Thanks for the suggestions. They were helpful as always! I've gone ahead and edited the post to reflect the current changes after your feedback.
I am still going to be cutting the card drawing walls from white and green because they have been very lackluster every time they've actually made the main deck. I'll put them back in if I go up to 450 cards at some point.
The other thing to note is that I don't support combo at all with this cube so the loss of Reveillark, outside of it's combo capabilities, is not that bad. It's never won a game on its own, unlike its competitors Cloudgoat Ranger, Baneslayer Angel, and Sun Titan. I'm willing to be convinced otherwise, however.
Having recently returned to updating my cube after leaving it untouched for the last six months I think that I finally understand how to pitch the cube I'm trying to build. My gaming group are not magic players. They are boardgame players who occasionally play magic. This is important because it means that they often have a difficult time with more sophisticated decks like 3-4 color control and combo/reanimator.
After playing with my group for about a year, it has become clear that many cards that are considered to be "cube staples" by those on this forum were never being used by my playgroup. I've finally cut them. I'm not posting an update here, as it is all contained on the Blog tab on CubeTutor. These changes have changed the way I think about my cube. My goal is not to build the most powerful cube that can be built. My goal is to build a cube that people of different skill levels can play and all have fun. I think the best way of accomplishing that goal is to design a cube with a heavy focus on aggro and creatures. Thus, I now think of my cube as an Aggro themed cube. Control will always be viable, and I do support ramp, but my goal is for early game creature-based decks to be among the strongest options. If you look at my creature counts in the analysis tab on CubeTutor, you will notice that 41.4% of the cards in my cube are creatures, while in the CubeTutor 360 average cube 38.1% of the cards are creatures and in Wtwlf123's cube 35.8% are creatures.
With these newly stated goals in mind, I would love any feedback any of you might have on how I can best accomplish this goal. I'm pretty happy with the cube as it currently stands, but it is missing a few powerful cards that are too expensive to pick up now, but also too cheap to both making nice proxies for. Here are the pending changes as funds become available:
Knight of Meadowgrain -> Brimaz, King of Oreskos - $19
Merfolk Looter -> Snapcaster Mage - $26
Aether Adept -> Vendilion Clique - $54
Psionic Blast -> Cryptic Command - $44
Cyclonic Rift -> Bribery - $13
Smallpox -> Thoughtseize - $15
Doom Blade -> Damnation - $35
Experiment One -> Noble Hierarch - $52
Wild Mongrel -> Rofellos, Llanowar Emissary - $19
Call of the Herd -> Natural Order - $30
Spike Jester -> Geist of Saint Traft - $13
Knight of the Reliquary -> Vindicate - $18
Precursor Golem -> Karn Liberated - $36
Sword of Vengeance -> Umezawa’s Jitte - $30
Gemstone Mine -> Mana Confluence - $10
I am still going to be cutting the card drawing walls from white and green because they have been very lackluster every time they've actually made the main deck. I'll put them back in if I go up to 450 cards at some point.
The other thing to note is that I don't support combo at all with this cube so the loss of Reveillark, outside of it's combo capabilities, is not that bad. It's never won a game on its own, unlike its competitors Cloudgoat Ranger, Baneslayer Angel, and Sun Titan. I'm willing to be convinced otherwise, however.
[360] Aggro Cube on CubeTutor
After playing with my group for about a year, it has become clear that many cards that are considered to be "cube staples" by those on this forum were never being used by my playgroup. I've finally cut them. I'm not posting an update here, as it is all contained on the Blog tab on CubeTutor. These changes have changed the way I think about my cube. My goal is not to build the most powerful cube that can be built. My goal is to build a cube that people of different skill levels can play and all have fun. I think the best way of accomplishing that goal is to design a cube with a heavy focus on aggro and creatures. Thus, I now think of my cube as an Aggro themed cube. Control will always be viable, and I do support ramp, but my goal is for early game creature-based decks to be among the strongest options. If you look at my creature counts in the analysis tab on CubeTutor, you will notice that 41.4% of the cards in my cube are creatures, while in the CubeTutor 360 average cube 38.1% of the cards are creatures and in Wtwlf123's cube 35.8% are creatures.
With these newly stated goals in mind, I would love any feedback any of you might have on how I can best accomplish this goal. I'm pretty happy with the cube as it currently stands, but it is missing a few powerful cards that are too expensive to pick up now, but also too cheap to both making nice proxies for. Here are the pending changes as funds become available:
Merfolk Looter -> Snapcaster Mage - $26
Aether Adept -> Vendilion Clique - $54
Psionic Blast -> Cryptic Command - $44
Cyclonic Rift -> Bribery - $13
Smallpox -> Thoughtseize - $15
Doom Blade -> Damnation - $35
Experiment One -> Noble Hierarch - $52
Wild Mongrel -> Rofellos, Llanowar Emissary - $19
Call of the Herd -> Natural Order - $30
Spike Jester -> Geist of Saint Traft - $13
Knight of the Reliquary -> Vindicate - $18
Precursor Golem -> Karn Liberated - $36
Sword of Vengeance -> Umezawa’s Jitte - $30
Gemstone Mine -> Mana Confluence - $10
[360] Aggro Cube on CubeTutor