Yep, but you need to burn 4 mana and then play it to do that. That ends up in seven mana each turn, of them four red. Sure it's better in the long game, But Flames can prevent a lot of problems earlier. Just preventing their one hit with Loxodon Warhammer can do the difference with four damage to the dome. If your opponent casts a Lightning Helix, Flames does effectively seven damage for 2R.
And splashability also matters.
It's not stricty better or anything, but between the two I prefer Flames of the Blood Hand.
Heat Shimmer is a safe cut. That card rarely does anything useful for red decks.
This. I'd rather have ANY burn spell over Heat Shimmer. Red needs as much burn as possible.
40-45% (if not HALF... my cube is 55%) of the red cards in the cube should be able to deal damage to the opponent without entering the red zone IMO (this accounts for both burn spells and cards like Grim Lavamancer, etc). Following this formula, red is easily one of the most powerful colors in the cube. The rest of 'em should be land destruction, board sweepers, and guys with haste. Red's formula for success.
EDIT: In fact, 75% of the red cards in the group's Top 20 List for red can deal direct damage to the opponent without entering the red zone. That should tell you something about the value of direct damage cards in the cube.
Hmmm, maybe thats why red is considered the weakest in my cube, not enough burn. My whole thing was i didn't want to just have red be burn, so i limited the amount i put in the cube. But i guess that lowered its power to much... Well i guess out goes Heat Shimmer and in goes Pulse.
Hmmm, maybe thats why red is considered the weakest in my cube, not enough burn. My whole thing was i didn't want to just have red be burn, so i limited the amount i put in the cube. But i guess that lowered its power to much...
I'd start exchanging out red cards that do random things for ones that do direct damage until half of the red cards can deal damage to players (without attacking). Red will be a much more competitive color when this happens. Remember, they don't have to be "burn" spells per se, just cards that can kill your opponent without attacking (count cards like Grim Lavamancer and Fireslinger when determining your 50%).
Added changes section to front page to reduce the amount of reading needed and give an idea of what cards have been tried and cut for newer players to use as a guide. Reasons will eventually accompany all cuts, just need time to get around to it.
///Edit///
Section complete and reasoning given... mmmm, smells like awesome!
I would include Seismic Assault but not Thunderblust. The cost on Assault is a pain, but is has a unique and reasonably abusable effect. It goes into a lot of mono-red or R/x aggro as it can just win you the game by turning top-decked lands into Shocks. I include Swans of Bryn Argoll in my Cube for the interaction.
Thunderblust is another Ball Lightning redux - Hell's Thunder and the Blistering Firecat are the only two of these I include in Cube. Thunderblust would be my third pick, though.
I like Seismic Assault. But remember, if mono red isn't drafted in your cube expect it to need some time to shine. Yes, it's a reason to play mono red itself, but it needs to prove its worth before players would commit. Hell's Thunder > Thunderblust though I like both a lot. Thunderblust is usually better than Skizzik. Silklash Spider needs to survive to kill fliers, and is nowhere as intimidating as Arashi most of the time. 3 less power != 2 more toughness
I'm thinking of changing the way my cube operates in some way, whether making it 360 (44 for every color)(50 Multi color)(45 Artifact / Land) or making it larger and inserting themes similar BK's cube. I really like the idea of having "identities" for colors and color pairs. What are everyones thoughts?
excellent changes, sir. i don't really agree w/ cards like wild nacatl taking up multicolor slots, but you obviously don't agree w/ them taking up monocolor slots, so to each their own on that. i also don't understand that absence of the enemy shards. there is at least one cube worthy card for all five. but again to each their own, i suppose. everything else seems really solid.
Well to tell the truth about the enemy shards, I only had 3/5 for them, and i couldn't really find any others that i really liked, where as there were alot of cards that were waiting to get into the color pairs slots. So i figured instead of trying to play 2 cards i wasnt fond of, i would just eliminate that section along with the doubled up allied shards and add another card to the ever growing selection for color pairs. As for cards like wild nacatl taking up multicolor slots, I'm not sure about it. I mean wild nacatl is good in a r/g and a g/w, not just a r/g/w, but then again i can't add it to one or the other and i have to many cards in green to edge out one of them for a potentially vanilla 1/1. Just a rock in a hard place lol.
excellent changes, sir. i don't really agree w/ cards like wild nacatl taking up multicolor slots, but you obviously don't agree w/ them taking up monocolor slots, so to each their own on that.
I agree with having certain mono-colored cards taking up multicolor slots. If the card won't get played in mono-green... ever, there's no real reason to include it in the green section, IMO. The best example of this is Desolation Angel. I wouldn't ever run that card as a black card, so it goes in the BW section. And so on.
I agree with having certain mono-colored cards taking up multicolor slots. If the card won't get played in mono-green... ever, there's no real reason to include it in the green section, IMO. The best example of this is Desolation Angel. I wouldn't ever run that card as a black card, so it goes in the BW section. And so on.
i can see your point. if ran desolation angel in my cube, it would definitely be a BW card because if you don't kick it, it kind of sucks. i was going to argue the point on nacatl not taking up a multicolor slot because he can go in a GW deck or a GR deck or a GWR deck. but then i kind of proved my self wrong by thinking about my own cube and running slave of bolas in the BRU section. so i guess it's just a personal preference i suppose and what makes sense to your playgroup. we keep nacatl in our green section and kird ape in our red. <shrug>
Alright, well after much deliberation... here is the cube after it's been cut down to 360. To make the cuts a little easier, i assigned themes and subthemes to each color. They are as follows:
White:
Major - White Weenie
Minor - Creature Denial (Removal and Pacify effects), Blink
Red:
Major - Burn
Minor - Threaten effects, Land Destruction
Black:
Major - Reanimation
Minor - Spot Removal, Discard
Green:
Major - Big Creatures
Minor - Color Fixing, D/e Effects
Blue:
Major - Permission
Minor - Draw, Stealing Creatures
I tried to have each of the color pairs reinforce each of their respective colors, but only for a lack of ability to assign them their own identity... just couldn't think of one for most of them Not sure if these are completely spot on theme wise, but i think they are pretty close. If anyone has any suggestions, I'd love to hear them.
There may be one too many 5 (creature) drops in white and green, but I think it's good overall, yeah. I'd do an average of your casting costs (I'd not count X cards in the average) and see where it is, I've found that since getting them to closer to 3, it's helped make aggro a lot more playable. (I'd try to get them all below 3.3, if I had to set a number and blue likely will be higher than the others.)
Gilded Lotus is fantastic. Might be my favorite Tinker target that is not a creature.
My favorite non-creature target would have to be Snake Basket. But then again I'm partial to every piece of tech from the 2000 World Championship decks.
And splashability also matters.
It's not stricty better or anything, but between the two I prefer Flames of the Blood Hand.
@Altaurus: glad it helped!
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This. I'd rather have ANY burn spell over Heat Shimmer. Red needs as much burn as possible.
40-45% (if not HALF... my cube is 55%) of the red cards in the cube should be able to deal damage to the opponent without entering the red zone IMO (this accounts for both burn spells and cards like Grim Lavamancer, etc). Following this formula, red is easily one of the most powerful colors in the cube. The rest of 'em should be land destruction, board sweepers, and guys with haste. Red's formula for success.
EDIT: In fact, 75% of the red cards in the group's Top 20 List for red can deal direct damage to the opponent without entering the red zone. That should tell you something about the value of direct damage cards in the cube.
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Heat Shimmer ---> Pulse of the Forge
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I'd start exchanging out red cards that do random things for ones that do direct damage until half of the red cards can deal damage to players (without attacking). Red will be a much more competitive color when this happens. Remember, they don't have to be "burn" spells per se, just cards that can kill your opponent without attacking (count cards like Grim Lavamancer and Fireslinger when determining your 50%).
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///Edit///
Section complete and reasoning given... mmmm, smells like awesome!
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Thunderblust is another Ball Lightning redux - Hell's Thunder and the Blistering Firecat are the only two of these I include in Cube. Thunderblust would be my third pick, though.
On spoiled card wishlisting and 'should-have-had'-isms:
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Hell's Thunder > Thunderblust though I like both a lot. Thunderblust is usually better than Skizzik.
Silklash Spider needs to survive to kill fliers, and is nowhere as intimidating as Arashi most of the time. 3 less power != 2 more toughness
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I agree with having certain mono-colored cards taking up multicolor slots. If the card won't get played in mono-green... ever, there's no real reason to include it in the green section, IMO. The best example of this is Desolation Angel. I wouldn't ever run that card as a black card, so it goes in the BW section. And so on.
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i can see your point. if ran desolation angel in my cube, it would definitely be a BW card because if you don't kick it, it kind of sucks. i was going to argue the point on nacatl not taking up a multicolor slot because he can go in a GW deck or a GR deck or a GWR deck. but then i kind of proved my self wrong by thinking about my own cube and running slave of bolas in the BRU section. so i guess it's just a personal preference i suppose and what makes sense to your playgroup. we keep nacatl in our green section and kird ape in our red. <shrug>
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White:
Major - White Weenie
Minor - Creature Denial (Removal and Pacify effects), Blink
Red:
Major - Burn
Minor - Threaten effects, Land Destruction
Black:
Major - Reanimation
Minor - Spot Removal, Discard
Green:
Major - Big Creatures
Minor - Color Fixing, D/e Effects
Blue:
Major - Permission
Minor - Draw, Stealing Creatures
I tried to have each of the color pairs reinforce each of their respective colors, but only for a lack of ability to assign them their own identity... just couldn't think of one for most of them Not sure if these are completely spot on theme wise, but i think they are pretty close. If anyone has any suggestions, I'd love to hear them.
The Cube: 360
WWWWW White WWWWW- 44
Creatures - 24
Isamaru, Hound of Konda
Mother of Runes
Savannah Lions
Eight-and-a-Half Tails
Blade of the Sixth Pride
Soltari Priest
Soltari Monk
Soltari Trooper
Knight of Meadowgrain
Spectral Procession
Pianna, Nomad Captain
Mirror Entity
Exalted Angel
Soltari Champion
Flickerwisp
Academy Rector
Calciderm
Reveillark
Archon of Justice
Cloudgoat Ranger
Battlegrace Angel
Yosei, the Morning Star
Eternal Dragon
Akroma, Angel of Wrath
Swords to Plowshares
Path to Exile
Land Tax
Balance
Momentary Blink
Seal of Cleansing
Disenchant
Glorius Anthem
Prison Term
Oblivion Ring
Armageddon
Wrath of God
Faith's Fetters
Ajani Goldmane
Elspeth, Knight-Errant
Catastrophe
Akroma's Vengeance
Decree of Justice
Martial Coup
Shining Shoal
Creatures - 19
Gilded Drake
Looter il-Kor
Jushi Apprentice
Man-O-War
Trinket Mage
Vesuvan Shapeshifter
Willbender
Sower of Temptation
Glen Elendra Archmage
Venser, Shaper Savant
Theiving Magpie
Meloku the Clouded Mirror
Body Double
Morphling
Mulldrifter
Draining Whelk
Arcanis the Omnipotent
Kiega, the Tide Star
Aeon Chronicler
Ancestral Vision
Brainstorm
Mana Drain
Miscalculation
Counterspell
Forbid
Capsize
Thirst for Knowledge
Intuition
Hinder
Vedalken Shackles
Jace Beleren
Control Magic
Fact of Fiction
Deep Analysis
Concentrate
Cryptic Command
Gifts Ungiven
Bribery
Force of Will
Desertion
Misdirection
Future Sight
Treachery
Condescend
Stroke of Genius
Repeal
Creature -22
Grim Lavamancer
Magus of the Scroll
Mogg Fanatic
Jackal Pup
Keldon Marauders
Slith Firewalker
Blood Knight
Hellspark Elemental
Ashling the Pilgrim
Dwarven Blastminer
Jaya Ballard, Task Mage
Blistering Firecat
Hell's Thunder
Rakka Mar
Keldon Champion
Avalanche Riders
Flametongue Kavu
Kiki-Jiki, Mirror Breaker
Kumano, Master Yamabushi
Siege-Gang Commander
Rorix Bladewing
Bogardan Hellkite
Firebolt
Rift Bolt
Lightning Bolt
Chain Lightning
Incinerate
Volcanic Hammer
Magma Jet
Pillage
Molten Rain
Flames of the Blood Hand
Flame Javelin
Words of War
Sulfuric Vortex
Wheel of Fortune
Char
Grab the Reins
Word of Seizing
Beacon of Destruction
Chandra Nalaar
Wildfire
Banefire
Starstorm
Creatures - 22
Putrid Imp
Dark Confidant
Nezumi Graverobber
Nezumi Shortfang
Dauthi Horror
Dauthi Slayer
Withered Wretch
Bitterblossom
Dusk Urchins
Doomed Necromancer
Hypnotic Specter
Bane of the Living
Bone Shredder
Stinkweed Imp
Nekrataal
Mirri the Cursed
Plague Sliver
Ink-Eyes, Servant of Oni
Shriekmaw
Skeletal Vampire
Visara the Dreadful
Kokusho, the Evening Star
Reanimate
Entomb
Vampiric Tutor
Thoughtseize
Chainer's Edict
Diabolic Edict
Exhume
Demonic Tutor
Night's Whisper
Hymn to Tourach
Corpse Dance
Buried Alive
Yawgmoth's Will
Phyrexian Arena
Recurring Nightmare
Damnation
Makeshift Mannequin
Diabolic Servitude
Beacon of Unrest
Lilianna Vess
Living Death
Profane Command
Creature - 28
Birds of Paradise
Noble Hierarch
Llanowar Elves
Tarmogoyf
Vinelasher Kudzu
Wall of Blossoms
River Boa
Sakura-Tribe Elder
Eternal Witness
Viridian Shaman
Imperious Perfect
Yavimaya Elder
Troll Ascetic
Ohran Viper
Phantom Centaur
Wickerbough Elder
Chameleon Colossus
Blastoderm
Nantuko Vigilante
Call of the Herd
Indrik Stomphowler
Deranged Hermit
Arashi, the Sky Asunder
Genesis
Kodama of the North Tree
Thornling
Silvos, Rogue Elemental
Cloudthresher
Fastbond
Rancor
Berserk
Regrowth
Life from the Loam
Sylvan Library
Survival of the Fittest
Kodama's Reach
Krosan Tusker
Krosan Grip
Stonewood Invocation
Harmonize
Creeping Mold
Garruk Wildspeaker
Elephant Guide
Plow Under
Primal Command
Rude Awakening
(R/W)(R/W)(R/W)(R/W)(R/W) Red/White (R/W)(R/W)(R/W)(R/W)(R/W)
Ajani Vengeant
Lightning Helix
Figure of Destiny
Glory of Warfare
Brion Stoutarm
Kitchen Finks
Wilt-Leaf Liege
Glare of Subdual
Mirari's Wake
Qasali Pridemage
Debtor's Knell
Stillmoon Cavalier
Tidehollow Sculler
Vindicate
Angel of Despair
Wall of Denial
Azorius Guildmage
Grand Arbiter Augustin IV
Iridiscent Angel
Absorb
Boggart Ram-Gang
Bloodbraid Elf
Giant Solifuge
Sarkhan Vol
Kird Ape
Bituminous Blast
Terminate
Shambling Remains
Murderous Redcap
Fulminator Mage
Fire/Ice
Gelectrode
Electrolyze
Prophetic Bolt
Izzet Chronarch
Trygon Predator
Snakeform
Simic Sky Swallower
Mystic Snake
Temporal Spring
Spiritmonger
Putrefy
Pernicious Deed
Creakwood Liege
Maelstrom Pulse
Oona, Queen of the Fae
Recoil
Undermine
Psychatog
Soul Manipulation
Broodmate Dragon
Nicol Bolas, Planeswalker
Wild Nacatl
Ethersworn Ajudicator
Rafiq of the Many
Utility - 10
Nevinyrral's Disk
Sensei's Divining Top
Phyrexian Processor
Icy Manipulator
Crystal Shard
Cursed Scroll
AEther Vial
Engineered Explosives
Mindslaver
Panoptic Mirror
Guilded Lotus
Sol Ring
Azorius Signet
Boros Signet
Rakdos Signet
Dimir Signet
Golgari Signet
Simic Signet
Selesnya Signet
Gruul Signet
Orzhov Signet
Izzet Signet
Coalition Relic
Mind Stone
Darksteel Ingot
Mox Diamond
Skullclamp
Lightning Greaves
Sword of Fire and Ice
Sword of Light and Shadow
Bonesplitter
Loxodon Warhammer
Umezawa's Jitte
Sigil of Distinction
Sundering Titan
Stuffy Doll
Masticore
Razormane Masticore
Etched Oracle
Triskelion
Platinum Angel
Solemn Simulacrum
Duplicant
Smokestack
Tanglewire
Fetch Lands - (Bloodstained Mire) - 5
Dual Lands - (Underground Sea) -10
Rav Dual Lands - (Sacred Foundry) -10
Allied Karoos - (Azorius Chancery) - 5
1 per color (except green since it needs a bit of a boost):
Volrath's Stronghold
Academy Ruins
Keljordan Outpost
Gaea's Cradle
Treetop Village
Barbarian Ring
Utility:
Maze of Ith
Mutavault
Mishra's Factory
Strip Mine
Wasteland
Any color:
Grand Colliseum
Reflecting Pool
City of Brass
Gemstone Mine
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2 CC red creatures that I'm a fan of that I'd consider:
Hearth Kami (not as good w/m10, but still very solid)
Hellspark Elemental
Fireslinger
Ashling the Pilgrim
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
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360 Peasant Cube!
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I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
That's a start anyways.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
My favorite non-creature target would have to be Snake Basket. But then again I'm partial to every piece of tech from the 2000 World Championship decks.