Hey guys! First time Cube poster working on my very first cube, so apologies if this thread should really be somewhere else.
So I got (back) into the game at around the time when Scars of Mirrodin happened, and made the fiscally irresponsible decision to crack (many) packs instead of drafting. While cracking packs is super fun, it has also left me with too many random jank things that I really can't use in Constructed. Recently, this made me want to try to build an unpowered artifact theme cube, where the vast majority of things either are artifacts or interact with them.
Now, as I've done my research, I realize that there are too many other nifty artifacts that are outside Scars block, so I'm definitely expanding my source pool, but I'd like to stay on "theme" with unpowered and artifacts.
This leads me to archetypes and things I'd like to include (pet cards excluded) that I need some help with. That said, I'm totally for using slots in a color as generic good cards if some archetypes end up not pulling their weight on synergy and power alone.
My current ideas for Archetypes:
White - Equipment, supplemented by Red. Metalcraft: Major
Blue - Counters, Proliferate, supplemented by Black. Metalcraft: Minor
Black - Sacrifice supplemented by Red. Metalcraft: Minor
Red- Sacrifice supplemented by Black, minor Equipment theme. Hate deck when supplemented by Green. Metalcraft: Minor to Medium
Green - Hate deck with Red, Metalcraft: Minor to Mid
"Colorless" - Sunburst
The one glaring "something aint right here" is Green, which I'm kind of drawing a blank on apart from "it kills artifacts with Red well" and doesn't really seem to have an interesting archetype to itself. I'd also like to include some of the Esper-colored things (like Filigree Angel and Sphinx of the Steel Wind) but I'm not sure whether it should be its own Archetype as a sort of artifact-based control or just stick them in as generic toolbox cards that could give blue some actual firepower and not just a fun semi-durdly mechanic in Proliferate and Charge counters.
Many apologies if this should be somewhere else like in general Cube discussion, but I appreciate any and all words of advice.
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Twitch: MTGJankmaster; lurking>streaming (but maybe one day when I get good at magic)
xMage: Jankmaster Commander - Now Playing WUBSen Triplets - "If you shake my hand, better count your fingersBUWRHomura, Human AscendantRRGBorborygmos EnragedGRURMelek, Izzet ParagonRU
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You should be relying rather heavily on Esper. It gives you a lot of the more useful artifact creatures and should really be a shoe-in here.
I had an artifact cube for a while and green really was an issue since it does not really interact with artifacts well.
A lot of the anti artifact creatures are elves. Why don't you throw in the elf tribal deck from Onslaught / Core / Lorwyn?
Or be like Modern Masters 2015 and put in the Simic deck. Proliferate works pretty good when all of your dudes have +1/+1 counters.
Colorless should have all of the arcbound creatures and any decent artifact creature.
Don't load up on the hate too much. It's really frustrating to be in a position where you never get to untap with anything. In Masters Edition 4 they went a bit overboard with shatter effects if you want a limited artifact-based format that had a few too many shatters to look at.
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So I got (back) into the game at around the time when Scars of Mirrodin happened, and made the fiscally irresponsible decision to crack (many) packs instead of drafting. While cracking packs is super fun, it has also left me with too many random jank things that I really can't use in Constructed. Recently, this made me want to try to build an unpowered artifact theme cube, where the vast majority of things either are artifacts or interact with them.
Now, as I've done my research, I realize that there are too many other nifty artifacts that are outside Scars block, so I'm definitely expanding my source pool, but I'd like to stay on "theme" with unpowered and artifacts.
This leads me to archetypes and things I'd like to include (pet cards excluded) that I need some help with. That said, I'm totally for using slots in a color as generic good cards if some archetypes end up not pulling their weight on synergy and power alone.
My current ideas for Archetypes:
White - Equipment, supplemented by Red. Metalcraft: Major
Blue - Counters, Proliferate, supplemented by Black. Metalcraft: Minor
Black - Sacrifice supplemented by Red. Metalcraft: Minor
Red- Sacrifice supplemented by Black, minor Equipment theme. Hate deck when supplemented by Green. Metalcraft: Minor to Medium
Green - Hate deck with Red, Metalcraft: Minor to Mid
"Colorless" - Sunburst
The one glaring "something aint right here" is Green, which I'm kind of drawing a blank on apart from "it kills artifacts with Red well" and doesn't really seem to have an interesting archetype to itself. I'd also like to include some of the Esper-colored things (like Filigree Angel and Sphinx of the Steel Wind) but I'm not sure whether it should be its own Archetype as a sort of artifact-based control or just stick them in as generic toolbox cards that could give blue some actual firepower and not just a fun semi-durdly mechanic in Proliferate and Charge counters.
Many apologies if this should be somewhere else like in general Cube discussion, but I appreciate any and all words of advice.
xMage: Jankmaster
Commander - Now Playing
WUBSen Triplets - "If you shake my hand, better count your fingersBUW RHomura, Human AscendantR RGBorborygmos EnragedGR URMelek, Izzet ParagonRU
Commander - Still Brewing
BRGGyrus, Waker of CorpsesGRB URSaheeli, the GiftedRU WRJor Kadeen, the PrevailerRW
I had an artifact cube for a while and green really was an issue since it does not really interact with artifacts well.
A lot of the anti artifact creatures are elves. Why don't you throw in the elf tribal deck from Onslaught / Core / Lorwyn?
Or be like Modern Masters 2015 and put in the Simic deck. Proliferate works pretty good when all of your dudes have +1/+1 counters.
Colorless should have all of the arcbound creatures and any decent artifact creature.
Don't load up on the hate too much. It's really frustrating to be in a position where you never get to untap with anything. In Masters Edition 4 they went a bit overboard with shatter effects if you want a limited artifact-based format that had a few too many shatters to look at.