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  • posted a message on iceage4life's Cube
    For the next update, can you put your adds and cuts together for each color so I wouldn't need to use two different tabs?

    I never understoood why people play Hoofprints of the Stag. OTOH, I envy people who play holiday and un-cards, they seem so fun and powerful.

    Magus of the Scroll is great at giving aggro enough reach. Black Knight is the same as White Knight, but in a color with weaker creatures by far. Both performed well here. I only disagree with these cuts.
    A very functional update. Most of what you have included were overlooked staples. Nekrataal, Rout, Duergar Hedge-Mage etc. never failed us, so I think they will be worth their addition in your cube as well.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Do you have a small cube? In a large cube you cannot afford not to play them at all (I haven't seen any large cube that did). Broodmate Dragon, Nicol Bolas, Lightning Angel and Rafiq of the Many are good cards that saw more play than some of my monocolored cards. More important, they are fun to play with. In a small cube I wouldn't bother, but in my cube I don't think I can completely discard them all. Doran is a step in the right direction, though.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    It's as strictly better as I can possibly get in a cube update. New cards usually don't explicitly override older cards in all situations. Uncounterability is much more relevant than Fireball's diving ability, therefore it's "better", though the situations for each to shine are different.

    So, opinions about the update?
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Red

    - Rathi Dragon
    a) The lands have to be mountains.
    b) It's just too dangerous in a format with so many removals.

    + Rakka Mar
    Seems like a huge source of card advantage.

    - Fissure, +Fiery Fall
    Fissure costs a lot. Fiery Fall fills the role of red heavy removal while useful early on.

    -Fireball, +Banefire
    The definition of strict improvement is this.

    -Smash to Smithereens
    It's good when you face artifacts, but isn't playable when not. Overall, too conditional.

    +Hellspark Elemental
    Great option for aggro.

    -Shard Volley
    Sacrificing a land is too much for this lowly burn spell.

    + Hissing Iguanar
    Broken in alara drafts, and fills the red three-drop nicely.

    -Furystoke Giant
    The tokens colors are white and green, not red.

    +Tahngarth, Talruum Hero
    Damage on a stick. A bit small for it's cost, but whatever.

    -Kird Ape, -Orcish Lumberjack
    They both move to the gold section

    +Skizzik, +Blistering Firecat
    All the similar effects were good, so this will prolly be as well.

    Green

    I haven't seen the previous update well enough to see if green as a whole got stronger. The updates here are just a few unconnected upgrades.

    -Boreal Druid, +Noble Hierarch
    That's the first. Again, if this isn't pure upgrade nothing is.

    -Naturalize, +Nantuko Vigilante
    How did I miss a naturalize on a stick?

    -Granger Guildmage
    Low impact.

    +Thornling
    Awesome. This is a fattie you can count on to do the job.

    -Crop Rotation
    Few lands deserve that card disadvantage.

    +Shard Convergence
    This card gets a lot of card advantage, so it might be worth it.

    -Quirion Ranger
    Extremely narrow. Isn't worth the slot.

    +Hermit Druid
    Card advantage and milling on this guy seems nice.

    -Grizzly Fate
    It's so not easy to get threshold in my cube.

    +Cliffrunner Behemoth
    Powerful, splashable fattie.

    Multicolored

    -Doran, the Siege Tower
    Three colored cards that aren't that good turn 5 shouldn't make the cut.

    +Shambling Remains
    Gouger taught us that

    -Crosis's Charm
    While this charm is playable, we have...

    +Nicol Bolas, Planeswalker
    which is twelve times more exciting, and could prolly win the game on it's own if he gets down. Bonus point for being a planeswalker.

    -Inkfathom Infiltrator
    That's not the color pair for aggro. Unplayable.

    +Countersquall
    I wanted to try Negate for some time. This seems solid.

    -Moroii
    UB doesn't like those aggro critters

    +Undermine
    UB likes it better. It may be a lot harder to play, and it's effect isn't as good, that why I've avoided it so far. I'll try it for now, but I don't have high hopes.

    -Dromar's Charm
    Playable, but barely so.

    +Ethersworn Adjudicator
    The effect is more powerful if it gets going. This will prolly be cut until the end of the year. For now though, I'll try it.

    -Wrecking Ball
    Too slow. Fissure was cut, this meets a similar fate.

    +Blazing Specter
    Seems like a hell to deal with.

    -Goblin Trenches
    That gets you goblin, but the price to start making them is high.

    +Blightning
    It seems I'm wrong and this is good, so I'll include it. I'll always add improvements to aggro, they are the basis to raising the overall powerlevel.

    -Deus of Calamity, +Apocalypse Hydra
    upgrade. Never liked Deus.

    -Nucklavee
    As much as I liked it in theory, it never recurred two cards. It's impossible to cast it and the spell it recurs in the same turn, so this is better out, at least for now.

    +Call the Skybreaker
    Many cube owners praised this, so I'll try it. You rarely miss, my fellow large cube owners.

    Wait, I've got another five extra multicolored slots, right?

    +Desolation Angel, +Kird Ape, +Orcish Lumberjack, +Wild Nacatl
    They moved from their respective colored sections.

    +Court Hussar
    Wanted to add it in for a long time. UW has bad multicolored cards, so I'll try this one.

    Artifacts

    -Mana Crypt
    We hate the coin flipping and randomness.

    +Erratic Portal
    Screw it, if I expect it to come in anyway, why not to put it in there now?

    I decided to keep Memory Jar in for now, but it's still on the chopping block.

    Lands -
    I didn't stop by changing only ten land slots.

    -Krosan Verge
    Too slow to be effective

    +Ancient Ziggurat
    I think it has potential to be used in two-colored heavy-creatures decks. If not, I'll cut it.

    -Tolarian Academy, +Shelldock Isle
    No, I still think it's subpar but it's that much less narrow, I'll even include it back.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Willbender wasn't hot. Since casting it off turn 3 isn't a good idea most of the time (no mana open for counters and will prolly get killed on the spot for 2cc spell), players end up casting it on their fifth turn. However, on the fifth turn they can just drop an uncountered fat and win, or be in a better winning board-position anyway. People don't need targeted spells to win. So, preferably, you'll have another two-mana counter open. Even then, you won't be able to reflect any removal, because that flashbacked Firebolt doesn't kill any of their creatures, especially with the abundance of shroud, protection and black creatures.
    If the effect was as devastating as you present it, I would have preferred to play Swerve.
    I'll try to post the second part soon.

    EDIT -
    Quote from Antknee42 »
    How many other morphs do you have? (I'm not going thru the list and counting, I figure you should know)
    I've toned down the number of morphs in this update, so I really don't know now. However, no one plays differently if they see a morph with the mana open. The chance it'll screw them is so low they can (and should) ignore it completely.
    The morph creatures I play now are the ones I think good enough even without the "morph bluff", with morph tacked on as means of triggered abilities that generate card advantage or to cheat creaures into play at a lower mana cost.


    Quote from Wermine »
    I also have a problem with colored mana costs in my cube. Everything costs WW or 1WW. Many times when we winston draft, I have cards like 1CCC, 2DD and 3EE, which makes my mana base horrible. I'm actively trying to cut heavily colored cards for lighter ones.

    That's what I try to do. I know I sacrifice powerlevel, but I think it makes the cube more fun. Really, with all those great WW creatures, you do feel a bit forced to a white aggro archetype.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Agree with all of those. A shame to see a card like Workshop being cut but it's probably correct. I wouldn't know, i don't have that kind of expensive cards.
    Too narrow. It's too hard to get the critical mass of artifacts for this card to work.

    Time Spiral over Time Twister is interesting, but probably correct. However, even more correct would be to run them both imo. Drawing 7 cards for 3 mana is just so powerful, i would never cut that.
    We also play Windfall, Memory Jar and Wheel of Fortune. I don't think I should play that many draw-seven effects.

    Willbender never works, but so doesn't Quicksilver Dragon. It is a fat flyer if that's what you are searching for but don't expect it's ability to be relevant ever.
    Not searching for a fat flier, but a hard-to-deal with evasive finisher. I didn't think his ability would matter.

    I agree with the rest of the changes. You'll be surprised how good Jace really is. I also didn't like him at the beginning - until i played with him. He's good.
    I had played against him though, and he was very subpar and unexciting (in hand of a good player as well. Maybe his strategy with Jace was flawed. How do you all play with it?).

    Very much agree with all of these. Bone Splinters have been good for me and i think Putrid Imp is worth another look, but all in all this update provides a huge improvement to your black section. Ashes to Ashes looks interesting, i'll see if i have one lying around. If you are not already running it, Rancid Earth is a very good replacement for Choking Sands.
    There is a limit how many narrow cards I can play to push a single theme, and I don't want to come to the point where players feel forced to play reanimator. It's strong enough as is.
    Given that, I think Rotting Rats are better and so deserve replacing it.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    I decided to criticize my latest update in every new update from now on. It hasn't been a lot of time since my last update, but a few cards have already shown their worth. Phantom Nishoba proved to be fun, exiting and powerful. Arashi saw a lot of play, and while not as exciting, certainly as strong. Crater Hellion is a bomb, has an immediate effect on the board and a large body for it's cost. Crovax, Ascendant Hero gets in for the second time, and it was surprisingly more powerful now. Farhaven Elf was solid, Rhox Charger was solid and Weatherseed Treefolk saw play despite the difficult cost. No card that had been cut was missing so far.

    So, unlike my usual updates I'll begin from the bottom up. I made a major change to my land section. I've been planning cutting five more lands for more than three months, and I finally did it. I added all those five slots in my multicolored section, because I think that area had the most untapped potential. This also gave me the space to move some of my pseudo-mono cards to their rightful place.

    - Lake of the Dead
    Too slow and didn't do a lot in the long run.

    - Temple to the False God
    Too narrow, and even when it works it's unimpressive.

    - Flagstones of Trokair
    "Plays nicely with Armageddons" is too narrow, and I've cut the number of land destruction spells a bit in this update anyway.

    - Riptide Laboratory
    That's very narrow.

    - Mishra's Workshop
    Never seems to do anything. It has been played once, but really a deck cannot count on drafting that high number of artifacts to make this worthy.

    Aditionally, I decided to replace all my cycling lands with the vivids. The cycling lands are easily playable, but they aren't exciting, the need to support my growing multicolored section and the player's demand are the reasons to this change.

    -5*Cycling Lands (Barren Moor)
    +5*Vivid Lands (Vivid Crag)

    This change alone will significantly change my cube, but that's far from all. This update contains 47(!) cards, by far the largest I've ever made.

    White:

    - Scourglass
    A weak Wrath effect. Nowhere near Disk.

    +Martial Scoop
    That's an amazing tempo boost. I don't think it wins games on it's own, but it's certainly strong and exciting.

    - Samurai of the Pale Curtain
    It always seems to be the worst 2/2 for WW creature. Once every few games (less than once in a draft) the graveyard hose effect will be awesome, but we've got a better card for that by far.

    +Path to Exile
    Smile

    - Adarkar Valkyrie
    Never survives. The power of white is really rising a lot in the last few sets, and she's one of the outdated victims.

    + Scepter of Dominance
    Icy dominates, and the scepter's title describes it well.

    - Whipcorder
    Playable, but not so splashable and not so exciting. I'm tuning down the number of morph cards I run in this update.

    + Aven Squire
    Splashable, aggressive, evasive beater. Exalted is a great mechanic for cube so far, so I hope this won't let me down.

    Blue

    I promised upgrading the blue creatures, and I did. First, the easy cuts.

    -Timetwister , +Time Spiral
    That's virtually a pure upgrade.

    -Willbender, +Quicksilver Dragon
    Willbender never works. One of my attempts to improve the blue creature's section.

    -Telling Time
    low impact

    +Traumatic Visions
    Seems perfect for blue. Cheap instant speed fixing + thinning or a counter (though expensive, a large part of the times it won't matter).

    -Maelstrom Djinn, +Esperzoa
    An upgrade IMO. With all the moxen I can see Esperzoa easily played, and she's huge for her cost.

    -Brine Elemental
    Morph as a theme isn't strong enough for our cube. Brine Elemental has a low impact outside of that theme.

    +Old Man of the Sea
    Again, trying to improve my blue creatures. Steal effect have proven good, repetition is desirable as well. Steals only small creatures, but still worth a try. I mean, Threads of Disloyalty is easily playable, so why not?

    -Gush
    The tempo disadvantage is way too severe. Was never more than a five mana Inspiration.

    +Waterfront Bouncer
    Not the best, but a few players really wanted it. It's still better than the card Iv'e just cut, but I expect it to get out again before the end of the year.

    -Intuition
    Gifts is good, but the effect is still narrow and I don't need that many.

    +Jace Beleren
    I still don't like it, but:
    a) Player's demand. Since when do I listen to them?
    b) I probably underrate it
    c) Planeswalker's have style in their veins. I just need to play them all. They are fun, they are thrilling and they add more decisions to the game.
    d) The new arts rock (the old art is also cool, but not as much).
    e) I have the space anyway

    Black

    -Bone Splinters, +Ashes to Ashes
    Upgrade. Saccing a critter was harder than I thought it would, Ashes to Ashes is a huge tempo and card advantage.

    -Putrid Imp, +Rotting Rats
    Upgrade. Since you almost never need the discard in your very first turn, and discarding two cards is usually enough, the broader card wins here.

    -Grim Tutor
    We don't have combos, and this is slow, expensive and painful. Was bad when used.

    +Silent Specter
    Even without a morph theme, this seems good.

    -Choking Sands
    It's playable, but the number of nonbasics lands goes down, and their importance becomes greater. Wasn't that good anyway.

    +Bane of the Living
    Black has so many mass removals now it's sick.

    - Desolation Angel
    It just moves to the BW section.

    + Phyrexian Reclamation
    Tempting

    -Shadow Guildmage
    Doesn't do enough

    +Cabal Interrogator
    DerBK recommended it, and it seems good. Black creatures are awful.

    Okay this update is just too massive for one post. I'll post the rest in a few days, that'll also ease the discussion.
    Posted in: Cube Lists
  • posted a message on Signets
    If you build a UW deck, you'll have one useable talisman, one useable fetch, one useable shardlands etc. If you build BG you won't have those manafixing tools.
    That's why I prefer ten signets to five talismans.
    Posted in: The Cube Forum
  • posted a message on Signets
    I prefer to play the signets over the talismans, just because they give each color an equal tool. I don't want to include both the talismans, the fetchlands or the shardlands in the same cube.
    Posted in: The Cube Forum
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Just plain wouldn't run it, or wouldn't run it specifically in this cube?
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    bump. If anyone can reply quickly it'll be appreciated. We are cubing tomorrow, I want my update to be ready by then.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    What do you think is better: Aven Squire or Mistral Charger? If they are alone they attack for equal damage, but if you attack with another creature alone than probably Aven Squire is better and if you attack with two or more creatures Mistral Charger is better.

    Also, what will you take out of my white to include Lapse of Certainty (if at all)? I'm already taking out Samurai of the Pale Curtain, Adarkar Valkyrie and Scourglass.
    Posted in: Cube Lists
  • posted a message on Supporting Combo in the Cube.
    How large is their cube?
    The way I see it, combos are just very linear themes in the cube, as you will want to include them in high numbers to be draftable, and not entirely parasitic so that they can be more reliable. Many cubes out there include themes of different kinds. In my cube I support reanimator, land destruction and so on.
    Another way to support combos is to play more open-ended cards that can be used in more than one combo and add them all to a deck, increasing your chances. Squee is awesome with many discard outlets, Sneak Attack is very open-ended, Kiki-Jiki has some awesome applications and Recurring Nightmare is one of the most broken cards ever for cube. Greater Gargadon is an infinite sacrifice outlet and that's useful to many combos. Traditional cubes would include only the broad pieces which are also reasonable or more by themselves, so you can be creative and find many more which aren't.
    Also, take the number of tutors and card selection way up. Given enough combos, they'll be playable. Take down the number of disruption spells - targeted discard, free/cheap counters, and any other imaginable hosers (no Rule of Law if you play storm, for example).

    Storm doesn't seem easy to support because while it has a reasonable number of enables (especially with power) it has a low count of finishers and it's spread among three colors. I think a small cube can support it, but you'll have to sacrifice some of the overall powerlevel for it to happen.
    Posted in: The Cube Forum
  • posted a message on 5 Mana Lands
    What about the new Conflux one's.
    I think Rupture Spire, Exotic Orchard and Ancient Ziggurat could be interesting.

    I like Ancient Ziggurat, I'll try it. Rupture Spire seems too slow, though I'm certain some cubes will like it. Exotic Orchard really depends on the concentration of multicolored lands in your cube. The more you have, the better it is though it's too early to know if it's good enough for the average cube.
    Posted in: The Cube Forum
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