Berserk: smoke it if you got it; Works great with all kinds of stuff like Riku, eternal witness, snap caster, Uril, blightsteel, reiterate, any fatty, etc etc. That it's an instant, it can be used as a combat trick to screw with your opponents' combat steps and match ups, or as pseudo removal.
As for the list, I'll preface what I'm about to say by mentioning I'd rank about 5 of the cards the same; IMHO they really depend on the draft context, available generals, and how cutthroat you expect your drafters' decks to turn out.
1 Ashnod's Altar
2 Phyrexian Altar
3 Altar of Dementia
- voluntary sac is really important, order is ramp > color fixing/combo > mill
4 Loxodon Warhammer
5 Akroma's Memorial
- good creature boosters and voltron facilitators.
6 Mirrorworks
6 Cloustone Curio
- What you've managed to draft, and effort to build around these seem key to their success.
7 Ratchet Bomb
7 Grimoire of the Dead
- I like them, but they seem like they require too much in-game time to set up properly.
Varies - Karn Liberated - I love karn in constructed, but I'm not sure that his reset ability is something you really want in a multiplayer draft. In constructed, reseting the game and having your opponents scoop is really annoying, but fair. In draft edh multiplayer, I've had some of my friends threaten to quit outright. Their rationale being "we went through over an hour of drafting, and this BS is what we get?" I think he's worth including as removal, but I'd be tempted to cut it on fun/power grounds if his ultimate gets too out of hand, or seems like too arbitrary a win.
The mana altars are really that good huh? I never would have guess that. Can you expand on how they've played in your games. I've never really played regular old constructed edh, so forgive my ignorance.
If you cut down to 500 cards, would you cut any of the altars?
To both Wildfire and Dolono, what do you guys think of Berserk in edh cube?
Also, can you rank these 10 cards in what you think is the order of power/necessity for a cube like ours from most powerful/necessary at the top to least at the bottom? Look forward to your opinions.
Going to mostly echo Dolono's sentiments here. Berserk is a fine card. Not ridiculous, but it can be pretty powerful as a way to smash up a player while destroying another player's creature, and it is terrifying if you can Riku it.
As for the cards you've listed:
I'm pretty sure the only ones I'm not running in my Cube are Ratchet Bomb, Mirrorworks, and Grimoire of the Dead. Ratchet Bomb is too narrow, generally just being a wrath for tokens. Mirrorworks is okay, and I might add it if I push the artifact theme any harder, but it seems too difficult to make really effective. Grimoire I'm just not fond of, as it tends to get blown up after you've invested four cards in it.
The altars are great as free-repeatable sac outlets, which are necessary to support combos as well as the Durdle archetype.
Cloudstone Curio and Akroma's Memorial also support the Durdle/Tokens archetype by letting you re-use ETB abilities and turn any army into a significant threat.
Karn Liberated is great as a re-usable colorless exiling Vindicate effect. It's necessary to give every color access to enough removal, and he's the best colorless spot removal there is.
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Thanks for the response guys. Having not played edh before, this whole process of building an edh cube has been quite a learning experience. Cards you would never think to look at in a traditional cube are absolute powerhouses in this kind of cube, and effects that do relatively little by comparison in traditional cubes are of the utmost importance in this kind of cube.
LC and I have a big update coming where we're expanding to cube to fit an 8th drafter. We would love to have your input. In fact, if you see any glaring holes in our list right now, let us know, and if they aren't part of the update, maybe we can fit them in.
I'm making some plans to increase this cube by an additional 75 cards (+10 of each color, gold, and artifact cards + 5 additional lands). The spoiler below contains the preliminary list, although there are some changes I'd make immediately were I to acquire certain cards (spirit monger, Sorin, Lord of Innistrad, something different in Rakdos and Simic).
Theogony, I'd be happy to respond to your request for additional cards for your cube. The one's I'm planning below might be worth a look, although a lot of these are 2nd stringers, and cards I cut from my current cube that are making their way back in. I'll take a look at your list and post in your thread sometime soon.
EDIT: grabbed some singles this evening to replace some of the weaker gold cards. Still need either gleancrawler, garruk relentless, or spiritmonger for golgari.
The first playtest was a resounding success! We had 5 players with Zur, Niv-Mizzet, Jenara, Sharuum and Mimeoplasm as the drafted generals and I didnt hear any worries about building, though more troubles choosing what to cut lol. My players also really liked the idea of starting with Sol ring and Top in your pool. No one wants to change that for next week haha.
The 1 and only game we could play was a hour and half long doozy of a match with the Zur and Niv players aggroing themselves out leaving me as Sharuum and a 39/39 Jenara and 15/15 Voriclexed Mimeoplasm to face off. I finally ended up taking a victory very much thanks to a timely Mindslaver.
My only concern was that there didnt seem to be enough removal. Im hoping that our draft pool was just short on removal and it doesnt continue to be a issue (and we also only played one game). Dolono, have you run into an issue similar to this?
All in all everyone appears to have had a blast and even the less enthused players came away wanting to play again next week. A++ guys thanks for the help and the idea for it in the first place. This is going to be a common thing within my circle I can already tell.
Great to hear that your draft worked out! Please feel free to post any and all of your sessions and observations here, unless/until you post your own cube list.
Back to that idea of "feeling out" the cube, the right amount of removal and ramp cards are probably something that needs to be intuited from repeated drafting. I think there's a definite temptation when adding cards to an edh cube to focus on bomby edh staples over really important factors like "is there enough ramp in this thing to even let players cast this stuff?" or "will the players consistently have the ability to kill problem creatures and permanents?" I think that some of the general cube theory consensus is that a cube should proportionally contain more removal cards than, say, a limited environment like m13. My advice is that if it felt like too little removal, and big edh fattys were running royally rampant, than add in a couple more removal cards per color (w-exile, bounce, b-removal, wraths, etc) and see if this works out better.
I'm planning on testing a +75 card expansion to my cube, and while rifling through it I was starting to worry about diluting some of the combos, general facilitator cards, access to color fixing, ect that make up the cube.
The first playtest was a resounding success! We had 5 players with Zur, Niv-Mizzet, Jenara, Sharuum and Mimeoplasm as the drafted generals and I didnt hear any worries about building, though more troubles choosing what to cut lol. My players also really liked the idea of starting with Sol ring and Top in your pool. No one wants to change that for next week haha.
The 1 and only game we could play was a hour and half long doozy of a match with the Zur and Niv players aggroing themselves out leaving me as Sharuum and a 39/39 Jenara and 15/15 Voriclexed Mimeoplasm to face off. I finally ended up taking a victory very much thanks to a timely Mindslaver.
My only concern was that there didnt seem to be enough removal. Im hoping that our draft pool was just short on removal and it doesnt continue to be a issue (and we also only played one game). Dolono, have you run into an issue similar to this?
All in all everyone appears to have had a blast and even the less enthused players came away wanting to play again next week. A++ guys thanks for the help and the idea for it in the first place. This is going to be a common thing within my circle I can already tell.
How did Zur play out in your games? Did he have enough targets in the deck to make his tutor a relevant ability throughout the game, or was he able to tutor for an enchantment or two and then kind of fall by the way side? We only have 19 targets for him in our cube, so we haven't really looked to him as a general.
How did Zur play out in your games? Did he have enough targets in the deck to make his tutor a relevant ability throughout the game, or was he able to tutor for an enchantment or two and then kind of fall by the way side? We only have 19 targets for him in our cube, so we haven't really looked to him as a general.
Yes, his trigger was very frustrating I remember. While I cannot remember all the enchantments that were used he did have quite a bit of ammo. Funnily enough, his tutor was also that players downfall as he had Necropotence in his deck while I mindslaver-ed him. I attacked an opponent with him and brought necro in. He was actually at something like 50+* health so I just used necro and left him at 1 health with a 7 land hand as I moved outta his turn. It was a hoot.
Overall though, he was the threat most of the early to mid game.
*Edit: I just realized it couldnt have been 70 hp since the decks are only 66 cards so I would have decked him instead of letting him live lol.
Interesting. You use Zur too, Dolono. What do you think?
Zur, Uril, and Bruna are relatively recent additions to the cube, along with the necessary enchants to back them up. I haven't seen any of them used yet, although I did draft Uril once. I think I went with either Mayael or Gisela that game though, so I don't have a good impression yet.
On the otherhand, I anticipate that solid enchants would be high picks for a drafter using one of these, while for everyone else, they might be going for more traditional, good-stuff support cards. This might enable someone using these guys to get the tools they need assembled without too much competition.
I've got the box from the old Beatdown Box set. It's been beaten to crap over the years, and at this point is more duct tape than cardboard, but it stores my whole cube with a little wiggle room. I keep basics in a separate box.
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I'm using one 1200-count box for the main edh cube, and a separate 500(?) one for the generals, lands, and extra sleeves (because some inevitably break each draft).
I'm paying careful attention to whether the upcoming Ravnica gift box thingy is going to be crap cardboard, good quality cardboard, or even plastic, as I'll probably pick up 2-3 for various cubes, assuming they're nice and durable.
I wanted to reach that "I feel like I've included all the cards I want" experience with the cube, so I've incorporated what will hopefully be the final expansion for a while (+ about 75 cards). Many are cards that are returning after cuts, but others are to facilitate enchant-based generals such as bruna and zur, and stax strategies, which I'd like to make a more significant presence in the cube.
Finally, in (perhapse foolish) anticipation of the new Ravnica set, I'm trying to create a bit of a buffer zone for new generals and awesome cube cards to be included in my cube.
I like a lot of those cards and am happy to see that Scavenging Ooze made its way back in.
There are really only two cards in that list that stand out as odd to me.
Dragonspeaker Shaman seems a bit narrow and will spend a lot of time in sideboards or going last pick. Cutting down to 66 cards is hard and I feel like my players and I would rather just make room in our decks for a more effective/impacting card. Do you really see it holding that much appeal in your group?
Scorched Ruin is a risky card. Yead it gives you +2 mana like Ancient Tomb and Temple of the False Gods, but a single LD spell can set you so far back. Even in our group where LD is somewhat frowned upon, a target like that is too juicy to pass up.
My favorite includes have got to be Time Stop and Creeping Corrosion. We're actually making room in our cube for Creeping Corrosion in the next update.
I like a lot of those cards and am happy to see that Scavenging Ooze made its way back in.
There are really only two cards in that list that stand out as odd to me.
Dragonspeaker Shaman seems a bit narrow and will spend a lot of time in sideboards or going last pick. Cutting down to 66 cards is hard and I feel like my players and I would rather just make room in our decks for a more effective/impacting card. Do you really see it holding that much appeal in your group?
Scorched Ruin is a risky card. Yead it gives you +2 mana like Ancient Tomb and Temple of the False Gods, but a single LD spell can set you so far back. Even in our group where LD is somewhat frowned upon, a target like that is too juicy to pass up.
My favorite includes have got to be Time Stop and Creeping Corrosion. We're actually making room in our cube for Creeping Corrosion in the next update.
I prefer Seeds of Innocence to Corrosion. The 1 less mana and non-regeneration clause are more than worth the trivial amount of life.
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I prefer Seeds of Innocence to Corrosion. The 1 less mana and non-regeneration clause are more than worth the trivial amount of life.
Hmm, that's interesting. We might have to give that a shot instead. I'm interested to see how often the life gain really is that trivial. I'm hoping it is.
I prefer Seeds of Innocence to Corrosion. The 1 less mana and non-regeneration clause are more than worth the trivial amount of life.
Not that CC's is much better, but SoI's art is butt-ugly... Still, I'll grab a copy from my lgs' 25c bin, the non-regen clause is certainly worth considering.
I'm comfortable with dragonspeaker for the time being, since there are so many dragon generals. Getting Karrthus out a turn or two early is definitely worth it IMO.
Scorched I'm also ok with considering there is loam and crucible, as well as a number of other regrowth effects available in the cube to resurrect blown out lands.
Any theorycrafting on RTR includes yet? Ive given it a ton of thought but am curious what others are thinking of including.
I'm still waiting on a x4 common/uncommon set to start working on an RtR draft sim before really concentrating on edh. So far the only adddition I've made is mizzium mortars, in the place of a proxied imperial recruiters that's been niggling me for a while. This isn't an optimal swap at all, and more represents me trying to de-proxy my cube.
The previous post by Wildfire is really great (sorry I didn't comment on it,WF!), but I don't expect to make quite as many changes as he.
In no particular order, here are some cards I have my eye on and some possible substitutions:
Angel of Serenity; my one copy is being tied up by the rtr sim, so I'd probably have to crack one before shelling out again. Azor's Elocutors in place of swift silence; SS has been bothering me for a while and I've yet to see it played. The elocutors seem like a nice change of pace, and I love alt win cons. They'll fit in nicely with stuff like Felidar Sovereign. Necropolis Regent; This was one of the mythics I was most excited about. I've got a copy poised for the cube, but will have to spend a bit of time considering cards to cut.
For golgari, I'm hovering over Jarad's Orders in place of putrefy. If I manage to crack a vraska, that's going in immediately.
Wildfire has been presenting some good arguments for the cuttability of izzet chronarch. I picked up an extra Mercurial Chemister, so he may take that slot once I'm ready to start swapping. Rest in Peace is the final card I've been mulling over, as a boost to graveyard hate. In my cube, multiple games have just been run over by Karador players recurring things like fleshbag marauder over and over, unopposed by effects that wreck the gy.
As for the list, I'll preface what I'm about to say by mentioning I'd rank about 5 of the cards the same; IMHO they really depend on the draft context, available generals, and how cutthroat you expect your drafters' decks to turn out.
1 Ashnod's Altar
2 Phyrexian Altar
3 Altar of Dementia
- voluntary sac is really important, order is ramp > color fixing/combo > mill
4 Loxodon Warhammer
5 Akroma's Memorial
- good creature boosters and voltron facilitators.
6 Mirrorworks
6 Cloustone Curio
- What you've managed to draft, and effort to build around these seem key to their success.
7 Ratchet Bomb
7 Grimoire of the Dead
- I like them, but they seem like they require too much in-game time to set up properly.
Varies - Karn Liberated - I love karn in constructed, but I'm not sure that his reset ability is something you really want in a multiplayer draft. In constructed, reseting the game and having your opponents scoop is really annoying, but fair. In draft edh multiplayer, I've had some of my friends threaten to quit outright. Their rationale being "we went through over an hour of drafting, and this BS is what we get?" I think he's worth including as removal, but I'd be tempted to cut it on fun/power grounds if his ultimate gets too out of hand, or seems like too arbitrary a win.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
If you cut down to 500 cards, would you cut any of the altars?
360 Unpowered Cube | Cubetutor
Going to mostly echo Dolono's sentiments here. Berserk is a fine card. Not ridiculous, but it can be pretty powerful as a way to smash up a player while destroying another player's creature, and it is terrifying if you can Riku it.
As for the cards you've listed:
I'm pretty sure the only ones I'm not running in my Cube are Ratchet Bomb, Mirrorworks, and Grimoire of the Dead. Ratchet Bomb is too narrow, generally just being a wrath for tokens. Mirrorworks is okay, and I might add it if I push the artifact theme any harder, but it seems too difficult to make really effective. Grimoire I'm just not fond of, as it tends to get blown up after you've invested four cards in it.
The altars are great as free-repeatable sac outlets, which are necessary to support combos as well as the Durdle archetype.
Cloudstone Curio and Akroma's Memorial also support the Durdle/Tokens archetype by letting you re-use ETB abilities and turn any army into a significant threat.
Loxodon Warhammer is probably the fourth or fifth best piece of equipment in EDH (behind Sword of Light and Shadow, Sword of Feast and Famine, Sword of Fire and Ice, and maybe Umezawa's Jitte) and I wouldn't be caught dead without it in my cube.
Karn Liberated is great as a re-usable colorless exiling Vindicate effect. It's necessary to give every color access to enough removal, and he's the best colorless spot removal there is.
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LC and I have a big update coming where we're expanding to cube to fit an 8th drafter. We would love to have your input. In fact, if you see any glaring holes in our list right now, let us know, and if they aren't part of the update, maybe we can fit them in.
360 Unpowered Cube | Cubetutor
Theogony, I'd be happy to respond to your request for additional cards for your cube. The one's I'm planning below might be worth a look, although a lot of these are 2nd stringers, and cards I cut from my current cube that are making their way back in. I'll take a look at your list and post in your thread sometime soon.
EDIT: grabbed some singles this evening to replace some of the weaker gold cards. Still need either gleancrawler, garruk relentless, or spiritmonger for golgari.
white -
Creatures
admonition angel
angel of jubilation
aven mindcensor
spelltithe enforcer
wall of omens
Spells
Akroma's Vengeance
Armageddon
Rule of Law
Terminus
Unquestioned Authority
Blue
Creatures
Aeon Chronicler
Ludevic's Test Subject
Mulldrifter
Sakashima's Student
Spells
Deep Analysis
Foresee
Hinder
Remand
Spelljack
Time Stop
Black
Creatures
Bloodline Keeper
Extractor Demon
Ink-Eyes, Servant of Oni
Reassembling Skeleton
Stinkweed Imp
Spells
Eyeblight's Ending
Makeshift Mannequin
Night's Whisper
Reanimate
Recurring Nightmare
Red
Creatures
Dragon Tyrant
Hound of Griselbrand
Jaya Ballard, Task Mage
Slobad, Goblin Tinkerer
Stalking Vengeance
Spells
Furnace of Rath
Goblin Bombardment
Magma Jet
Rage Reflection
Word of Seizing
Green
Creatures
Great Sable Stag
Imperious Perfect
Multani, Maro-Sorcerer
Primordial Hydra
Scavenging Ooze
Somberwald Sage
Spells
Creeping Corrosion
Primal Rage
Tribute to the Wild
Wild Pair
Gold
Defiler of Souls
Decimate
Gleancrawler
Loxodon Hierarch
Master Warcraft
Mindleech Mass
Momentary Blink
Necromancer's Covenant
Nucklavee
Cold-eyed Selkie
Artifacts
Altar of Dementia
Darksteel Plate
Howling Mine
Journeyer's Kite
Mana Vault
Sword of Body and Mind
Sword of War and Peace
Creatures
Molten-Tail Masticore
Myr Battlesphere
Stuffy Doll
Land
Ancient Tomb
Cavern of Souls
Reflecting Pool
Rishadan Port
Scorched Ruins
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
The first playtest was a resounding success! We had 5 players with Zur, Niv-Mizzet, Jenara, Sharuum and Mimeoplasm as the drafted generals and I didnt hear any worries about building, though more troubles choosing what to cut lol. My players also really liked the idea of starting with Sol ring and Top in your pool. No one wants to change that for next week haha.
The 1 and only game we could play was a hour and half long doozy of a match with the Zur and Niv players aggroing themselves out leaving me as Sharuum and a 39/39 Jenara and 15/15 Voriclexed Mimeoplasm to face off. I finally ended up taking a victory very much thanks to a timely Mindslaver.
My only concern was that there didnt seem to be enough removal. Im hoping that our draft pool was just short on removal and it doesnt continue to be a issue (and we also only played one game). Dolono, have you run into an issue similar to this?
All in all everyone appears to have had a blast and even the less enthused players came away wanting to play again next week. A++ guys thanks for the help and the idea for it in the first place. This is going to be a common thing within my circle I can already tell.
Back to that idea of "feeling out" the cube, the right amount of removal and ramp cards are probably something that needs to be intuited from repeated drafting. I think there's a definite temptation when adding cards to an edh cube to focus on bomby edh staples over really important factors like "is there enough ramp in this thing to even let players cast this stuff?" or "will the players consistently have the ability to kill problem creatures and permanents?" I think that some of the general cube theory consensus is that a cube should proportionally contain more removal cards than, say, a limited environment like m13. My advice is that if it felt like too little removal, and big edh fattys were running royally rampant, than add in a couple more removal cards per color (w-exile, bounce, b-removal, wraths, etc) and see if this works out better.
I'm planning on testing a +75 card expansion to my cube, and while rifling through it I was starting to worry about diluting some of the combos, general facilitator cards, access to color fixing, ect that make up the cube.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
How did Zur play out in your games? Did he have enough targets in the deck to make his tutor a relevant ability throughout the game, or was he able to tutor for an enchantment or two and then kind of fall by the way side? We only have 19 targets for him in our cube, so we haven't really looked to him as a general.
360 Unpowered Cube | Cubetutor
Yes, his trigger was very frustrating I remember. While I cannot remember all the enchantments that were used he did have quite a bit of ammo. Funnily enough, his tutor was also that players downfall as he had Necropotence in his deck while I mindslaver-ed him. I attacked an opponent with him and brought necro in. He was actually at something like 50+* health so I just used necro and left him at 1 health with a 7 land hand as I moved outta his turn. It was a hoot.
Overall though, he was the threat most of the early to mid game.
*Edit: I just realized it couldnt have been 70 hp since the decks are only 66 cards so I would have decked him instead of letting him live lol.
360 Unpowered Cube | Cubetutor
Zur, Uril, and Bruna are relatively recent additions to the cube, along with the necessary enchants to back them up. I haven't seen any of them used yet, although I did draft Uril once. I think I went with either Mayael or Gisela that game though, so I don't have a good impression yet.
On the otherhand, I anticipate that solid enchants would be high picks for a drafter using one of these, while for everyone else, they might be going for more traditional, good-stuff support cards. This might enable someone using these guys to get the tools they need assembled without too much competition.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Currently Playing:
Legacy: Something U/W Controlish
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Hypercube! A New EDH Deck Every Week(ish)!
360 Unpowered Cube | Cubetutor
I'm paying careful attention to whether the upcoming Ravnica gift box thingy is going to be crap cardboard, good quality cardboard, or even plastic, as I'll probably pick up 2-3 for various cubes, assuming they're nice and durable.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
I wanted to reach that "I feel like I've included all the cards I want" experience with the cube, so I've incorporated what will hopefully be the final expansion for a while (+ about 75 cards). Many are cards that are returning after cuts, but others are to facilitate enchant-based generals such as bruna and zur, and stax strategies, which I'd like to make a more significant presence in the cube.
Finally, in (perhapse foolish) anticipation of the new Ravnica set, I'm trying to create a bit of a buffer zone for new generals and awesome cube cards to be included in my cube.
Thanks for looking!
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
360 Unpowered Cube | Cubetutor
Thanks! I've updated my change log to show the additions. I can't remember all of the substitutions I made, but cuts included Rubinia Soulsinger, Adun Oakenshield (proxied), Ajani Goldmane, Planar Collapse, Shimmer Myr, Grimoire of the Dead, ect.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
There are really only two cards in that list that stand out as odd to me.
Dragonspeaker Shaman seems a bit narrow and will spend a lot of time in sideboards or going last pick. Cutting down to 66 cards is hard and I feel like my players and I would rather just make room in our decks for a more effective/impacting card. Do you really see it holding that much appeal in your group?
Scorched Ruin is a risky card. Yead it gives you +2 mana like Ancient Tomb and Temple of the False Gods, but a single LD spell can set you so far back. Even in our group where LD is somewhat frowned upon, a target like that is too juicy to pass up.
My favorite includes have got to be Time Stop and Creeping Corrosion. We're actually making room in our cube for Creeping Corrosion in the next update.
360 Unpowered Cube | Cubetutor
I prefer Seeds of Innocence to Corrosion. The 1 less mana and non-regeneration clause are more than worth the trivial amount of life.
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Hmm, that's interesting. We might have to give that a shot instead. I'm interested to see how often the life gain really is that trivial. I'm hoping it is.
360 Unpowered Cube | Cubetutor
Not that CC's is much better, but SoI's art is butt-ugly... Still, I'll grab a copy from my lgs' 25c bin, the non-regen clause is certainly worth considering.
I'm comfortable with dragonspeaker for the time being, since there are so many dragon generals. Getting Karrthus out a turn or two early is definitely worth it IMO.
Scorched I'm also ok with considering there is loam and crucible, as well as a number of other regrowth effects available in the cube to resurrect blown out lands.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Here's my changes happening with RTR, which includes some non-RtR cards:
1 Farseek
1 Krosan Tusker
1 Omnath, Locus of Mana
1 Mwonvuli Beast-Tracker
White
1 Chancellor of the Annex
1 Reverse the Sands
1 Steelshaper's Gift
Blue
1 Trinket Mage
1 Windfall
1 Overwhelming Intellect
Black
1 Recurring Nightmare
1 Enslave
1 Tombstone Stairwell
1 Shunt
1 Chancellor of the Forge
1 Thermopod
1 Mogg War-Marshall
Colorless
1 Petrified Field
1 Terrain Generator
1 Tower of Fortunes
Multicolored
1 Fire Covenant
1 Putrefy
1 Azorius Guildmage
1 Izzet Chronarch
1 Suffocating Blast
1 Bant Charm
1 Violent Ultimatum
1 Titanic Ultimatum
1 Magister Sphinx
1 Crime//Punishment
1 Wild Research
1 Guided Passage
1 Kresh the Bloodbraided
1 Brion Stoutarm
1 Zedruu the Greathearted
1 Nin, the Pain Artist
1 Soul of the Harvest
1 Boundless Realms
1 Worldspine Wurm
White
1 Angel of Serenity
1 Rest in Peace
Blue
1 Cyclonic Rift
1 Time Spiral
Black
1 Grave Betrayal
1 Underworld Connections
1 Vandalblast
1 Utvara Hellkite
1 Mizzium Mortars
Colorless
1 Chromatic Lantern
1 Vessel of Endless Rest
1 Wasteland
1 Rogue's Passage
1 Mishra's Workshop
Multicolored
10 Dual Lands (TBD)
1 Vraska, the Unseen
1 Dreadbore
1 Supreme Verdict
1 Nivix Guildmage
1 Mizzium Transreliquat
1 Gisela, Blade of Goldnight
1 Karrthus, Tyrant of Jund
1 Jhoira of the Ghitu
1 Numot, the Devastator
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I'm still waiting on a x4 common/uncommon set to start working on an RtR draft sim before really concentrating on edh. So far the only adddition I've made is mizzium mortars, in the place of a proxied imperial recruiters that's been niggling me for a while. This isn't an optimal swap at all, and more represents me trying to de-proxy my cube.
The previous post by Wildfire is really great (sorry I didn't comment on it,WF!), but I don't expect to make quite as many changes as he.
In no particular order, here are some cards I have my eye on and some possible substitutions:
Angel of Serenity; my one copy is being tied up by the rtr sim, so I'd probably have to crack one before shelling out again.
Azor's Elocutors in place of swift silence; SS has been bothering me for a while and I've yet to see it played. The elocutors seem like a nice change of pace, and I love alt win cons. They'll fit in nicely with stuff like Felidar Sovereign.
Necropolis Regent; This was one of the mythics I was most excited about. I've got a copy poised for the cube, but will have to spend a bit of time considering cards to cut.
For golgari, I'm hovering over Jarad's Orders in place of putrefy. If I manage to crack a vraska, that's going in immediately.
Wildfire has been presenting some good arguments for the cuttability of izzet chronarch. I picked up an extra Mercurial Chemister, so he may take that slot once I'm ready to start swapping.
Rest in Peace is the final card I've been mulling over, as a boost to graveyard hate. In my cube, multiple games have just been run over by Karador players recurring things like fleshbag marauder over and over, unopposed by effects that wreck the gy.
DankDarko, do you have a cube list up yet?
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."