i feel as though i really need to play it to understand it. I also thought about keeping it small to do different things like ninjas or madness no one ever plays with (in my mind keeping it fun and fresh), but as i keep changing cards in it i feel bad cutting cards for other things that may not do well.
thanks for the input Squirrely i took out the mill plan last night as many told me it was a bad idea. i thought some people would enjoy playing the archetype. i tried to shot madness in as well but im pretty sure i need more things for it to work. i thought about putting in a 5 color deck (was thinking golems) but not sure if i needed more mana fixing. i know morph worked in takir block. but it seemed unimpressive and i have little fixing to reward the single and duel color decks so not every deck is a good stuff 4 or 5c brew.
As a small aside, the most iportant thing about UR spells is that you can actually play more spells than normal. That means more cantrips like ponder, or maybe choosing repulse over Into the roil because you can more often draw a card and thus more spells. This means more cheap spells like snap, gitaxian probe or frantic search. And this means more rebound and flashback.
There are cards that I wouldn't want to run anymore like centaur glade or icatian javelineers in your list, but the only cards I think don't belong within sniffing distance of a cube are:
And I have a personal vendetta against coiling oracle. As I always say, when there isn't a land on top, it's a bad elvish visionary. When there is a land on top, it's a 2 color rampant growth that doesn't let you choose what color you're getting. There just aren't enough ways for a 1/1 to be relevant imo for it to be more than that.
thank you your right those should prolly be cut idk about cloud of faeries
i like it for ninja's storm and tempo.
prosperity i had for mill combo and control.
Battle hymn i thought may go in a red green ramp or black red reanimater token but your prolly right
i had Shimmering grotto for fixing but theres prolly better choices now.
I don't think you should feel bad. There are plenty of threads/resources available to construct a cube with those archetypes. Just go thumb through some cubes and handpick some cards you like.
mill - Often people dont do this cuz it's not fun.
u/r spells - Go find some red and blue spells. Add them to your cube.
tokens - Find some token cards.
ninjas - I don't know what this archetype is. Ninja of the Deep Hours.
storm - I don't think storm works too well in peasant.
various aggro - Put some red/green/black/white aggressive cards in your cube. Maybe some blue (Ask leelue)
aristocrats - meh.
control - Put some blue control cards in.
various tribal - Tribal I think can be hard.
dredge - Go to magiccards.info --> search for Dredge cards.
reanimator - put some reanimation spells into your cube.
control - Put some red control cards in.
Tempo - find some tempo cards and put them in.
ramp - ramp spells support ramp.
i mean my list is posted at the bottom. i tried to do that. just wanted a secound opinon before i ordered cards. if its somewhat solid then ill order it and see what i need to change. i drafted it a couple of times tried to take notes what i didnt think was necessary and change it.
I was trying to stay away from tribal. and wanted to keep it a 360 card or small cube. storm isnt really storm its basically an all spells deck with cards like kiln fiend as win cons too, that you can sometimes get the storm card. most i thought also worked well with tempo cards. or just good cards in gereral. as for mill. i mean its there i thought the mill you aka dredge decks would want the same cards kinda. idk those are my thoughts. im not sure how strong i should make aggro eaither. i mean i want everything to be balanced so i have about 4 sweepers. pyroclasm, 2 infest like cards and firespout. i was sure if you guys counted cards like lingering souls as an Orzhov card or not. I tried to pick the archetypes that were the most fun to play not necessarily the best as the goal for me is fun not broken things.
So this is my cube i did a lot of work a few years ago and then I looked back at it recently and now i think it is much better. Still not sure how good it is or even if its balanced. That is mainly my concern that it is balanced and that I dont have useless cards no one wants in the cube. All help is appreciated as i would like to purchase it soon.
Strategies i wanted to include
mill
u/r spells
tokens
ninjas
storm
various aggro
aristocrats
control
various tribal
dredge
reanimater
control
Tempo
ramp
anyone have any good ideas of how to beat scavenging ooze? that card always wreaks me. i know i could put in removal but that really seems like a waste of space. maybe a 3-4 paths in the side is what i need.
anyway here is my Abran list i have been doing well with in the last couple of weeks or so. If anyone has any suggestions let me know.
i do i played this kinda of deck a while ago and thought of it as just a little worse then twin. I think plunge might be the cantrip/tour we need to find rally or any other wincon.
I tend to favor Life from the Loam because jund has so many ways to remove crucible. The grixis control decks that board 4x Fulminator also have access to Kolaghan's Command. Crucible is just too fragile.
Here's my decklist, i wanna cut down my Ugin to just two copies and add another wurmcoil engine or add a copy of sundering titan for land destruction what do you think guys, is it any good? hmm after seeing that the goblin piledriver has been re-printed i think that we will be encountering those tribal goblins often, how can we adjust or what should we do about it.
Lands(20)
Urza's Tower 4
Urza's Power Plant 4
Urza's Mines 4
Grove of the Burnwillows 4
Forest 1
Ghost Quarters 2
Eye Of Ugin 1
Artifacts(17)
Chromantic Star 4
Chromantic Sphere 4
Expedition Map 4
Oblivion Stone 3
Relic of Progenitus 2
Sorcery spells(11)
Sylvan Scrying 4
Ancient Stirrings 4
Pyroclasm 3
Planeswalkers(7)
Karn Liberated 4
Ugin, The Spirit Dragon 3
Creatures(5)
Wurmcoil Engine 3
Emrakul, the Aeons Torn 1
Spellskite 1
i would add another o stone for ugin.
pyroclasm will take care of goblins just fine.
sundering titian should be in the side unless scapeshift make a bigger impact.
Honestly you don't need Clasm at all against Jund,
I disagree; it takes out a number of their creatures, including Tarmogoyf if you've got a Relic. I'd drop down to two or three Pyroclasms (depending on whether I've seen Dark Confidant, as that card is a huge reason to have Pyroclasm), but I wouldn't cut them all.
I'm not sure what I think about Emrakul against Jund. A lot of the time he's not that great, but I feel uncomfortable taking him out in case the game plays out in a way where he is relevant.
one of the games i lost i sided out all my pyroclasms and he landed a turn 2 dark confident and pretty much took over the game playing 3 fulinator mages koligans commanding my wurmcoil out of my hand geting back fuliator and ghost quartering me twice. i am not sure if i played it wrong or not but i couldn't seem to get ahead dispite the lack of a clock. i also drew all four power plants over the chorse of that game and he kept me off of tron the whole game. i think pyroclasim should of stayed in.
personally some times i side out emrakul depending on if i am on the draw or not. sometimes its just a dead card in my hand and i never really want that. blood moon i never really get to concerned about i mean it sucks but i can win through it alot of the time sundering titan can lock them out of game with it and karn can as well and there are always o stone. some number of claims i guess should come in if they are playing blood moon. I personally have never seen any lists that run em though.
i know it should be a bye just in my experience i dont win enough for it to be a bye. i think i am sideborading wrong. i cant find a single guide online to tell em if i am playing that match up right or not? i beat twin and all my hard matchups pretty easily. i just dont know if i am doing something wrong or just drawing terrible or what. i would side like this vs. jund
+1 Ghost quarter
+1 wurmcoil
+1 life from the loam
+1 relic
+1 sundering titan
-1 Cavern
-1 Spellskite
-1 Pyroclasim
-1 Emrakul, the Aeons Torn
-1 Chromatic Sphere
is this right? if they were playing bloodmoons i would adjust to bring in 2 natures claims but most lists dont so this is what i was thinking i should play
can someone plz help me for some reason i cant seem to ever beat jund. is my main deck bad or am i side boarding wrong? im not sure what the sideboarding plan should even be. I do beat the but not like i should im not sure what i should be sideing at all
heres what i am playing....
thank you your right those should prolly be cut idk about cloud of faeries
i like it for ninja's storm and tempo.
prosperity i had for mill combo and control.
Battle hymn i thought may go in a red green ramp or black red reanimater token but your prolly right
i had Shimmering grotto for fixing but theres prolly better choices now.
i mean my list is posted at the bottom. i tried to do that. just wanted a secound opinon before i ordered cards. if its somewhat solid then ill order it and see what i need to change. i drafted it a couple of times tried to take notes what i didnt think was necessary and change it.
Strategies i wanted to include
mill
u/r spells
tokens
ninjas
storm
various aggro
aristocrats
control
various tribal
dredge
reanimater
control
Tempo
ramp
Thanks for your help
http://www.cubetutor.com/viewcube/31279
anyway here is my Abran list i have been doing well with in the last couple of weeks or so. If anyone has any suggestions let me know.
4 Voice of Resurgence
3 Blood Artist
4 Zulaport Cutthroat
4 Blisterpod
2 Cartel Aristocrat
4 Tukatongue Thallid
4 Doomed Traveler
4 Satyr Wayfinder
2 Evolutionary Leap
2 Return to the Ranks
4 Rally the Ancestors
4 Razorverge Thicket
1 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Swamp
1 Plains
1 Forest
4 Windswept Heath
3 Verdant Catacombs
3 Marsh Flats
3 Spellskite
3 Stony Silence
3 Fulminator Mage
2 Orzhov Pontiff
1 Wrath of God
its the best 100% agree.
i would add another o stone for ugin.
pyroclasm will take care of goblins just fine.
sundering titian should be in the side unless scapeshift make a bigger impact.
one of the games i lost i sided out all my pyroclasms and he landed a turn 2 dark confident and pretty much took over the game playing 3 fulinator mages koligans commanding my wurmcoil out of my hand geting back fuliator and ghost quartering me twice. i am not sure if i played it wrong or not but i couldn't seem to get ahead dispite the lack of a clock. i also drew all four power plants over the chorse of that game and he kept me off of tron the whole game. i think pyroclasim should of stayed in.
personally some times i side out emrakul depending on if i am on the draw or not. sometimes its just a dead card in my hand and i never really want that. blood moon i never really get to concerned about i mean it sucks but i can win through it alot of the time sundering titan can lock them out of game with it and karn can as well and there are always o stone. some number of claims i guess should come in if they are playing blood moon. I personally have never seen any lists that run em though.
+1 Ghost quarter
+1 wurmcoil
+1 life from the loam
+1 relic
+1 sundering titan
-1 Cavern
-1 Spellskite
-1 Pyroclasim
-1 Emrakul, the Aeons Torn
-1 Chromatic Sphere
is this right? if they were playing bloodmoons i would adjust to bring in 2 natures claims but most lists dont so this is what i was thinking i should play
heres what i am playing....
1 Spellskite
3 Wurmcoil Engine
4 Ancient Stirrings
3 Pyroclasm
4 Sylvan Scrying
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Oblivion Stone
3 Relic of Progenitus
1 Cavern of Souls
1 Eye of Ugin
1 Forest
2 Ghost Quarter
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
4 Karn Liberated
1 Ugin, the Spirit Dragon
1 Sundering Titan
1 Wurmcoil Engine
1 Ancient Grudge
1 Boil
1 Feed the Clan
1 Life from the Loam
3 Nature's Claim
1 Pyroclasm
2 Rending Volley
1 Relic of Progenitus
1 Ghost Quarter