Gifts works by picking up too 4 cards and your opponent picks which 2 go to the graveyard. Simply choose initial rites and your reanimation target of choice and no other cards. They have to put them into the gy
Thanks for the reply! My main thought process with Shadow is too mitigate the damage from the men's base by embracing it and gaining some flexibly with thoughtsiezes and dismembers (maybe should up to 3). The 2 Snapcasters are replaced by 3 chart a course which ups the spell count and gets cards in hand for shoal. I was thinking shoal would be a great trade of cards for tempo especially in the play against a turn 2 chalice on the okay after dropping a delver or a removal spell. I should probably add a couple dark confidant. I was drawn to delver largely to reduce reliance on the grave yard and ease the hate available to other decks which is why I didn't go with a delve package (and with only 2 Snapcasters I figured opt > scour).
This is all theory craft ATM so it might not work but those are my main thoughts on those choices. I really struggled with balancing hand disruption, counter-magic, and removal and I don't feel strongly like I hit the right balance.
Thanks again for the reply everything helps ๐
Mostly I really wanted to test out chart a course and with the added card advantage I thought I could get away with running disrupting shoal. It's a great tempo swing and very surprising for opponents who are trying to kill your turn 1 delver or chalice you on the draw.
I would love some opinions on the creature suite and the hand creature counter spell ratios and choices. Is a more aggressive desist with more burn and monetary swiftspear better for a build like this and maybe dropping black? Could I shave a land? More counter spells? I'm rather be too delver but absolutely love the card and haven't played it in modern yet ๐ but there is nothing I like more than tempo decks and grixis Shadow is too mid-rangy for my ideal fun (plus young pyromancer is a pet card if mine.) Any thoughts and opinions are very welcome!
Hi everyone,
I finally finished reading this thread and have fallen in love with this archetype! I brewed this deck up based on this RW Angels deck I found and mashed it together with drmarkb's Suppression Field land destruction list (I love Suppression Field and think it hits a huge swath of decks in the format and some of them fairly hard)
I'm still working on this but would love some input before I pull the trigger. My rational on it is to grab some tempo from the Suppression Field and Boom // Bust and capitalize with evasive threats and finish them off with burn, and angel, or a Bust with a better board presence. The only notable interaction that I haven't seen discussed prior in the thread is Suppression field with clue tokens from Declaration in Stone costing 4 making them less of a drawback.
Thanks for the great and very in-depth responses from everyone and sorry for the delayed response. It's kinda funny because I have been checking these forums almost daily for the last year or more and finally post my cube I've been working on and then don't have time to check up on it.
I have removed some cards for power reasons/funness factor (Mother of Runes is awesome but can be very frustrating to play against sometimes) but I absolutely will at least test a bunch of them once I get a good grasp of my format. I also am a sucker for synergies which clouds my judgement sometimes. Most notably I have removed some of the better removal for more dynamic effects and to try and improve the value of 7+ drops as getting an Eldrazi Devastator killed by Swords before you get a chance to attack with it isn't the best feeling although this might make ramp/reanimator a little too good but requires some testing
I hope I formatted this in a decent way. There is so much to respond to from each of you I hope this makes it clearer.
Please note: anything that I say I want to test I am especially interested in people's play experience with as I have extremely limited play experience with this format!
WHITE BrownDog5117: I omitted Meadowboon in favour of Relief Captain and I thought their effects were too similar to include both (although I absolutely love the art and card name of Meadowboon).
The reason for the numerous enchantments originated from my Shadows over Innistrad hype as I was feverishly following spoilers as I was designing the cube and delirium is an awesome mechanic in how it can change how you evaluate cards in a totally new way and it's inherent synergy with existing graveyard archetypes (another of my favourites). I am hoping the next set brings us more delirium cards but only having a few in cube doesn't make it worth it to put much emphasis on enchantments but I kinda like having a bit of colour specific removal flavour (ie white enchantment removal/combat tricks). On that note I the more I think about Ethereal Armor and Sage's Reverie the more likely I am to cut them before bothering to test. Gryff's Boon on the other hand has been amazing in Shadows draft and I think it's one of the most underrated cards in the set (put one on Devilthorn Fox and attack for 4 evasive damage turn 3 with a potential for a follow-up 2 drop has won me a few games as removal is pretty sparse in the enviroment. It also can't ever truly be a 2 for 1 which even Rancor can't tout but it does go missing for a few turns similar to if it had suspend 5 or something if it gets killed early. Squirrely:Ghostly Prison etc seemed a little too powerful and not very fun to be on the receiving end of but a 5 mana enchantment seemed like a better power level but I could be mistaken. Squirrely: You are probably totally correct about Flickering Ward and the more I think about it the less I like it.
BLUE
I want to try testing a "skaab" package to try and make Headless Skaab and Stitched Drake more playable as I love me some blue aggro. The only specific addition was Sidisi's Faithful which will likely get cut and to a lesser extent Cloudskate. Other enablers are Phantasmal Bear and Frost Walker because of their fragility. BrownDog5117:Clone will probably come in after some cuts. BrownDog5117:Domestication simply for variety in the control magic front and Control Magic seems too good. This might be a good cut for Clone depending on how fun it plays. BrownDog5117:Mark of Eviction looks versatile as a slow tempo play or a slow value play depending on the immediate need but it might just be too slow. Squirrely:Pestermite is a card that I would love to include but I need to find some space for it.
BLACK BrownDog5117:Sickening Dreams does double duty as a reanimator discard outlet and an effect reanimator might like while being a potentially mana positive if card neutral on some board states but definitaly a test. I saw Squirrly (I think) mention it in a post somewhere and it looked interesting. Squirrely:Erg Raiders I never noticed that about the card... really lame but an easy cut -> Zulaport Cutthroat.
RED BrownDog5117:Sparksmith is being tested because there are ~11 goblin sources in the deck but it might get the boot. BrownDog5117:Searing Blood was in my maybe pile as it's such a strong card in heavy red aggro. I was trying to limit CC cost cards to 1 per colour and Goblin Wardriver seems better with all the token support but this might be a mistake. Also I imagine heavy red aggro would be fairly common so CC might not be as bad. BrownDog5117:Pyreheart Wolf always has annoyed me as paying 3 mana for a do-nothing the turn it comes into play felt awkward in aggro. BrownDog5117: There is Blind with Anger for a terror effect BrownDog5117: The Landfall package might come out depending on how it fairs. I run a 6 sac lands to hit double Landfall in a turn and Harrow for this reason vs Cultivate but it might not stay.
GREEN BrownDog5117 + Squirrely + LeelueDromoka's Gift looks like it has such swing potential (surprise blocker + crack back) but might very well be too expensive. Thanks for pointing out Lead by Example. It might very well be the way to go as a similar effect for a much reduced mana requirement. Leelue How have you found Gift has been playing for you? Any thoughts on Lead vs Hunger of the Howlpack? BrownDog5117:Great Oak Guardian does look awesome but green's top end is looking a little heavy and I have a dream of hitting a turn 4 Gravetiller Wurm with a Devoted Druid, Wall of roots, or Generator Servant which must be satisfied. BrownDog5117 + Squirrely: I thought quite a bit about where to place green's ramp spots and wasn't really sure what a good number for mana elves is. There is Joraga Treespeaker which doesn't ramp to 3 but seems great after and Arbor Elf as well as Utopia Sprawl, Wild Growth, and Search for Tomorrow. Do you guys think this is too few 1 drops? There are five 2 drop ramp effects in green. This is a fairly easily remedied but my lack of experience in the format might be showing. Squirrely:Phantom Tiger might very well be under powered. I get on mental tangents with synergies so easily...
Gold/Colourless
I am mostly happy with the gold spots at the moment as I want to try and make there a clear signal of a theme in each colour combo at the expense of some power level but this surely will change over time especially as I grow out of my synergy centric focus which constantly clouds my judgment on things (I just can't stop dreaming about Christmas in April). BrownDog5117:Star Compass is for the numerous 1CC cards which are so strong but seem like they might be rather awkward to cast on curve consistantly but it might be redundant. I just did a count and there aren't nearly as many xCC cards as I though there were and this might very well be redundant. BrownDog5117:Bubbling Cauldron is a card I played in a fun constructed deck I made (featuring Angelic Accord, Trading Post, and Lingering Souls) and I believe is stronger than is appears and will be added if I need another.
PS How many sacrifice outlets would you say you need for a cube my size? I have 7 in red/black/colourless/gold BrownDog5117 + Squirelly: you guys sold me on Apostle's Blessing once I can find room for it.
Squirrely unfortunately I haven't completed the cube to start testing yet so I can't offer any play experience with the cards but hopefully soon I can get back with some results!
What are people's feeling on enchantment/artifact removal? I obviously am running a lot more enchantments than most but aside from a few I wouldn't say they are game ending if not dealt with but that might be an incorrect assumption on my part. I am currently running Kami of Ancient Law, Kor Sanctifiers, Seal of Cleansing, Reclamation Sage, Wickerbough Elder, and Acidic Slime. Does this look like enough?
Hi everyone,
I'm a long time lurker, rare poster, and I am in the process of finishing my peasant cu/be and would love some input. I have poured over many pages on these forums as well as comparing many a cubetutor list (Leelue and Squirely are my go-tos but I often have a browser full of pretty much any consistent poster's cube for inspiration). I have been trying to build an environment that creates interaction and has some subtle or and not so subtle synergies that drafters can come across without having too many parasitic cards. With this I have drastically toned down removal and pushed aggro which I'm sure I will have to tweaked.
On that note I was wondering what people thought of some of these spells and their power level/funness to play against (obviously ambiguous) Flickering Ward Prison Term Slow Motion
and any criticism of my list in my cube thread and/or drafts on cubetutor would be greatly appreciated.
Cube Tutor:Cube Cube Size: 435 Breakdown: 70 of each color, 20 guild, 30 lands, 35 colourless Type: Peasant (breaking singleton for fixing lands, added Call of the Herd Average Number of Players: mostly 2, sometimes 4
I have tried to design this cube to have fairly broad themes which have rewarding synergies without being parasitic (hopefully). The guild section has been designed as strong signals for colour pair synergies while (hopefully) reward following that strategy. I have reduced the power level of removal with limited instant and non-conditional kill spells. I have also pushed aggro and included a few pump spells and combat tricks to try and increase interaction. Most of these emphases are tests and may not stay long term but only time will tell.
I will eventually try and cut down to ~400 cards but as this is a new cube I am testing a bunch of cards which may be fairly easy cuts. As you may see white needs 5 cuts but hopefully they become more apparent once I have had a chance to draft a few times.
Each colour's removal will probably have to be balanced quite a bit as blue may be ahead with strong counterspells and red has most of the top burn spells at it's disposal but again testing will help figure this one out
Please draft my cube and give me some input on things you like or question decisions I've made. Some I may have justifications for and some might simply be oversights.
I have been thinking of these guys recently and was thinking of what kind of support might help them out.
The timely blue enablers that sprang to mind:
How have people found creature counterspells like the spiketails and silumgar sorcerer? I don't see them in cubes much if at all which doesn't bode well...
needless to say if the experiment doesn't work, my next step is to try and go the "Fast Fatty" route with Generator Servant and Fires and a few different choices for my 4 and 5 drop green creature sections.
From regionals:
4 Bedlam Reveler
4 Death's Shadow
4 Street Wraith
1 Mountain
2 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
3 Scalding Tarn
2 Steam Vents
1 Watery Grave
1 Lightning Axe
4 Lightning Bolt
3 Manamorphose
4 Thought Scour
4 Faithless Looting
2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize
This is all theory craft ATM so it might not work but those are my main thoughts on those choices. I really struggled with balancing hand disruption, counter-magic, and removal and I don't feel strongly like I hit the right balance.
Thanks again for the reply everything helps ๐
2 Steam Vents
4 Scalding Tarn
1 Blood Crypt
1 Swamp
4 Bloodstained Mire
1 Watery Grave
1 Island
4 Polluted Delta
Creatures 15
1 Grim Lavamancer
1 Tasigur, the Golden Fang
3 Young Pyromancer
2 Snapcaster Mage
4 Delver of Secrets
4 Death's Shadow
4 Lightning Bolt
1 Spell Snare
1 Kolaghan's Command
3 Disrupting Shoal
1 Fatal Push
1 Countersquall
2 Dismember
4 Opt
Sorceries 11
4 Serum Visions
3 Chart a Course
4 Thoughtseize
1 Izzet Staticaster
1 Liliana, the Last Hope
1 Liliana of the Veil
2 Nihil Spellbomb
2 Disdainful Stroke
1 Kolaghan's Command
2 Ceremonious Rejection
1 Dreadbore
1 Pyroclasm
2 Collective Brutality
Mostly I really wanted to test out chart a course and with the added card advantage I thought I could get away with running disrupting shoal. It's a great tempo swing and very surprising for opponents who are trying to kill your turn 1 delver or chalice you on the draw.
I would love some opinions on the creature suite and the hand creature counter spell ratios and choices. Is a more aggressive desist with more burn and monetary swiftspear better for a build like this and maybe dropping black? Could I shave a land? More counter spells? I'm rather be too delver but absolutely love the card and haven't played it in modern yet ๐ but there is nothing I like more than tempo decks and grixis Shadow is too mid-rangy for my ideal fun (plus young pyromancer is a pet card if mine.) Any thoughts and opinions are very welcome!
I finally finished reading this thread and have fallen in love with this archetype! I brewed this deck up based on this RW Angels deck I found and mashed it together with drmarkb's Suppression Field land destruction list (I love Suppression Field and think it hits a huge swath of decks in the format and some of them fairly hard)
4 temple of triumph
4 battlefield forge
4 sacred foundry
3 plain
1 mountain
1 keldon megalith
2 ghost quarter
1 mystifying maze
2 chalice of the void
4 suppression field
2 lightning helix
2 pyroclasm
4 boom // bust
4 stone rain
4 molten rain
1 ensnaring bridge
4 ghostly prison
2 aven mindcensor
4 magus of the tabernacle
2 Goblin Dark Dwellers
1 crumble to dust
4 stony silence
2 eidolon of rhetoric
2 linvala, keeper of silence
3 leyline of sanctity
1 boil
1 grafdigger's cage
1 pyroclasm
2 Brimaz, King of Oreskos
1 Linvala, Keeper of Silence
4 Guardian Seraph
2 Baneslayer Angel
2 Goblin Dark-Dwellers
Other spells (24)
4 Lightning Bolt
1 Celestial Flare
4 Lightning Helix
2 Declaration in Stone
4 Boom // Bust (Boom)
2 Anger of the Gods
4 Suppression Field
3 Leyline of Sanctity
2 Plains
3 Mountain
4 Flagstones of Trokair
2 Rugged Prairie
1 Slayers' Stronghold
4 Clifftop Retreat
1 Cavern of Souls
4 Temple of Triumph
4 Sacred Foundry
2 Crumble to Dust
2 Stony Silence
1 Rest in Peace
2 Sudden Shock
2 Timely Reinforcements
1 Eidolon of Rhetoric
1 Wrath of God
2 Wear // Tear
2 Grafdigger's Cage
I'm still working on this but would love some input before I pull the trigger. My rational on it is to grab some tempo from the Suppression Field and Boom // Bust and capitalize with evasive threats and finish them off with burn, and angel, or a Bust with a better board presence. The only notable interaction that I haven't seen discussed prior in the thread is Suppression field with clue tokens from Declaration in Stone costing 4 making them less of a drawback.
On a side note: what are people's thoughts on a Crucible of Worlds package (Ghost Quarter, Horizon Canopy, Fetch Lands) in a deck running 3-4 Blood Moons?
Please let me know what you think and any suggestions you might have for this direction of the archetype and concerns about weaknesses/card choices!
I have removed some cards for power reasons/funness factor (Mother of Runes is awesome but can be very frustrating to play against sometimes) but I absolutely will at least test a bunch of them once I get a good grasp of my format. I also am a sucker for synergies which clouds my judgement sometimes. Most notably I have removed some of the better removal for more dynamic effects and to try and improve the value of 7+ drops as getting an Eldrazi Devastator killed by Swords before you get a chance to attack with it isn't the best feeling although this might make ramp/reanimator a little too good but requires some testing
I hope I formatted this in a decent way. There is so much to respond to from each of you I hope this makes it clearer.
Please note: anything that I say I want to test I am especially interested in people's play experience with as I have extremely limited play experience with this format!
WHITE
BrownDog5117: I omitted Meadowboon in favour of Relief Captain and I thought their effects were too similar to include both (although I absolutely love the art and card name of Meadowboon).
The reason for the numerous enchantments originated from my Shadows over Innistrad hype as I was feverishly following spoilers as I was designing the cube and delirium is an awesome mechanic in how it can change how you evaluate cards in a totally new way and it's inherent synergy with existing graveyard archetypes (another of my favourites). I am hoping the next set brings us more delirium cards but only having a few in cube doesn't make it worth it to put much emphasis on enchantments but I kinda like having a bit of colour specific removal flavour (ie white enchantment removal/combat tricks). On that note I the more I think about Ethereal Armor and Sage's Reverie the more likely I am to cut them before bothering to test. Gryff's Boon on the other hand has been amazing in Shadows draft and I think it's one of the most underrated cards in the set (put one on Devilthorn Fox and attack for 4 evasive damage turn 3 with a potential for a follow-up 2 drop has won me a few games as removal is pretty sparse in the enviroment. It also can't ever truly be a 2 for 1 which even Rancor can't tout but it does go missing for a few turns similar to if it had suspend 5 or something if it gets killed early.
Squirrely: Ghostly Prison etc seemed a little too powerful and not very fun to be on the receiving end of but a 5 mana enchantment seemed like a better power level but I could be mistaken.
Squirrely: You are probably totally correct about Flickering Ward and the more I think about it the less I like it.
BLUE
I want to try testing a "skaab" package to try and make Headless Skaab and Stitched Drake more playable as I love me some blue aggro. The only specific addition was Sidisi's Faithful which will likely get cut and to a lesser extent Cloudskate. Other enablers are Phantasmal Bear and Frost Walker because of their fragility.
BrownDog5117: Clone will probably come in after some cuts.
BrownDog5117: Domestication simply for variety in the control magic front and Control Magic seems too good. This might be a good cut for Clone depending on how fun it plays.
BrownDog5117: Mark of Eviction looks versatile as a slow tempo play or a slow value play depending on the immediate need but it might just be too slow.
Squirrely: Pestermite is a card that I would love to include but I need to find some space for it.
BLACK
BrownDog5117: Sickening Dreams does double duty as a reanimator discard outlet and an effect reanimator might like while being a potentially mana positive if card neutral on some board states but definitaly a test. I saw Squirrly (I think) mention it in a post somewhere and it looked interesting.
Squirrely: Erg Raiders I never noticed that about the card... really lame but an easy cut -> Zulaport Cutthroat.
RED
BrownDog5117: Sparksmith is being tested because there are ~11 goblin sources in the deck but it might get the boot.
BrownDog5117: Searing Blood was in my maybe pile as it's such a strong card in heavy red aggro. I was trying to limit CC cost cards to 1 per colour and Goblin Wardriver seems better with all the token support but this might be a mistake. Also I imagine heavy red aggro would be fairly common so CC might not be as bad.
BrownDog5117: Pyreheart Wolf always has annoyed me as paying 3 mana for a do-nothing the turn it comes into play felt awkward in aggro.
BrownDog5117: There is Blind with Anger for a terror effect
BrownDog5117: The Landfall package might come out depending on how it fairs. I run a 6 sac lands to hit double Landfall in a turn and Harrow for this reason vs Cultivate but it might not stay.
GREEN
BrownDog5117 + Squirrely + Leelue Dromoka's Gift looks like it has such swing potential (surprise blocker + crack back) but might very well be too expensive. Thanks for pointing out Lead by Example. It might very well be the way to go as a similar effect for a much reduced mana requirement. Leelue How have you found Gift has been playing for you? Any thoughts on Lead vs Hunger of the Howlpack?
BrownDog5117: Great Oak Guardian does look awesome but green's top end is looking a little heavy and I have a dream of hitting a turn 4 Gravetiller Wurm with a Devoted Druid, Wall of roots, or Generator Servant which must be satisfied.
BrownDog5117 + Squirrely: I thought quite a bit about where to place green's ramp spots and wasn't really sure what a good number for mana elves is. There is Joraga Treespeaker which doesn't ramp to 3 but seems great after and Arbor Elf as well as Utopia Sprawl, Wild Growth, and Search for Tomorrow. Do you guys think this is too few 1 drops? There are five 2 drop ramp effects in green. This is a fairly easily remedied but my lack of experience in the format might be showing.
Squirrely: Phantom Tiger might very well be under powered. I get on mental tangents with synergies so easily...
Gold/Colourless
I am mostly happy with the gold spots at the moment as I want to try and make there a clear signal of a theme in each colour combo at the expense of some power level but this surely will change over time especially as I grow out of my synergy centric focus which constantly clouds my judgment on things (I just can't stop dreaming about Christmas in April).
BrownDog5117:
Star Compass is for the numerous 1CC cards which are so strong but seem like they might be rather awkward to cast on curve consistantly but it might be redundant.I just did a count and there aren't nearly as many xCC cards as I though there were and this might very well be redundant.BrownDog5117: Bubbling Cauldron is a card I played in a fun constructed deck I made (featuring Angelic Accord, Trading Post, and Lingering Souls) and I believe is stronger than is appears and will be added if I need another.
PS How many sacrifice outlets would you say you need for a cube my size? I have 7 in red/black/colourless/gold
BrownDog5117 + Squirelly: you guys sold me on Apostle's Blessing once I can find room for it.
Squirrely unfortunately I haven't completed the cube to start testing yet so I can't offer any play experience with the cards but hopefully soon I can get back with some results!
What are people's feeling on enchantment/artifact removal? I obviously am running a lot more enchantments than most but aside from a few I wouldn't say they are game ending if not dealt with but that might be an incorrect assumption on my part. I am currently running Kami of Ancient Law, Kor Sanctifiers, Seal of Cleansing, Reclamation Sage, Wickerbough Elder, and Acidic Slime. Does this look like enough?
Cuts:
Erg Raiders > Zulaport Cutthroat
Ethereal Armour
Sage's Reverie
Thanks again for the replies! It has been very insightful!
I'm a long time lurker, rare poster, and I am in the process of finishing my peasant cu/be and would love some input. I have poured over many pages on these forums as well as comparing many a cubetutor list (Leelue and Squirely are my go-tos but I often have a browser full of pretty much any consistent poster's cube for inspiration). I have been trying to build an environment that creates interaction and has some subtle or and not so subtle synergies that drafters can come across without having too many parasitic cards. With this I have drastically toned down removal and pushed aggro which I'm sure I will have to tweaked.
On that note I was wondering what people thought of some of these spells and their power level/funness to play against (obviously ambiguous)
Flickering Ward
Prison Term
Slow Motion
and any criticism of my list in my cube thread and/or drafts on cubetutor would be greatly appreciated.
Cube Size: 435
Breakdown: 70 of each color, 20 guild, 30 lands, 35 colourless
Type: Peasant (breaking singleton for fixing lands, added Call of the Herd
Average Number of Players: mostly 2, sometimes 4
I have tried to design this cube to have fairly broad themes which have rewarding synergies without being parasitic (hopefully). The guild section has been designed as strong signals for colour pair synergies while (hopefully) reward following that strategy. I have reduced the power level of removal with limited instant and non-conditional kill spells. I have also pushed aggro and included a few pump spells and combat tricks to try and increase interaction. Most of these emphases are tests and may not stay long term but only time will tell.
I will eventually try and cut down to ~400 cards but as this is a new cube I am testing a bunch of cards which may be fairly easy cuts. As you may see white needs 5 cuts but hopefully they become more apparent once I have had a chance to draft a few times.
Each colour's removal will probably have to be balanced quite a bit as blue may be ahead with strong counterspells and red has most of the top burn spells at it's disposal but again testing will help figure this one out
Guilds
Azorius: skies
Dimir: reanimator/control
Rakdos: aggro/tokens/sacrifice
Gruul: ramp/landfall/+1/+1 counters
Selesnya: +1/+1 counters/tokens
Orzhov: sacrifice/enchantments
Golgari: reanimator/graveyard matters
Simic: tempo/flash
Izzet: spells matter
Boros: equipment/+1/+1 counters
Broad Archetypes
+1/+1 Counters Payoffs: Abzan Falconer, Ainok Bond-Kin, Abzan Battle Priest, Elite Scaleguard, Rage Forger, Bramblewood Paragon, Cytoplast Root-kin
+1/+1 Counters Enablers: Creatures with natural counters, Relief Captain, Shoulder to Shoulder, Travel Preparations, Swell of Courage, Hunger of the Howlpack, Dromoka's Gift, Hunting Triad, Quest for the Gemblades
Tokens Payoffs: Intangible Virtue, Swell of Courage, Weapon Surge, Maw of the Obzedat, Juniper Order Ranger, Curse of Predation, Consul's Lieutenant, Favorable Winds (for some tokens)
Sacrifice Payoffs: Blood Artist, Falkenrath Noble, Hissing Iguanar
Sacrifice Outlets: Carrion Feeder, Thoughtpicker Witch, Nantuko Husk, Goblin Bombardment, Mortarpod, Blazing Hellhound
Reanimator Looters/Discard/Self Mill: Enclave Cryptologist, Looter il-Kor, Merfolk Looter, Frantic Search, Forbid, Careful Consideration, Compulsive Research, Heir of Falkenrath, Raven's Crime, Sickening Dreams, Psychatog, Faithless Looting, Wild Mongrel, Satyr Wayfinder, Commune with the Gods, Nyx Weaver, Darkblast, Moldervine Cloak
Reanimate Effects: Reanimate, Exhume, Victimize, Animate Dead, Dance of the Dead, Necromancy, Diabolic Servitude, Miraculous Recovery
Narrow Archetypes
Landfall Package: Harrow, multiple Evolving Wilds/Terramorphic Expanse, Makindi Sliderunner, Plated Geopede, Valakut Predator, Embodiment of Fury, Scythe Leopard, Snapping Gnarlid, Steppe Lynx
Equipment Payoff/Double Strikers: Weapons Trainer, Boros Swiftblade, Fencing Ace, Skyhunter Skirmisher, Viashino Slaughtermaster, Temur Battle Rage, Open the Armory (tutor), Guardian of the Guildpact
Enchantments Payoffs/Enablers: Blood-Cursed Knight, Blessed Spirits, Ethereal Armor, Sage's Reverie, Sphere of Safety, Open the Armory (tutor), Heliod's Pilgrim (tutor + body)
Warriors: Blood-Chin Rager, Bramblewood Paragon
Soldiers: Cenn's Tactician
Shamans: Rage Forger
Please draft my cube and give me some input on things you like or question decisions I've made. Some I may have justifications for and some might simply be oversights.
The timely blue enablers that sprang to mind:
How have people found creature counterspells like the spiketails and silumgar sorcerer? I don't see them in cubes much if at all which doesn't bode well...
Devoted Druid and Gravetiller Wurm work great for that kind of strategy.
T1: forest + ramp (Llanowar Elves Flyndhorn Elves Elvish Mystic Wild Growth Utopia Sprawl
T2: land + Devoted Druid/Generator Servant
T3: land + morbid activatedGravetiller Wurm w/ haste if you used a Generator Servant