glacially slow and fragile to me.
What Treasure Mage targets do you have?
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Riddlekeeper would be my first cut there. BCS, he maybe dissuades people from attacking you. WCS, he actively encourages people to attack you in order to utilize their graveyard as a resource.
I assume Exarch/Mite are for Kiki/Twin combos? Otherwise those seem like easy cuts.
Ertai has always seemed glacially slow and fragile to me.
What Treasure Mage targets do you have?
We have 11 artifact targets for Treasure Mage
Yes we play the splinter twin combo
We run Psychosis Crawler So Archivist is a repeatable drain
Ertai is very slow, but in mulitplayer it's value as repeatable counter spell is decent but not great
Thassa and Riddlekeeper feel the weakest although unblockable is never bad and either is mill which we support via Dimir.
If you're cutting two, I'd go with Riddlekeeper and Ertai, Wizard Adept. Ertai really isn't a "repeatable" counterspell. Either he'll get killed before he can go active, or he counters one spell that could kill him and then dies to the next. The problem is, nobody likes getting their spells countered, so he becomes target #1, and you basically can't use him to try to counter anything that isn't aimed directly at him or wrathing him off the board.
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I think you are right about Ertai. Too bad though. The last couple of times we cubed he made it into his true home, a simic deck with Prophet of Kruphix.
Dragonspeaker shaman Too cute in a cube with 12+ dragons? I love my Scourge foil copy but I wonder if a tutor for said dragons wouldn't be a better idea. I just can't remember the name of the card.
Jace's Archivist would be next in line for me but I don't run Splinter Twin but I would definitely rank Pestermite and Deceiver Exarch very highly if I wanted to push the combo. I also agree with Wildfire on Riddlekeeper, it seems like you'd prevent a lot more damage if it was Propaganda instead. Dragonspeaker Shaman seems a bit too narrow and dragons would be a hard tribe to support.
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I'd say overall ranking of dual lands:
#1 Fetchlands - since they can grab the next three cycles, meaning one land can often give you the choice of any 2 out of 3 of your colors.
#2 ABU Duals - The undisputed strongest lands in a vacuum
#3 Shocklands - Weaker than ABU duals but just barely
#4 BFZ "Tango" Lands - Also weaker than ABU duals, more likely to come in tapped but still basic types are really strong
#5 Horizon Canopy - If there was a full cycle of these I'd run them as the fifth choice. As it stands, you can bump one of the weaker duals out for GW for this
#6 Filterlands - Strongest of the duals without basic types, as it enters untapped and helps you cover double and triple costs
#7 Checklands - Especially with three cycles of cards with basic types, these almost always enter untapped, which is very strong
#8 Manduals - They always enter tapped, but give you a late game mana sink
#9 Temples - Always enter tapped, but the free scry is worthwhile
#10 Painlands - Always untapped but at a reasonable drawback
#11 Karoos - Very slow and vulnerable to LD, but provide psuedo card advantage
#12 Mirage Fetches - Slow, but they do provide some of the benefits fetches provide including finding lands with basic types, shuffling, and filling your graveyard
#13 Khans Refuges - Tapped with an incredibly minor bonus
#14 Guildgates - Tapped with basically no bonus
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My ranking is a little different and I go through each color pair and pick the lands I feel would be most appropriate but in a vacuum I’d rank them
1. Fetches
2. ABU duals
3. Shocks
After that I want my lands to do something other than just fix if possible. Keeping that in mind I rank the rest
4. Manduals – I really like manlands in multiplayer. They’re great for offense if you have mana you don’t need but I think they really shine on defense. In regular 1v1 if my opponent has a 2/2 and I have a Treetop Village ready to activate they will simply not attack me. In multiplayer they will often attack one of my opponents instead so not only have I prevented the damage to myself I’ve indirectly damaged another one of my opponents in the process! I feel out of all the remaining dual lands these offer the biggest advantage.
5. Ravnica bouncelands – This cycle has a lot of nice little bonuses that I feel add up to secure them the #5 slot. They can reset your temples (and refuges I suppose), help trigger landfall, provide extra mana off land untapping effects (Turnabout, Time Spiral), act as pseudo card advantage and play particularly nice with cards that allow additional land drops. They can be hit with LD to set you back on tempo but can also help protect lands from mass LD. It’s a drawback for sure but at least in my group a pretty minor one.
6. BFZ “Tango” lands (we running out of dual land names?) – With zero playtesting I’ll just stick them here. Likely will beat out the karoos in most color combos though I can’t see running them over manduals unless one ends up being terrible.
7. Temples – Not a great bonus but still better than nothing and worth ETB tapped. I feel they support 2 and 3 color decks equally well which to me is a nice bonus.
8. Pain lands – No bonus but always ETB untapped and fixes both of my colors at a trivial cost. They does lose a small amount of value in black decks simply because the color is trying to turn life into cards so anything that damages you makes that strategy a little worse. Also worse if you push a lifegain theme in white.
9. Filter lands – Not the biggest fan of these since they don’t necessarily fix my mana and there are sometimes situations where having to tap 2 mana sources to get my mana instead of one messes me up. I prefer Talismen over Signets for this reason. They are better than ABU duals in many situations but I also feel they are more geared for fixing your mana in 2 color decks. If you’re wanting to push support for 3 and 5 color decks I would value them less than check lands and certainly below everything else on this list in every color combination.
10. Check or Buddy lands – Definitely not bad but terribly unexciting and similar to the filter lands not all that great in 3+ color decks, in this case because they’re more likely to ETB tapped. I look for excuses to cut these lands from my cube.
11. Refuges/Guildgates – Need a pretty gigantic land section before these become an option, I have 8 lands for each combination and don’t have to run any of these. Good budget lands though that can certainly get the job done for people missing the expensive lands.
If we’re going to branch out to incomplete cycles I like them as follows
1. Krosan Verge – I put the super fetch over the manlands.
2. Horizon Canopy – A great land indeed, I would place it right below the manlands.
3. River of Tears – Probably run this over the Temple, good color combination for the effect giving you black on your turn and blue on other turns. Flavorful and cool card as well, I probably should run something else over it but I’m a little biased.
4. Grove of the Burnwillows – Seems better than the pain land but I wouldn’t run it over the temple.
5. Storage lands (Calciform Pools) – I rate this cycle very high for the more controlling color combos, probably over the bounce lands.
6. Fast lands from Scars block – Better than Guildgates I guess.
7. Signet lands – Again I’m not a fan and value these less than buddy lands.
8. Lorwyn tribal lands – Better than Guildgates. I ran Gilt-Leaf Palace in the beginning and I’m pretty sure it got played untapped at least once.
This also depends on what you’re trying to do with your cube as a whole and how you want to push each color combo. I try to have the generically best land for each slot giving equal consideration to 2 and 3 color combinations and have ordered my picks with this in mind but you could also be pushing 3+ color decks which would change some of my choices a little bit. Alternatively you can push 2 color decks, the mindset there being that 3 color decks will manage fine since they’ve got access to more colors and generally have better commanders. Then you can break down what you’re trying to do with each individual color combo. For example r/g tends to be very aggressive in my cube so I don’t want the durdly storage land but I do value the filter and check land higher because they ETB untapped. Conversely u/w loves to durdle so I rank the storage land along with lands that give me extra value at the cost of ETB tapped higher but would not be as interested in the quick fixing of the pain land at the cost of life. Then you have a land like Krosan Verge which is just really good and bumps out the worst option you currently have.
In other news I drafted cube all weekend. It was a bit of a blur but here are some things I remember
1. Prossh was the big standout this weekend taking down a couple games and proving to be a huge threat in another.
2. Hatred is good with infect creatures.
3. Howl of the Horde sits in sideboards again. I tried my best to draft it myself but it wasn’t meant to be. Would have been great in a nasty Narset deck that was drafted so I’ll keep trying it out. In fact I’m thinking about pushing the archetype a little more by trying out Jeleva as a commander and pushing the theme in red harder.
4. Jace, Vryn’s Prodigy saw a lot of play which actually presented a bit of a problem. I’ve got my cube double sleeved and people were having an issue getting it back into the outer sleeve without pushing up the inner sleeve. This caused it to stick out quite a bit. I could use a checklist card but those look horrible or get another copy of Jace, put the one I have now in a clear sleeve and still have the same issue because everyone will forget to use the one in the clear sleeve. Probably just going to cut him which is a bummer. There are very few mechanics that I actively hate, transform is definitely one of them.
5. Zone drafting, always zone drafting.
6. Alhammarret’s Archive saw the most play out of the origins cards and to great effect for both the lifegain and card draw.
7. Someone cast Wheel of Fortune and wheeled another player into Mana Geyser, Reiterate and Beseech the Queen (for Comet Storm) but before their turn another player cast Windfall. So close!
8. I added 10 more basic Islands which proved to be a wise decision. No other basics were added or needed.
9. I won back to back pods in an 8 man draft with Skullbriar on the back of Muzzio’s Preparations and Opal Palace. Also drafted Power Play for the aggro beats.
10. Omniscience into Tidespout Tyrant is a pretty good play.
11. I finally caved and put in Urborg, Tomb of Yawgmoth, fully expecting it to be too low impact. It was drafted in 2 different multicolor decks and they both assembled Urborg + Coffers. Oops.
12. For the last draft I got Krenko, Mob Boss early on and decided to go for it. Only ended up with 3 goblins (Stingscourger, Goblin Matron, Squee, Goblin Nabob) but was able to get them all early thanks to Matron + recast Matron when she got bounced. I killed one player easily, beat up another and ended up losing a close fought game after someone cast Cataclysm. The previous time my group got together I drafted Wort, Boggart Auntie with ZERO other goblins in my deck and won. Not really sure what to do here, it was only one draft this weekend and our only 4 man so maybe I need to wait for a bigger group to go for the theme deck that doesn’t have a lot of support.
13. Aside from blue being overdrafted the other colors were all well represented. Red and white are still the least played but not by a very large margin compared with green and black.
14. I updated my gold section and cut quite a few cards that could have been run as commanders, some got upgraded to the commander section and others got cut entirely. This made it much more difficult to pick up a multicolor commander during the draft to run as your commander which a lot of my drafters like doing. I’ll have to address this with my next update, either by simply adding in more legends to the gold section or downgrading some of my more powerful commanders to the gold section like I had it before.
My 450ish 1vs1 cube
I have both types of cubes and have a simple solution for you though you can't have them both active at the same time. Go through each card that is in both cubes and mark the lower front righthand corner with a permanent marker. Black works the best but I have mine a dark red that I colored in with a fine tip sharpie (my commanders are all marked with a black sharpie). All the remaining cards in both cubes are unmarked. To separate you can quickly go through one cube and remove all the marked cards and shuffle them into the other cube. Best part at least for me is the only time I ever notice the mark is when I'm looking for the cards. I use red dragonshields and the marking is a triangle shape in the very corner, just enough to cover the blank space between the card tip and the corner of the sleeve. It's very simple to test this as well since you can simply mark a few sleeves, shuffle them in and see how easy they are to find.
I guess ultimately it comes down to how different the cubes are. I might just bite the bullet and have to sort before/after I play.
Completely agree. At first I was naive enough to think I could combine them and it would work out, (especially since we draft with 4 players) but I quickly realized this was not possible. Originally my thoughts of a multiplayer cube were tribal in nature but that too didn't quite work out the way I wanted.
Putting our cube(s) together is far more work then I thought.
EDIT: On a different note. After cubing with both Dragonlord Atarka and Dragon Broodmother I have decided to cut the broodmother. It's a fun effect but shines when you are already ahead. The triple red was an issue at times as well.
Very easy for me. I keep an expansion pack of about 15-20 cards per section that I shuffle into the cube for a multiplayer draft (about 100 cards total). I pulled from the EDH forum's power rankings. Great fun, and changed the environment well enough without requiring a separate cube
My Cube (DeckStats)
My Pauper Cube: 540 (CubeTutor link!)
Level 1 Judge
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
This is also very true. It's just that true aggro doesn't exist in MP, and Strict control is very difficult.
Two cubes, two different playgroups, twice the fun for me. Thankfully it's not twice the cost
Chasm skulker
Deceiver Exarch
Ertai, Wizard Adept
Jace's Archivist
Kira, Great Glass-Spinner
Pestermite
Riddlekeeper
Treasure Mage
Thassa, God of the Sea
Riddlekeeper would be my first cut there. BCS, he maybe dissuades people from attacking you. WCS, he actively encourages people to attack you in order to utilize their graveyard as a resource.
I assume Exarch/Mite are for Kiki/Twin combos? Otherwise those seem like easy cuts.
Ertai has always seemed glacially slow and fragile to me.
What Treasure Mage targets do you have?
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
We have 11 artifact targets for Treasure Mage
Yes we play the splinter twin combo
We run Psychosis Crawler So Archivist is a repeatable drain
Ertai is very slow, but in mulitplayer it's value as repeatable counter spell is decent but not great
Thassa and Riddlekeeper feel the weakest although unblockable is never bad and either is mill which we support via Dimir.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Dragonspeaker shaman Too cute in a cube with 12+ dragons? I love my Scourge foil copy but I wonder if a tutor for said dragons wouldn't be a better idea. I just can't remember the name of the card.
1 Kira, Great Glass-Spinner
1 Thassa, God of the Sea
1 Vendilion Clique
Jace's Archivist would be next in line for me but I don't run Splinter Twin but I would definitely rank Pestermite and Deceiver Exarch very highly if I wanted to push the combo. I also agree with Wildfire on Riddlekeeper, it seems like you'd prevent a lot more damage if it was Propaganda instead. Dragonspeaker Shaman seems a bit too narrow and dragons would be a hard tribe to support.