While working on my third cube, the "Tier3-Cube" (I try to construct different tiers of powerlevel (single cards + archetype synergy) in my cubes, banning all cards already used), I now need to explore the weaker and hidden archetypes to still create an interesting and "powerful" limited environment. Pretty quickly I wanted to take advantage of the tribal synergies, so I added Slivers and Rebels. But after looking into the other tribals I noticed that 2, respectively 3 tribals really make strong archetypes, even Tier2 worthy.
(UB) Zombies:
This is really deep and interesting tribal, the powerlevel of the single cards is already strong, so the cards work in non-tribal themed decks as well. Add some blue looters and black removal to the mix and you get a powerhouse of card advantage.
(Gr) Elves:
Elves is another example of an almost self building tribal section. You get a lot of constructed combo-elves pieces. One of the sickest cards is Titanias Priest, which will generate absurd amount of mana. Overall the deck has infinite mana-effects, so at best abuse it with reds X-Spells, Sprout Swarm or fatties.
The archetype is missing a permanent pump effect, so the deck is weak to "massremoval" like Elektrickery or Evincar's Justice but its your choice if you want to add or leave those for balancing issues.
(Wx)Soldiers:
This is the most obvious tribal to support, because a lot of whites creatures already have the soldier tribal. They even got a lord with Veteran Swordsmith. So even if you dont want to heavily support tribals in your cube you can throw some synergies in to spice things up a bit. If you go deep into it (use almost only one tribe in your colorsection) you´ll get some neat toys to play with.
Basic:
actually there are so many Soldiers, I wont add them all.
going deep:
Honorable Mentions Slivers: You need to run all available ones and all Changelings to make them viable, so its only for dedicated or powered down cubes.
Rebels: see Slivers
Goblins: Goblins offer some very good cards, especiall Goblin Grenade, overall the archetype feels a bit underpowered to me, so only for dedicated tribal cubes.
Beasts: Beast is a cool tribal to support elves and goblins, but tighten your card choices even more. Every other creature should be a beast. There are a lot of very good ones, though. Skirk Outrider and Wirewood Savage are really nice additions.
Knights: Its just a very minor subtribal, but there are a lot of "natural" knights already. Knight of the Mists is cool if you have a critical mass.
Clerics: Another minor subtribal. Offers Vile Deacon and Battlefield Medic if you already run enough.
If you build a zombie deck,nameless inversion and ghoulcaller's chant are each strong, and great if you draw both. Draw a creature and a removal spell for 1 mana.
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Yeah I didnt mention the changelings, because its very obvious they work in every tribal. But yeah, Nameless Inversion is a pretty strong card. Can also be tutored by Wirewood Herald amd Goblin Matron, alon with Tarfire
(UB) Zombies:
This is really deep and interesting tribal, the powerlevel of the single cards is already strong, so the cards work in non-tribal themed decks as well. Add some blue looters and black removal to the mix and you get a powerhouse of card advantage.
Basic cards:
going deep:
(Gr) Elves:
Elves is another example of an almost self building tribal section. You get a lot of constructed combo-elves pieces. One of the sickest cards is Titanias Priest, which will generate absurd amount of mana. Overall the deck has infinite mana-effects, so at best abuse it with reds X-Spells, Sprout Swarm or fatties.
The archetype is missing a permanent pump effect, so the deck is weak to "massremoval" like Elektrickery or Evincar's Justice but its your choice if you want to add or leave those for balancing issues.
Basic cards:
going deep:
(Wx)Soldiers:
This is the most obvious tribal to support, because a lot of whites creatures already have the soldier tribal. They even got a lord with Veteran Swordsmith. So even if you dont want to heavily support tribals in your cube you can throw some synergies in to spice things up a bit. If you go deep into it (use almost only one tribe in your colorsection) you´ll get some neat toys to play with.
Basic:
actually there are so many Soldiers, I wont add them all.
going deep:
I dont like the toughness boost guys, though.
Honorable Mentions
Slivers: You need to run all available ones and all Changelings to make them viable, so its only for dedicated or powered down cubes.
Rebels: see Slivers
Goblins: Goblins offer some very good cards, especiall Goblin Grenade, overall the archetype feels a bit underpowered to me, so only for dedicated tribal cubes.
Beasts: Beast is a cool tribal to support elves and goblins, but tighten your card choices even more. Every other creature should be a beast. There are a lot of very good ones, though. Skirk Outrider and Wirewood Savage are really nice additions.
Knights: Its just a very minor subtribal, but there are a lot of "natural" knights already. Knight of the Mists is cool if you have a critical mass.
Clerics: Another minor subtribal. Offers Vile Deacon and Battlefield Medic if you already run enough.
T2 powpercube Value https://cubecobra.com/cube/list/37t
If you build a zombie deck,nameless inversion and ghoulcaller's chant are each strong, and great if you draw both. Draw a creature and a removal spell for 1 mana.
Knowledge is power, money is power, time is money, you are actually gaining time by reading my posts
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T2 powpercube Value https://cubecobra.com/cube/list/37t