I am not a strong mana base builder and I don't have Scalding Tarns. Is there a workable mana base using Polluted Delta, Flooded Strand, and / or Bloodstained Mire? Mire is on color but can't get basic island which seems really bad with Blood Moon in the board. Strand solves the basic island issue but I miss out on Blood Crypt. I think I'd rather miss out on Blood Crypt since I can still get Steam Vents and Watery Graves but I'm not totally sure.
In a similar vein to Oboro and Minamo, has anyone run Darkslick Shores alongside maindeck Dismember? Shores gets around Choke and makes Dismember hurt less.
Round 1 against UR Delver. Game one he flooded and game two I won by casting two Master of Waves and two Images. So many tokens! 2-0, 1-0
Round 2 against UWR Kiki. Game one I made a huge misplay while attacking for lethal that let him survive and kill me next turn. Very disappointing but I was able to focus and win the next two. Cursecatcher was a big help in game three, first time I've felt like they had a big impact on a game. 4-1, 2-0
Round 3 against Affinity. I won the game one race on the back of three lords and a Vapor Snag for his Arcbound Ravager. Game two he tried to go all in with Plating on an Inkmoth but I had Dismember and Vapor snag to delay him long enough. 6-1, 3-0
Round 4 against Scapeshift. We drew to split prizes and then played three games for fun and practice. These games weren't close at all and I won very quickly. He didn't get to cast Scapeshift once and couldn't interact with me at all.
My only loss on the night came from my own bad play, which felt good and bad. The extra Spell Pierce in the board doesn't really need to be there but I didn't have a 15th card handy. I'd like a third Dismember, Tidebinder Mage, and Chalice somehow but not sure what to take out of the board for them.
I'm also going to GP Boston this weekend playing Merfolk. This will be my first big tournament, first constructed tournament of any kind since Stronghold, and first time playing Modern (aside from some testing on Cockatrice). I'm constantly tinkering with my list but I think this is what I'll be running:
Just got back from the GP. Went 4-4 before dropping the final round to catch the train home. Pretty pleased with how it went - made a lot of mistakes but learned a lot and had fun.
Round 1: 2-1 win over UWR control. Game 3 I played Chalice for 1 on turn 2 and that was it.
Round 2: 2-1 win over some kind of URG midrange deck. I thought it was Tarmo-Twin in all three of our games but never saw the combo. He told me after that he wasn't Twin.
Round 3: 0-2 loss to Jund. Really brutal, he had answers for everything.
Round 4: 2-0 win over GU Infect. Another turn 2 Chalice for 1 game winner.
Round 5: 0-2 loss to UWR Kiki. Just like the Jund match in round 3.
Round 6: 0-2 loss to Burn. Two Vexing Devils in game 1 and two Searing Blazes in game 2 were tough to beat.
Round 7: 0-2 loss to GB. This was like Jund without red. These were close losses and a fun opponent.
Round 8: 2-1 win over Living End. The only game where I cast Master of Waves for actual impact.
So in g2 vs affinity, it looks like most of you are packing 3-4 recalls and 0-2 steel sabotages, how often are you keeping a hand without any of those sideboard cards? And what are you taking out?
I'm wondering about this as well. I have close to 8 cards I could bring in against Affinity (Chalice, Hurkyl's Recall, Dismember) but I'm not sure what to take out. Some of the 3 and 4 CMC creatures (Kira, Master of Waves, maybe Reejerey?) can go but all of the spells seem useful as disruption already.
I'm also going to GP Boston this weekend playing Merfolk. This will be my first big tournament, first constructed tournament of any kind since Stronghold, and first time playing Modern (aside from some testing on Cockatrice). I'm constantly tinkering with my list but I think this is what I'll be running:
Does no one run Serum Visions as well? You can't pick the card it draws but it is a cheap cycler that helps sculpt future draws.
I don't run Brainstorm because it doesn't let me get rid of bad cards like Ponder, Preordain, and Serum Visions do and I don't have enough shuffle things in the cube.
Oh, neat! You don't have it on cubetutor anymore, though?
I ended up not being thrilled with the first try so I scrapped it. It is more of a simulator now than a cube in the strictest of senses - 3x commons, 2x uncommons, 1x rares and mythics.
I think I might make the rest of the playable DFCs, actually. I wanted to remove the flavor text to de-clutter these anyway. Let me know if you have any requests!
Thanks for the feedback. I'm going to hold off on the rare's right now since I don't own them and I do have the commons / uncommons to flesh this out. Here's a first pass:
I went with 5 duplicate creatures per color (6 for green) and I chose them to be in each of the 5 tribes to boost those archetypes. I also did 5 duplicate spells per color (4 for green) trying to highlight what each color does best.
For the lands I wanted to focus on mana fixing so people could try to make 3 color decks if they wanted to. The guildgates aren't part of the theme but they help the mana a lot and I have access to them already.
Hello. I'd like to put together a 360 card peasant cube using cards from Innistrad and Dark Ascension. I've never built a cube before but I like the setting from these two sets and I have lots of cards. I'm not looking for a very high power cube, just something that's fun and balanced for friends to use.
Initially I thought I'd just add one of everything and the fill out the difference to 360 with duplicate copies. Then I thought I'd have a better chance making something with good options if I cut out some of the bad cards and added extras of the bad ones, or cut out ones that felt off theme or hard to use and replaced them with multiples of color / archtype staples. Now I'm mostly confused and not sure where to start.
Has anyone tried something like this? Have I set myself unreasonable limitations?
4 delver of secrets
4 young pyromancer
3 snapcaster mage
3 tasigur, the golden fang
Instants (20)
2 spell snare
1 deprive
2 mana leak
2 remand
1 terminate
2 murderous cut
4 lightning bolt
2 electrolyze
1 darkblast
3 thought scour
4 gitaxian probe
4 serum visions
Lands (18)
4 polluted delta
4 flooded strand
2 steam vents
2 watery grave
3 island
1 swamp
1 darkslick shores
1 sulfur falls
2 engineered explosives
2 blood moon
1 dispel
2 flashfreeze
1 negate
2 monastery siege
1 terminate
2 duress
1 rakdos charm
1 shatterstorm
4 flooded strand
2 steam vents
2 watery grave
3 island
1 swamp
2 blackcleave cliffs
Any help would be awesome.
4 Cursecatcher
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Merrow Reejerey
2 Phantasmal Image
2 Kira, Great Glass-Spinner
2 Master of Waves
Spells
4 Æther Vial
4 Spreading Seas
2 Spell Pierce
2 Vapor Snag
2 Dismember
4 Mutavault
2 Cavern of Souls
14 Island
2 Tidebinder Mage
2 Echoing Truth
2 Chalice of the Void
2 Relic of Progenitus
2 Negate
1 Grafdigger's Cage
1 Spell Pierce
Round 1 against UR Delver. Game one he flooded and game two I won by casting two Master of Waves and two Images. So many tokens! 2-0, 1-0
Round 2 against UWR Kiki. Game one I made a huge misplay while attacking for lethal that let him survive and kill me next turn. Very disappointing but I was able to focus and win the next two. Cursecatcher was a big help in game three, first time I've felt like they had a big impact on a game. 4-1, 2-0
Round 3 against Affinity. I won the game one race on the back of three lords and a Vapor Snag for his Arcbound Ravager. Game two he tried to go all in with Plating on an Inkmoth but I had Dismember and Vapor snag to delay him long enough. 6-1, 3-0
Round 4 against Scapeshift. We drew to split prizes and then played three games for fun and practice. These games weren't close at all and I won very quickly. He didn't get to cast Scapeshift once and couldn't interact with me at all.
My only loss on the night came from my own bad play, which felt good and bad. The extra Spell Pierce in the board doesn't really need to be there but I didn't have a 15th card handy. I'd like a third Dismember, Tidebinder Mage, and Chalice somehow but not sure what to take out of the board for them.
Just got back from the GP. Went 4-4 before dropping the final round to catch the train home. Pretty pleased with how it went - made a lot of mistakes but learned a lot and had fun.
Round 1: 2-1 win over UWR control. Game 3 I played Chalice for 1 on turn 2 and that was it.
Round 2: 2-1 win over some kind of URG midrange deck. I thought it was Tarmo-Twin in all three of our games but never saw the combo. He told me after that he wasn't Twin.
Round 3: 0-2 loss to Jund. Really brutal, he had answers for everything.
Round 4: 2-0 win over GU Infect. Another turn 2 Chalice for 1 game winner.
Round 5: 0-2 loss to UWR Kiki. Just like the Jund match in round 3.
Round 6: 0-2 loss to Burn. Two Vexing Devils in game 1 and two Searing Blazes in game 2 were tough to beat.
Round 7: 0-2 loss to GB. This was like Jund without red. These were close losses and a fun opponent.
Round 8: 2-1 win over Living End. The only game where I cast Master of Waves for actual impact.
I'm wondering about this as well. I have close to 8 cards I could bring in against Affinity (Chalice, Hurkyl's Recall, Dismember) but I'm not sure what to take out. Some of the 3 and 4 CMC creatures (Kira, Master of Waves, maybe Reejerey?) can go but all of the spells seem useful as disruption already.
4 Cursecatcher
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Merrow Reejerey
2 Phantasmal Image
2 Kira, Great Glass-Spinner
2 Master of Waves
Spells
4 Æther Vial
4 Spreading Seas
2 Spell Pierce
3 Vapor Snag
1 Echoing Truth
4 Mutavault
2 Cavern of Souls
14 Island
2 Tidebinder Mage
2 Dismember
1 Echoing Truth
2 Chalice of the Void
1 Relic of Progenitus
2 Grafdigger's Cage
2 Negate
Good luck everyone!
I don't run Brainstorm because it doesn't let me get rid of bad cards like Ponder, Preordain, and Serum Visions do and I don't have enough shuffle things in the cube.
I ended up not being thrilled with the first try so I scrapped it. It is more of a simulator now than a cube in the strictest of senses - 3x commons, 2x uncommons, 1x rares and mythics.
I would use a set of these in my Innistrad cube!
http://cubetutor.com/viewcube/4637
I went with 5 duplicate creatures per color (6 for green) and I chose them to be in each of the 5 tribes to boost those archetypes. I also did 5 duplicate spells per color (4 for green) trying to highlight what each color does best.
For the lands I wanted to focus on mana fixing so people could try to make 3 color decks if they wanted to. The guildgates aren't part of the theme but they help the mana a lot and I have access to them already.
Initially I thought I'd just add one of everything and the fill out the difference to 360 with duplicate copies. Then I thought I'd have a better chance making something with good options if I cut out some of the bad cards and added extras of the bad ones, or cut out ones that felt off theme or hard to use and replaced them with multiples of color / archtype staples. Now I'm mostly confused and not sure where to start.
Has anyone tried something like this? Have I set myself unreasonable limitations?