This is a 5C Karona, False God deck based around God cards. It's not meant to be "good" - the mana issues are just so bad that it ends up really fun. That doesn't mean I don't want to find ways to improve the deck though! I basically get by by flying under the radar as the more focused decks blow each other up; I've managed to sneak off quite a few games this way because no one considers me a threat. Without further ado, the decklist:
For the gods who haven't been printed, I just follow the BNG god design, and just use CMC =4 with P/T at 5/5. It's possible Academy Rector and Replenish are the least effective cards in the deck, both from a flavor and power standpoint - it might be better to put in Plea for Guidance and Prophet of Kruphix. Propaganda/Ghostly Prison/No Mercy help me live to the point I get enough lands to cast all my spells. Opalescence is a fun card when I can't get enough devotion, because I still have indestructible creatures running around. Wake & Reflection are decent enough but I actually don't think mana acceleration is as important for me - usually by the time I have 5-6 lands I can cast most everything except the Myojins. Would appreciate and constructive criticism and other helpful additions/subtractions the community sees!
The people I play Magic with vary from the die hard competitive players to lapsed old school casuals to players being introduced to the game for the first time. The "Noob Coob" is my attempt at finding a solution that everyone is happy to play with.
Here's how it breaks down:
360 Cards
55/Color, 30 Lands/Gold, 25 Colorless
Cards come from the modern card frame era (modern + reprint sets/duel decks) with the most up to date Oracle rules (AKA anything with an ETB is Zendikar forward, anything with a dies trigger is M12 forward). Activated abilities are few and far in between to reduce board complexity, and and keyword must be evergreen.
The cube is designed for slower games - 7+ drops are most definitely playable. Experienced players like this because the longer the game goes, the more play skill is rewarded, but newer players like it as well because they get to cast the awesome Timmy-esque spells.
I enjoy cycles and mirror pairs. The Vow cycle, Kamigawa spirit dragon cycle, and color hoser cycles are in the cube, as are White/Black knight, Mutilate/Overrun (with the Liliana duel deck art), etc. There's also a minor tribal theme with about 8-10 creatures of said type - Soldiers, Merfolk, Zombies, Goblins, Elves. Each color receives two planeswalkers; anymore would probably skew the power of the cube too much, and I'm working towards a point where there's 10 unique walkers in the cube.
When playing with newer players, decks are constructed for them out of the cards in the cube. As of 9/18, Theros cards have been slated to come into the cube.
The land cycles help teach two important lessons - power level difference that can come from rarity (checklands to guildgates) and that paying life for powerful effects & consistency is okay.
White has two major themes - life gain and enchantments. The double strikers are definitely a little out of place given how slow the cube is designed to be, but the hope is that the auras work well enough that they're still playable.
Blue's themes are flickering and a small touch on milling. Jace, Memory Adept is the first up on the cutting block, but I think Tamiyo might be a little too "WTF is that!?" for a generic fantasy cube.
Black's themes are mono-black and value sacrificing. I acknowledge that like most cubes, Black is probably the weakest section, so I went a little heavier on the value token generators and sacrifice effect to give black a very unique identity.
By skewing the cube to high toughness creatures, Red's biggest strength - ridiculous aggro, is completely nerfed. As such, red shifts to more of a Big Red style of deck. It gets a lot of activated abilities that are damage related, and a number of support cards for the other color's themes.
Green just wants to ramp out and ROFLstomp everyone. It also gets a number of flash loving creatures, as combat tricks aren't very good in this style of cube, but tacking them along to a beefy butt works wonders towards playability.
Given the way slivers are worded, as "All slivers gain X" instead of "X, All other slivers gain X", will Cairn Wanderer get Flying if Winged Sliver is in the grave?
Selesnya: Travel Preparations - Very in flavor with Selesnyan pilgrimages. Thrill of the Hunt is a big beating too, and I prefer it more than Travel Prep because of the potentially for blowouts.
Orzhov: Lingering Souls - Is there a more "Orzhovian" card? It might just be straight up better than every other card in the cube though. Also consider Zealous Persecution.
Boros: There isn't a great flashback card here, but maybe Burning Oil could make the cut. Goblin Legionnaire is awesome, but the only new-border version of the card is the FNM promo, if aesthetics are important to you.
Hi all,
I've been having a blast with my Pauper cube, and I want to branch out in to Peasant. I want to pose a question to you all - have you ever tried a Peasant cube that's uncommons only, or does that limit the card pool too much that you need to have commons as well?
So I know that the spell revealed off cascade resolves first, but when card the exiled cards put on the bottom of the library? Before both spells resolve? After the revealed spell resolves but before the original cascade card? What happens if you reveal a whole cascade chain?
So I know that to burn a Planeswalker, you target the player and then redirect that to the Planeswalker, but does it work like that with combat as well? That is to say, does the difference in wording between these two cards mean I can attack a planeswalker without paying 2 if Propaganda is out?
So I'm trying to figure out if this is actually a workable combo. Given:
513.1. First, all abilities that trigger "at the beginning of the end step" or "at the beginning of the next end step" go on the stack. (See rule 603, "Handling Triggered Abilities.")
Does Biovisionary's check for other Bivisionaries go on the stack, thus giving me time to Mirrorweave, or is its ability a constant, SBE type thing?
I'd really like to find a way to fit Cryptic Commands into this deck. I know its a bit of a non-bo with Bob, but it's just too fun of a card to not try and jam it in.
im not yet convinced it is but theoretically it could be...it kills deathrite snappy shardless and planeswalkers...so is it good vs goyf + stalker builds prolly not too much but vs the controlly builds its seems pretty good theoretically
until i hear someone has done some hard testing i wont be convinced either way though for the same reason im keeping an open mind about it
the problem i see is that with the exception of pernicious deed the control variants dont really scare me much so unless pfire turns out to be good vs the midrange and tempo builds i wont be switching to it
This is exactly what I've been thinking - it seems nice in theory, and many people talk about testing it, but I haven't actually seen anyone's reports on its success/failures. I definitely like the idea of it, as I'm not in love with the white splash or Thalia.
BUG is becoming an increasingly big part of Legacy, and everyone says Punishing Fire is great against it, but how much so? Is it really all it's cracked up to be in that match up?
Hi everyone, how's it going? I'm getting into a number of different Modern decks, and I've decided to get into Storm. I am not a big fan of Epic Experiment, so I've decided to use SCGBlack's list as a starting point.
I've made minor changes to the mana base, and I've shifted to Wipe Awayinstead of their 1x Grapeshot/Pyromancer's Ascension, as Rule of Law is played in my area. What have you guys' experience been between Ascension versus Peer through Depths?
No, yeah, you're definitely right. I did a few quick goldfishes and was pretty disgusted by the lackluster hands. I'm going to go back and tinker with a Rw list.
I like Rest In Peace over Relic of Progenitus, that's just personal preference. I like this Boartusk for Plague tech, and Thalia remains in board because I think the ability to steal random G1 isn't worth the dilution.
Lands: 37
Gods of Theros: 15
Gods of Shadowmoor: 10
Gods of Kamigawa: 5
Supplicants: 4
Trinkets of the Gods: 6
Mass Removal: 4
Tutors & Other Spells: 6
God's Favor:
For the gods who haven't been printed, I just follow the BNG god design, and just use CMC =4 with P/T at 5/5. It's possible Academy Rector and Replenish are the least effective cards in the deck, both from a flavor and power standpoint - it might be better to put in Plea for Guidance and Prophet of Kruphix. Propaganda/Ghostly Prison/No Mercy help me live to the point I get enough lands to cast all my spells. Opalescence is a fun card when I can't get enough devotion, because I still have indestructible creatures running around. Wake & Reflection are decent enough but I actually don't think mana acceleration is as important for me - usually by the time I have 5-6 lands I can cast most everything except the Myojins. Would appreciate and constructive criticism and other helpful additions/subtractions the community sees!
Here's how it breaks down:
360 Cards
55/Color, 30 Lands/Gold, 25 Colorless
Cards come from the modern card frame era (modern + reprint sets/duel decks) with the most up to date Oracle rules (AKA anything with an ETB is Zendikar forward, anything with a dies trigger is M12 forward). Activated abilities are few and far in between to reduce board complexity, and and keyword must be evergreen.
The cube is designed for slower games - 7+ drops are most definitely playable. Experienced players like this because the longer the game goes, the more play skill is rewarded, but newer players like it as well because they get to cast the awesome Timmy-esque spells.
I enjoy cycles and mirror pairs. The Vow cycle, Kamigawa spirit dragon cycle, and color hoser cycles are in the cube, as are White/Black knight, Mutilate/Overrun (with the Liliana duel deck art), etc. There's also a minor tribal theme with about 8-10 creatures of said type - Soldiers, Merfolk, Zombies, Goblins, Elves. Each color receives two planeswalkers; anymore would probably skew the power of the cube too much, and I'm working towards a point where there's 10 unique walkers in the cube.
When playing with newer players, decks are constructed for them out of the cards in the cube. As of 9/18, Theros cards have been slated to come into the cube.
Lands
Checklands
Gates
Painlands
The land cycles help teach two important lessons - power level difference that can come from rarity (checklands to guildgates) and that paying life for powerful effects & consistency is okay.
Colorless
Creatures
Noncreatures
Generally classic effects all around. I'm a little sad Manor Gargoyle has to be cut because of the new indestructible wording though.
White
Creatures
Spells
White has two major themes - life gain and enchantments. The double strikers are definitely a little out of place given how slow the cube is designed to be, but the hope is that the auras work well enough that they're still playable.
Blue
Creatures
Spells
Blue's themes are flickering and a small touch on milling. Jace, Memory Adept is the first up on the cutting block, but I think Tamiyo might be a little too "WTF is that!?" for a generic fantasy cube.
Black
Creatures
Spells
Black's themes are mono-black and value sacrificing. I acknowledge that like most cubes, Black is probably the weakest section, so I went a little heavier on the value token generators and sacrifice effect to give black a very unique identity.
Red
Creatures
Spells
By skewing the cube to high toughness creatures, Red's biggest strength - ridiculous aggro, is completely nerfed. As such, red shifts to more of a Big Red style of deck. It gets a lot of activated abilities that are damage related, and a number of support cards for the other color's themes.
Green
Creatures
Spells
Green just wants to ramp out and ROFLstomp everyone. It also gets a number of flash loving creatures, as combat tricks aren't very good in this style of cube, but tacking them along to a beefy butt works wonders towards playability.
Multicolor
WU
UB
BR
RG
GW
WB
UR
BG
RW
GU
The multicolor section recipe is simple. One strong uncommon, generally removal, one support or build around rare, and one ridiculous bomb.
Comments? Thoughts? Suggestions?
Given the way slivers are worded, as "All slivers gain X" instead of "X, All other slivers gain X", will Cairn Wanderer get Flying if Winged Sliver is in the grave?
Azorius: Momentary Blink - Combos with Voidwielder, Vedalken Dismisser, Gatecreeper Vine, all Detain, etc.
Dimir: Mystical Teachings - Similar effect as Transmute, and helps support non-mill Dimir by fetching things like Last Gasp. Recoil is also a beating.
Rakdos: Strangling Soot - Plays well with Hellbent, or you could go with Fires of Undeath, which is probably more in flavor. Can't forget Terminate.
Gruul: Wild Hunger - Awesome pump spell is awesome! Bloodbraid Elf as well?
Selesnya: Travel Preparations - Very in flavor with Selesnyan pilgrimages. Thrill of the Hunt is a big beating too, and I prefer it more than Travel Prep because of the potentially for blowouts.
Orzhov: Lingering Souls - Is there a more "Orzhovian" card? It might just be straight up better than every other card in the cube though. Also consider Zealous Persecution.
Izzet: Desperate Ravings - Again, super in flavor! Fire/Ice is also super sweet. Kiln Fiend can pair up with Fluxcharger, Wee Dragonauts, and Nivix Cyclops for a great aggro/combo deck.
Golgari: Spider Spawning - Fits great with dredge and scavenge, also consider Wild Mongrel as a peasant Lotleth Troll. Putrid Leech is fun too.
Boros: There isn't a great flashback card here, but maybe Burning Oil could make the cut. Goblin Legionnaire is awesome, but the only new-border version of the card is the FNM promo, if aesthetics are important to you.
Simic: Tracker's Instincts is okay. Lorescale Coatl fits in the +1/+1 theme.
I've been having a blast with my Pauper cube, and I want to branch out in to Peasant. I want to pose a question to you all - have you ever tried a Peasant cube that's uncommons only, or does that limit the card pool too much that you need to have commons as well?
So I know that the spell revealed off cascade resolves first, but when card the exiled cards put on the bottom of the library? Before both spells resolve? After the revealed spell resolves but before the original cascade card? What happens if you reveal a whole cascade chain?
So I know that to burn a Planeswalker, you target the player and then redirect that to the Planeswalker, but does it work like that with combat as well? That is to say, does the difference in wording between these two cards mean I can attack a planeswalker without paying 2 if Propaganda is out?
So I'm trying to figure out if this is actually a workable combo. Given:
513.1. First, all abilities that trigger "at the beginning of the end step" or "at the beginning of the next end step" go on the stack. (See rule 603, "Handling Triggered Abilities.")
Does Biovisionary's check for other Bivisionaries go on the stack, thus giving me time to Mirrorweave, or is its ability a constant, SBE type thing?
Okay, Angel of Despair. I really dislike the card, but how essential is it to win against SnT?
This is exactly what I've been thinking - it seems nice in theory, and many people talk about testing it, but I haven't actually seen anyone's reports on its success/failures. I definitely like the idea of it, as I'm not in love with the white splash or Thalia.
3 Island
1 Mountain
4 Scalding Tarn
2 Misty Rainforest
3 Shivan Reef
3 Steam Vents
Creatures
4 Goblin Electromancer
Sorceries
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
3 Grapeshot
4 Seething Song
3 Past in Flames
4 Desperate Ritual
4 Pyretic Ritual
3 Desperate Ravings
4 Manamorphose
Enchantments
3 Pyromancer Ascension
4 Lightning Bolt
2 Wipe Away
3 Pyromancer's Swath
3 Shatterstorm
3 Empty the Warrens
I've made minor changes to the mana base, and I've shifted to Wipe Awayinstead of their 1x Grapeshot/Pyromancer's Ascension, as Rule of Law is played in my area. What have you guys' experience been between Ascension versus Peer through Depths?
5 Mountain
1 Bloodstained Mire
4 Arid Mesa
1 Plateau
1 Karakas
4 Cavern of Souls
2 Rishadan Port
4 Wasteland
Creatures
4 Goblin Lackey
1 Skirk Prospector
2 Goblin Piledriver
4 Mogg War Marshal
1 Stingscourger
3 Gempalm Incinerator
2 Goblin Chieftain
4 Goblin Matron
4 Goblin Warchief
1 Goblin Sharpshooter
1 Krenko, Mob Boss
4 Goblin Ringleader
1 Siege-Gang Commander
2 Tarfire
Artifacts
4 Aether Vial
3 Thalia, Guardian of Thraben
1 Tuktuk Scrapper
1 Boartusk Liege
4 Rest In Peace
4 Chalice of the Void
2 Pyrokinesis
I like Rest In Peace over Relic of Progenitus, that's just personal preference. I like this Boartusk for Plague tech, and Thalia remains in board because I think the ability to steal random G1 isn't worth the dilution.