Finally decided to buy the Duals and be really happy with the update. Since I never considered having those I kinda have problems of evaluating the land after the obvious big three. So here we go. Cut one each
I'd keep Chancery, Boilerworks, Aqueduct, and either Growth Chamber or Harbor. I'd keep Llanowar Wastes, but I think that one is really close. In UW and UB, are you keeping the man-lands? If not, I'd add those over any other non-Dual/Shock/Fetch in those color pairs.
I haven't had any experience with the Guul Draz Assassin, but at face value it seems way too difficult to get online for being a creature that can get blown out.
Hoodwink, I'd cut Arena over Vapors. I like the splash of Vapors, and Arena is getting to be too slow and costly for smaller cubes, IMO. I talked about this with another cube builder yesterday, and he agreed with me on this. Vapors is immediate CA & value, Arena only gets you something good if you can drag the game out while finding a way to gain life. Another cut I would suggest is Tombstalker, especially if you plan on recurring a lot of your black creatures.
Guul Draz Assassin
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I also agree that Phyrexian Arena is a bit slow at 360 and therefore somewhat worse than Consuming Vapors, even though both still are excellent. Versus aggro at least I often find that the player with Arena is dying before they get too much out of it.
I haven't had any experience with the Guul Draz Assassin, but at face value it seems way too difficult to get online for being a creature that can get blown out.
I'd also like to chime in on how much I love Consuming Vapors. I went a little overboard a few months ago & was 2nd/3rd picking it but it's definitely worthy of a middle-of-the-road pick & there are many times I'm drafting a black deck that I know would get infinitely better with a Consuming Vapors.
Liliana's Specter easily, it's good disruption on a nice body, and 2 power makes it good with reveillark and imperial recruiter, and is sweet in recurring nightmare/shard decks.
Sea Gate Oracle is a good body with a sleight of hands, at 1/3 he stops all the 2 Power guys in the cube, and makes it so 2/1's can't attack anymore. Very solid stats for 3 mana.
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Thanks! Now that I've gone over my changes thoroughly, it looks like all those cards are surviving the update. I'll keep your opinions in mind for the future, though.
Specter over Marauder. Specter is perfect for just about any black deck you might build, while Marauder is pretty much aggro only.
I actually like Dungeon Geists the most out of the three blue guys. It would honestly just depend on your blue composition and your other four drops as well. If your four drops are heavy with staples, I'd keep Oracle, but if you've got room for an extra four cost dude, I'd keep Geists.
Specter over Marauder. Specter is perfect for just about any black deck you might build, while Marauder is pretty much aggro only.
I actually like Dungeon Geists the most out of the three blue guys. It would honestly just depend on your blue composition and your other four drops as well. If your four drops are heavy with staples, I'd keep Oracle, but if you've got room for an extra four cost dude, I'd keep Geists.
i agree with all of this. disruption is more important than one more dumb beater for three mana, and marauder isn't likely to see as much play.
i think dungeon geists also fits in more decks than the other options mentioned and blue needs it more than draw guy or awkward beater.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
The other one is entirely dependent on what types of decks need the slot in blue. Fettergeist for creature-light control, Sea Gate Oracle for traditional control, and Dungeon Geists for tempo builds.
Btw first post lol. Sorry if I messed up the formatting
Formatting is fine! Welcome to the cube forum.
I prefer Fire Imp. The removal + body is nice splashable card advantage for red, and it provides more value for me on average, because if it runs into removal or is a casualty in combat, I've already shot the creature with it when it came into play. It also helps to clear a path for my 1 and 2 drops to push damage through, which is important for aggro to be able to do.
I prefer Fire Imp. The removal + body is nice splashable card advantage for red, and it provides more value for me on average, because if it runs into removal or is a casualty in combat, I've already shot the creature with it when it came into play. It also helps to clear a path for my 1 and 2 drops to push damage through, which is important for aggro to be able to do.
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Ya I'm having similar thoughts. I had Zo Zu in mind to help combat the mid range ramp decks but I may just add some more land destruction like Goblin Ruinblaster.
Btw I've had my cube goin for a few months now and have picked up a lot from looking at your cube thread. Appreciate the work
My group really loves Zo-Zu, but Fire Imp is the better card. It's immediate card advantage. I think Zo-Zu is a fine include at ~540 cards (I run him at 500 due to popularity).
I consider both of those uncuttable. They are both pretty amazing. I'd look for somethng else to cut entirely.
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Cut something else.
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lol, but yeah, this.
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I'd keep Chancery, Boilerworks, Aqueduct, and either Growth Chamber or Harbor. I'd keep Llanowar Wastes, but I think that one is really close. In UW and UB, are you keeping the man-lands? If not, I'd add those over any other non-Dual/Shock/Fetch in those color pairs.
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Caves of Koilos, Isolated Chapel, Fetid Heath
Rugged Prairie, Clifftop Retreat
Sulfurous Springs, Blackcleave Cliffs
Shivan Reef, Izzet Boilerworks
Yavimaya Coast, Simic Growth Chamber, Hinterland Harbor
Dimir Aqueduct, Darkslick Shores
Karplusan Forest, Copperline Gorge
Llanowar Wastes, Woodland Cemetry
The bold ones are the ones I'd cut.
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Thanks so much for your thoughtful contribution!
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I haven't had any experience with the Guul Draz Assassin, but at face value it seems way too difficult to get online for being a creature that can get blown out.
Mirri the Cursed
Promise of Power
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I also agree that Phyrexian Arena is a bit slow at 360 and therefore somewhat worse than Consuming Vapors, even though both still are excellent. Versus aggro at least I often find that the player with Arena is dying before they get too much out of it.
I'd rank them:
I'd also like to chime in on how much I love Consuming Vapors. I went a little overboard a few months ago & was 2nd/3rd picking it but it's definitely worthy of a middle-of-the-road pick & there are many times I'm drafting a black deck that I know would get infinitely better with a Consuming Vapors.
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That's literally the best advice I could think of. I think cutting either of those two cards is just a terrible idea.
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Fettergeist vs. Sea Gate Oracle vs.[CARD] Dungeon Geists
[/CARD]
Thoughts?
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Liliana's Specter easily, it's good disruption on a nice body, and 2 power makes it good with reveillark and imperial recruiter, and is sweet in recurring nightmare/shard decks.
Sea Gate Oracle is a good body with a sleight of hands, at 1/3 he stops all the 2 Power guys in the cube, and makes it so 2/1's can't attack anymore. Very solid stats for 3 mana.
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I actually like Dungeon Geists the most out of the three blue guys. It would honestly just depend on your blue composition and your other four drops as well. If your four drops are heavy with staples, I'd keep Oracle, but if you've got room for an extra four cost dude, I'd keep Geists.
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i agree with all of this. disruption is more important than one more dumb beater for three mana, and marauder isn't likely to see as much play.
i think dungeon geists also fits in more decks than the other options mentioned and blue needs it more than draw guy or awkward beater.
Liliana's Specter.
The other one is entirely dependent on what types of decks need the slot in blue. Fettergeist for creature-light control, Sea Gate Oracle for traditional control, and Dungeon Geists for tempo builds.
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Btw first post lol. Sorry if I messed up the formatting
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Formatting is fine! Welcome to the cube forum.
I prefer Fire Imp. The removal + body is nice splashable card advantage for red, and it provides more value for me on average, because if it runs into removal or is a casualty in combat, I've already shot the creature with it when it came into play. It also helps to clear a path for my 1 and 2 drops to push damage through, which is important for aggro to be able to do.
Happy cubing!
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Ya I'm having similar thoughts. I had Zo Zu in mind to help combat the mid range ramp decks but I may just add some more land destruction like Goblin Ruinblaster.
Btw I've had my cube goin for a few months now and have picked up a lot from looking at your cube thread. Appreciate the work
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Cheers,
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