Notice: This is my first attempt at a Commander/EDH deck. Please be kind.
Deck Motivation:
I saw that the preconstructed EDH decks were going for about $32 at Wal-Mart. That caused be to wonder if I could make an EDH deck that I was fine with playing from scratch (buying all singles) for the same price.
Deck Goals:
1) Needed to be no more expensive then a precon commander deck (limit $35)
2) Wanted to make the deck multiplayer.
3) Wanted to use a commander that would not put a target on my head.
4) Wanted the deck to be okay in most casual settings (definitely not the best deck, but not so mediocre that it hurts the experience).
General Deck Notes:
1) The deck is built around the concept of green CA. Slow resilient ramp versus quick mana. Slow build up of board presence versus landing quick must answer threats.
2) Baru, Fist of Krosa is used as an cheap overrun that is always available. Its best to avoid casting it unless you can make use of it immediately.
3) The decks use of ramping via land as opposed to creatures or mana rocks provides resiliency to wrath effects and allows use of the three effects that destroy all enchantments and artifacts without worry about hurting oneself.
Though unlikely to be used this way as it is probably not good enough for other formats, I like the idea of a "discard" card that does not help an opponent's reanimation strategy. That alone makes the exile clause feels worth it.
Basic Information
Cube Size: 420
Breakdown: 60 Each color, 60 Colorless, 30 Gold, 30 Mana Lands
Standard or Theme: Theme
Snow Lands: No
Average Number of Players: 2 (Sealed)
How Often Drafted: Rarely
Card Selection
Proxies: No
Powered: No
Portal: No
"Un" Cards: No
Banned Cards for Power-Level: Cards that break house rules
Banned Cards for Time Constraints: No
Banned Cards for "fun" factor: No
Cube Design
Standard or Multiplayer: Standard primarily
Sideboards?: Yes
Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
This cube was made under multiple house rules and restrictions.
Limited Card Pool
As magic is primarily a hobby (for me) to relax, and my wife does not like spending money on "useless" things, it is best if I do not acquire many more cards. Hence this cube is formed from turning my magic card collection into a cube and acquiring new cards is not really an option. As I primarily play with my wife, making her upset at my hobby is not a good option.
2) Two libraries per person one containing 15 land the other containing 25 non-land. Starting hand consists of of 5 non-land and 2 land cards. When you would draw a card you may draw from either library. There is no mulligan. Land library is face up.
The primary goal here was to avoid land screw and flood. The other benefits include always hitting your land drops, being able to perfectly curve, and reliably being able to hit high mana amounts hence be able to play more costly spells. The land pile if face up to distinguish the libraries.
3) Poison Counter change. While poisoned you cannot gain life. At the beginning of your upkeep remove all poison counters for yourself. You lose two life for each counter removed. This loss of life cannot be prevented.
The purpose here was to make my poison counter cards usable while still keeping a poison flavor. Also for the interaction with the next ruling.
4) When a land would come into play tapped, you may gain a poison counter to have it come into play untapped instead.
When you can hit your land drop each turn, having a land come into play tapped really hurts. This ruling allows for cheap color fixing.
5) Each pack contains 2 of each color, 2 colorless, 1 gold, and 1 mana land
Since I primarily use this cube for sealed settings, I do not often use the entire library. This allows me to cycle through each of my colors and only shuffle each section after I have made 30 packs. This allows me to store my cards separated by color which also increases my ease of changing out cards in the cube.
Card selection criteria
1) Does not break house rules. Cards that let you play a land card off the top of your library each turn would be too strong.
2) Supports variety of deck types (aggro, control, etc.)
3) Synergies (exp: looting with resurrection effects)
4) Avoid cards that are inefficient without other cards (most tribal cards). Cards need to be desirable alone as well.
5) Avoid card where one is strictly inferior(shock versus lightning bolt) to the other or cards that are virtually identical (Nephalia Seakite vs Sentinels of Glen Elendra" target="blank">Sentinels of Glen Elendra)
1) Are there any cards in here that have no business being in a cube?
2) Are there cards in here that are too strong (or weak) relative to the rest?
3) What do you think of this cube (and associated rules)?
4) How would you build the sealed pool?
Let us look at the comparisons in cost of a certain situation.
Sacrificing the creature and replaying it immediately (and possibly sacrificing it again).
This action costs 1BB for Tenacious Dead.
This action costs 2BB for Reassembling Skeleton.
Having 3 mana leftover in a turn is much more likely then 4.
Sacrificing the creature, replaying, sacrificing, replaying, (and possible sacrificing)
This action costs 2BBBB for Tenacious Dead.
This action costs 4BBBB for Reassembling Skeleton.
Six mana could be reached during a game, eight is not as likely.
If you look at the prerelease stories in the limited forum on this website you will see people using Tenacious dead in exactly this way. The casting cost reduction is what allows this.
People who need this card as a combo piece would have other resources to recur it from the graveyard (or grab a new copy from their library) since they are using black after all.
I am not saying Tenacious Dead is better then Reassembling Skeleton is general, I am just saying that for a certain type of interaction, it may be.
Let us look at the comparisons in cost of a certain situation:.
Sacrificing the creature and replaying it immediately (and possibly sacrificing it again).
This action costs 1BB for Tenacious Dead.
This action costs 2BB for Reassembling Skeleton.
Having 3 mana on leftover in a turn is much more likely then 4.
Sacrificing the creature, replaying, sacrificing, replaying, (and possible sacrificing)
This action costs 2BBBB for Tenacious Dead.
This action costs 4BBBB for Reassembling Skeleton.
Six mana could be reached during a game, eight is not as likely.
If you look at the prerelease stories in the limited forum on this website you will see people using Tenacious dead in exactly this way. The casting cost reduction is what allows this.
People who need this card as a combo piece would have other resources to recur it from the graveyard (or grab a new copy from their library) since they are using black after all.
I am not saying Tenacious Dead is better then Reassembling Skeleton is general, I am just saying that for a certain type of interaction, it may be.
Isn't the change in the legend rule more about effecting game play and increasing new card possibilities then about "realism of legends"?
A legend in your hand is now useful when you have that legend in play. This makes is easier for you to have more of that legend in your deck.
Effects
1) Legends that have legendary come into play abilities instead of legendary effects on the game state
2) Legends that "use up" their abilities can be more easily and naturally reset; you just play a new one
3) Because the legend rule existed they had a built in method to kill legends/planeswalkers, therefore they had to not print cheap removal that killed these types of cards or else they would be too easy to kill and not worth using. Now that the legend rule no longer kills legends, they can print cheaper removal to target them and planeswalkers. Don't worry, they'll figure out ways to help you kill them.
4) Assuming the above, which seems reasonable, a person will just be able to pack removal as removal instead of cards whose purpose was something completely different (clones, cheaper legends/planeswalkers).
To some up, Wizards purpose is to decrease dead cards in hands (which is not fun), cease using some cards primarily as something that was not their purpose, and open up future design space for other cards.
I ran the simulation 100,000 times for each landcount. Here are my results (For X Lands:, the blade averages Y extra damage per attack.):
X Y
12 3.095
13 2.879
14 2.691
15 2.526
16 2.380
17 2.250
18 2.136
Using the same method, but changing the deck size to 60 cards and landcount to 22, I got an average of 2.638 extra damage per attack.
Note that my numbers differ from the original post because mine are an average through the course of a game (well, 100,000 games to be exact) whereas the original post is a snapshot of a 40 card deck, single attack, with X lands.
As can be seen, with replacement, performs slightly worse all around, But the probabilities are pretty comparable. I calculated my version as a "best case scenario" long run situation.
My calculations in general:
Let P = Number of lands / Deck Size
Proportion of the time with one success = P
Mean = 1 + (1 - P)/P
Proportion of the time with 2 or less successes = P + P (1-P)
Percent of the time 2 or less damage
12: 51%
13: 54%
14: 58%
15: 61%
16: 64$
17: 67%
18: 70%
Note: Percent of the time 1 damage, is your land count percentage.
Things to take away:
Land counts do make a difference.
Amazing results can and do happen but do not expect
These results do not take into account that given that you reveal one land card the odds of the next land card is decreased. That will change the above values (slightly lower means, slightly higher probabilities of 2 or less) but not by much.
Percent of the time 2 or less damage
12: 51%
13: 54%
14: 58%
15: 61%
16: 64$
17: 67%
18: 70%
Note: Percent of the time 1 damage, is your land count percentage.
Things to take away:
Land counts do make a difference.
Amazing results can and do happen but do not expect
These results do not take into account that given that you reveal one land card the odds of the next land card is decreased. That will change the above values (slightly lower means, slightly higher probabilities of 2 or less) but not by much.
For every non-legendary creature on the board with less power and/or toughness then him, he can become a bigger version of said creature.
For every legendary creature on the board he can act as removal.
For every non-legendary creature on the board that is larger then 7/7 he is worse then creature coping. Just how many non-legendary creatures can you think of that are larger then 7/7?
Several times in this thread mythic pricing and power (popularity) of mythics has came up. People seem to believe that mythics relative value compared to rares would be cut in half if they were rares instead of mythics. They forget to include that all the rares would be come more rare.
Assuming that there are 53 rares and 15 mythic rares. The rarities go from 1 in 60 for rare(1 in 53, 7 out of 8 packs) and 1 in 120 for a mythic to 1 in 68 for a rare and 1 in 68 for a mythic. These as the baseline to change prices (rare price multiplied by 68/60 and mythic price multiplied by 68 over 120). These assume that supply and popularity (demand) dictate price.
Things to notice from this. Rares and mythics appear equally valued. Yes mythic takes up the top three spots, but rares take up the majority from there. This leads evidence to support that mythics are NOT the collection of most wanted cards in the set.
Since this assumes the same number of packs opened (since amount supplied effects price), the total value of the set would be less. If this is the case, most likely less packs would have been popped at this point, which would increase the price on the secondary market for rares.
The conclusions I would draw based on this. Mythics increase the number of packs bought. Mythics decrease the value of all other cards in the set.
edit: The rares initial rarity should be about 1 in 60 after adjusting for the 7 out of 8 packs. I will recompute with that factored in and adjust.
Under the assumptions of
1) 3 different uncommons in each pack
2) The packs were randomized enough to ignore print runs
3) Ignoring foil uncommons
4) Assuming 60 uncommons
The probability of getting 4 or more of any uncommon in a sealed pool is about 7 out of 100000.
Most likely, since 2) never holds, the event is much more rare.
Deck Motivation:
I saw that the preconstructed EDH decks were going for about $32 at Wal-Mart. That caused be to wonder if I could make an EDH deck that I was fine with playing from scratch (buying all singles) for the same price.
Deck Goals:
1) Needed to be no more expensive then a precon commander deck (limit $35)
2) Wanted to make the deck multiplayer.
3) Wanted to use a commander that would not put a target on my head.
4) Wanted the deck to be okay in most casual settings (definitely not the best deck, but not so mediocre that it hurts the experience).
General
Baru, Fist of Krosa
Creatures - 44
CMC 1
Traproot Kami
CMC 2
Ambush Viper
Elvish Visionary
Nest Invader
Gatecreeper Vine
Sakura-Tribe Elder
Sylvan Ranger
Wall of Blossoms
CMC 3
Farhaven Elf
Reclamation Sage
Wood Elves
Yavimaya Dryad
Yavimaya Elder
CMC 4
Kozilek's Predator
Llanowar Empath
Masked Admirers
Mold Shambler
Ondu Giant
Polukranos, World Eater
Wickerbough Elder
Wolfbriar Elemental
CMC 5
Acidic Slime
Arbor Colossus
Bellowing Tanglewurm
Nessian Game Warden
Silverglade Elemental
Sporemound
CMC 6
Bane of Progress
Cloudthresher
Deadwood Treefolk
Hydra Broodmaster
Kalonian Twingrove
Rampaging Baloths
Soul of the Harvest
Soul of Zendikar
CMC 7
Gaea's Revenge
Garruk's Horde
Hornet Queen
Krosan Tusker
Moldgraf Monstrosity
Pelakka Wurm
Tornado Elemental
CMC 8
Terastodon
CMC X
Genesis Hydra
Sorcery - 13
CMC 2
Explore
CMC 3
Cultivate
Kodama's Reach
Primal Growth
Search for Tomorrow
CMC 4
Beacon of Creation
Harmonize
Skyshroud Claim
CMC 5
Overrun
Reach of Branches
Rude Awakening
CMC 7
Howl of the Night Pack
Wave of Vitriol
Artifact = 3
CMC 1
Brittle Effigy
CMC 4
Nevinyrral's Disk
Perilous Vault
Lands
39 Forest
Average CMC: 4.48 (without lands)
Average CMC: 2.73 (with lands)
Price paid: = 34.46 - GOAL!
(Channel-Fireball, NM and Slightly used, free shipping)
General Deck Notes:
1) The deck is built around the concept of green CA. Slow resilient ramp versus quick mana. Slow build up of board presence versus landing quick must answer threats.
2) Baru, Fist of Krosa is used as an cheap overrun that is always available. Its best to avoid casting it unless you can make use of it immediately.
3) The decks use of ramping via land as opposed to creatures or mana rocks provides resiliency to wrath effects and allows use of the three effects that destroy all enchantments and artifacts without worry about hurting oneself.
Basic Information
Cube Size: 420
Breakdown: 60 Each color, 60 Colorless, 30 Gold, 30 Mana Lands
Standard or Theme: Theme
Snow Lands: No
Average Number of Players: 2 (Sealed)
How Often Drafted: Rarely
Card Selection
Proxies: No
Powered: No
Portal: No
"Un" Cards: No
Banned Cards for Power-Level: Cards that break house rules
Banned Cards for Time Constraints: No
Banned Cards for "fun" factor: No
Cube Design
Standard or Multiplayer: Standard primarily
Sideboards?: Yes
Color Balance: Yes
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes
Color Triggers as Gold: Yes
Perfectly Balanced CMC: No
This cube was made under multiple house rules and restrictions.
Limited Card Pool
As magic is primarily a hobby (for me) to relax, and my wife does not like spending money on "useless" things, it is best if I do not acquire many more cards. Hence this cube is formed from turning my magic card collection into a cube and acquiring new cards is not really an option. As I primarily play with my wife, making her upset at my hobby is not a good option.
The primary goal here was to avoid land screw and flood. The other benefits include always hitting your land drops, being able to perfectly curve, and reliably being able to hit high mana amounts hence be able to play more costly spells. The land pile if face up to distinguish the libraries.
The purpose here was to make my poison counter cards usable while still keeping a poison flavor. Also for the interaction with the next ruling.
When you can hit your land drop each turn, having a land come into play tapped really hurts. This ruling allows for cheap color fixing.
Since I primarily use this cube for sealed settings, I do not often use the entire library. This allows me to cycle through each of my colors and only shuffle each section after I have made 30 packs. This allows me to store my cards separated by color which also increases my ease of changing out cards in the cube.
Card selection criteria
1) Does not break house rules. Cards that let you play a land card off the top of your library each turn would be too strong.
2) Supports variety of deck types (aggro, control, etc.)
3) Synergies (exp: looting with resurrection effects)
4) Avoid cards that are inefficient without other cards (most tribal cards). Cards need to be desirable alone as well.
5) Avoid card where one is strictly inferior(shock versus lightning bolt) to the other or cards that are virtually identical (Nephalia Seakite vs Sentinels of Glen Elendra" target="blank">Sentinels of Glen Elendra)
White (60)
White Creatures (40)
1 Cenn's Tactician
1 Children of Korlis
1 Doomed Traveler
1 Goldmeadow Harrier
1 Mosquito Guard
1 Steppe Lynx
CMC2
1 Lone Missionary
1 Mistmeadow Skulk
1 Order of the Golden Cricket
1 Sunspear Shikari
1 Suture Priest
1 Temple Acolyte
1 Veteran Armorer
1 Wall of Glare
1 Inquisitor Exarch
1 Knight of Meadowgrain
1 Silver Knight
1 White Knight
1 Porcelain Legionnaire
1 Aven Riftwatcher
1 Burrenton Bombardier
1 Dawnglare Invoker
1 Hallowed Healer
1 Kor Hookmaster
1 Master of Diversion
1 Fiend Hunter
CMC4
1 Galepowder Mage
1 Kinsbaile Balloonist
1 Knight of Sursi
1 Kor Cartographer
1 Guardian Seraph
1 Celestial Crusader
1 Knight-Captain of Eos
1 Archon of Redemption
1 Belfry Spirit
1 Serra Angel
CMC6+
1 Captain of the Watch
1 Sunblast Angel
1 Angelic Arbiter
1 Angel of Salvation
1 Forbidding Watchtower
CMC1
1 Harm's Way
1 Swords to Plowshares
CMC2
1 Dawn Charm
1 Disenchant
1 Journey to Nowhere
1 Pacifism
1 Raise the Alarm
1 Griffin Guide
1 Midnight Haunting
1 Oblivion Ring
CMC4
1 Cenn's Enlistment
1 Elspeth, Knight-Errant
1 Marshal's Anthem
1 Resurrection
1 Miraculous Recovery
1 Scourglass
CMC6+
1 Spectral Procession
1 Phyrexian Rebirth
1 Planar Cleansing
Blue Creatures(40)
1 Enclave Cryptologist
CMC2
1 Etherium Sculptor
1 Halimar Wavewatch
1 Invisible Stalker
1 Looter il-Kor
1 Spellstutter Sprite
1 Spiketail Hatchling
1 Surveilling Sprite
1 Wall of Tears
CMC3
1 Spined Thopter
1 Guard Gomazoa
1 Man-o'-war
1 Pestermite
1 Sea Gate Oracle
1 Trained Condor
1 Warden of Evos Isle
1 Dewdrop Spy
1 Neurok Invisimancer
1 Spiketail Drakeling
1 Sprite Noble
1 Wall of Frost
1 Ninja of the Deep Hours
1 Clone
1 Sentinels of Glen Elendra
1 Argent Sphinx
1 Darkslick Drake
1 Mist Raven
1 Serum Raker
CMC5
1 Riftwing Cloudskate
1 Mulldrifter
1 Gryff Vanguard
1 Djinn of Wishes
1 Murder of Crows
CMC6+
1 Aethersnipe
1 Sharding Sphinx
1 Sphinx of Jwar Isle
1 Errant Ephemeron
1 Phyrexian Ingester
1 Sphinx of Uthuun
1 Stormtide Leviathan
1 Faerie Conclave
CMC0
1 Ancestral Vision
CMC1
1 Brainstorm
1 Blustersquall
1 Force Spike
1 Gigadrowse
1 Pongify
1 Shadow Rift
1 Early Frost
1 Into the Roil
1 Boomerang
1 Counterspell
CMC3
1 Exclude
1 Repulse
1 Jace Beleren
1 Aetherize
1 Fact or Fiction
1 Control Magic
CMC6
1 Inundate
CMCx
1 Condescend
Black Creatures (40)
1 Tormented Soul
CMC2
1 Vault Skirge
1 Basilica Screecher
1 Dauthi Horror
1 Ravenous Rats
1 Reassembling Skeleton
1 Sickle Ripper
1 Skirsdag High Priest
1 Black Knight
1 Fog of Gnats
1 Gatekeeper of Malakir
CMC3
1 Bloodhusk Ritualist
1 Dauthi Marauder
1 Giant Scorpion
1 Vampire Aristocrat
1 Cadaver Imp
1 Hypnotic Specter
1 Vampire Nighthawk
1 Bloodhunter Bat
1 Gravedigger
1 Moonglove Winnower
1 Heartstabber Mosquito
1 Slum Reaper
1 Smoldering Butcher
1 Howling Banshee
1 Liliana's Shade
1 Mirri the Cursed
1 Skinrender
CMC5
1 Shriekmaw
1 Chainer, Dementia Master
1 Morkrut Banshee
1 Ogre Slumlord
1 Puppeteer Clique
1 Weed-Pruner Poplar
1 Carnifex Demon
1 Smog Elemental
1 Dread
1 Necropolis Regent
1 Stronghold Overseer
1 Pestilence Demon
1 Spawning Pool
CMC1
1 Disfigure
1 Duress
1 Executioner's Capsule
1 Inquisition of Kozilek
1 Ostracize
1 Vendetta
1 Diabolic Edict
1 Doom Blade
1 Dragon Shadow
1 Grasp of Darkness
CMC3
1 Perish the Thought
1 Seal of Doom
1 Snuff Out
1 Diabolic Tutor
CMC5
1 Rise from the Grave
1 Consume the Meek
1 Liliana Vess
CMC6+
1 Life's Finale
1 Profane Command
Red Creatures (40)
1 Goblin Arsonist
1 Goblin Bushwhacker
1 Goblin Gaveleer
1 Intimidator Initiate
CMC2
1 Brighthearth Banneret
1 Dragon Hatchling
1 Goblin Shortcutter
1 Goblin Skycutter
1 Keldon Marauders
1 Mogg War Marshal
1 Blood Knight
1 Goblin Wardriver
1 Slith Firewalker
1 Inner-Flame Acolyte
1 Cunning Sparkmage
1 Fervent Cathar
1 Hellfire Mongrel
1 Torch Slinger
1 Goblin Artillery
1 Hell's Thunder
1 Jaya Ballard, Task Mage
1 Vulshok Sorcerer
1 Wall of Stone
CMC4
1 Flametongue Kavu
1 Oxidda Scrapmelter
1 Furnace Whelp
1 Hellrider
1 Rakdos Pit Dragon
1 Ingot Chewer
1 Keldon Halberdier
1 Wrecking Ogre
1 Caldera Hellion
1 Kazuul, Tyrant of the Cliffs
1 Siege-Gang Commander
CMC6+
1 Moltensteel Dragon
1 Rapacious One
1 Chaos Imps
1 Flameblast Dragon
1 Hostility
1 Molten Primordial
1 Ghitu Encampment
CMC1
1 Flame Slash
1 Lightning Bolt
1 Reckless Charge
1 Seal of Fire
CMC2
1 Arc Trail
1 Boom/Bust
1 Falter
1 Goblin War Paint
1 Mizzium Mortars
1 Nightbird's Clutches
1 Pyroclasm
1 Rough/Tumble
1 Act of Treason
CMC4
1 Cerebral Eruption
1 Pyrohemia
CMC5
1 Chandra Nalaar
1 Incendiary Command
CMCx
1 Earthquake
1 Fireball
Green Creatures (40)
1 Basking Rootwalla
1 Joraga Treespeaker
1 Llanowar Elves
1 Skarrgan Pit-Skulk
1 Tukatongue Thalid
1 Uktabi Drake
CMC2
1 Ambush Viper
1 Beastbreaker of Bala Ged
1 Deadly Recluse
1 Elvish Visionary
1 Mire Boa
1 River Boa
1 Scryb Ranger
1 Silhana Ledgewalker
1 Sylvan Ranger
1 Slaughterhorn
1 Civic Wayfinder
1 Daggerback Basilisk
1 Farhaven Elf
1 Grazing Gladehart
1 Oran-Rief Recluse
1 Silhana Starfletcher
CMC4
1 Briarhorn
1 Mold Shambler
1 Ondu Giant
1 Dreadbridge Goliath
1 Penumbra Spider
1 Wolfbriar Elemental
1 Acidic Slime
1 Ant Queen
1 Mycoloth
1 Silklash Spider
1 Spormound
CMC6+
1 Thundering Tanadon
1 Soul of the Harvest
1 Nacatl War-Pride
1 Essence of the Wild
1 Engulfing Slagwurm
1 Pelakka Wurm
1 Skarrg Goliath
1 Treetop Village
CMC1
1 Canopy Claws
1 Gather Courage
1 Giant Growth
1 Rancor
1 Vines of Vastwood
1 Earthbrawn
1 Lignify
1 Plummet
1 Seal of Primordium
CMC3
1 Kodama's Reach
1 Needle Storm
1 Garruk Wildspeaker
1 Harmonize
CMC5
1 Boloth Cage Trap
1 Reach of Branches
1 Centaur Glade
1 Overrun
1 Desert Twister
CMCx
1 Windstorm
Creatures (30)
1 Brass Man
1 Chronoton
1 SteelWall
CMC2
1 Ichorclaw Myr
1 Perilous Myr
1 Steel Overseer
CMC3
1 Bottle Gnomes
1 Lurebound Scarecrow
1 Pilgrim's eye
1 Scuttlemutt
1 Serrated Biskelion
1 Shimmer Myr
1 Yotian Soldier
1 Galvanic Juggernaut
1 Peace Strider
1 Pierce Strider
1 Juggernaut
CMC5
1 Clockwork Hydra
1 Clone Shell
1 Golem Artisan
1 Precursor Golem
1 Razormane Masticore
CMC6+
1 Darksteel Sentinel
1 Geistcatcher's Rig
1 Steel Hellkite
1 Triskelion
1 Myr Battlesphere
1 Pentavus
1 Ulamog's Crusher
1 Artisan of Kozilek
1 Gargoyle Castle
1 Inkmoth Nexus
1 Mishra's Factory
1 Quicksand
1 Stalking Stones
Artifact
1 Aether Vial
1 Trip Noose
1 Tumble Magnet
1 Icy manipulator
1 cauldron of souls
CMC1
1 Flayer Husk
1 Bonespliter
1 Leonin Scimitar
1 Basilisk Collar
CMC2
1 Mortapod
1 Bladed Pinions
1 Gorgon Flail
1 Kitesail
1 Vulshok Morning Star
1 Nim Deathmantle
1 Grifter's Blade
1 Ensouled Scimitar
1 Fireshrieker
1 Whispersilk Cloak
1 Loxodon Warhammer
CMC4
1 Bonehoard
1 Skinwing
1 Grafted Exoskeleton
CMC5
1 Strandwalker
CMCx
1 Sigil of Distinction
Lands (30)
1 Evolving Wilds
1 Terramorphic Expanse
1 Rupture Spire
1 Shimmering Grotto
1 Transguild Promenade
1 Barkshell Blessing
1 Slitherhead
1 Kird Ape
1 Loam Lion
CMC2
1 Somnomancer
1 Coiling Oracle
1 Countersquall
1 Lightning Helix
1 Rise/Fall
1 Quasali Pridemage
1 Terminate
1 Tidehollow Strix
1 Giantbaiting
1 Snakeform
1 Parasitic Strix
1 Cryptborn Horror
1 Behemoth Sledge
1 Branching Bolt
1 Ethersworn Shieldmage
1 Plumeveil
1 Unmake
CMC4
1 Ajani Vengeant
1 Rumbling Slum
1 Unburial Rites
1 Sapling of Colfenor
1 Slave of Bolas
1 Hypersonic Dragon
1 Sky Hussar
CMC6+
1 Carnival Hellsteed
1 Call of the Skybreaker
Sample Sealed Pool
1 Forbidding Watchtower
1 Doomed Traveler
1 Steppe Lynx
1 Dawn Charm
1 Porcelain Legionnaire
1 Griffon Guide
1 Aven Riftwatcher
1 Midnight Haunting
1 Resurrection
1 Celestial Crusader
1 Guardian Seraph
1 Phyrexian Rebirth
Blue
1 Faerie Conclave
1 Brainstorm
1 Force Spike
1 Halimar Wavewatch
1 Spellstutter Sprite
1 Sprite Noble
1 Jace Beleren
1 Serum Raker
1 Aetherize
1 Argent Sphinx
1 Mulldrifter
1 Aethersnipe
Black
1 Inquisition of Kozilek
1 Skirsdag High Preist
1 Black Knight
1 Vampire Aristocrat
1 Perish the Thought
1 Hypnotic Specter
1 Howling Banshee
1 Skinrender
1 Mirri the Cursed
1 Liliana Vess
1 Morkrut Banshee
1 Stronghold Overseer
1 Seal of Fire
1 Dragon Hatchling
1 Boom/Bust
1 Blood Knight
1 Torch Slinger
1 Vulshok Sorcerer
1 Wall of Stone
1 Goblin Artillery
1 Rakdos Pit Dragon
1 Moltensteel Dragon
1 Molten Primordial
1 Fireball
Green
1 Treetop Village
1 Canopy Claws
1 Giant Growth
1 Beastbreaker of Bala Ged
1 Lignify
1 Daggerback Basilisk
1 Ondu Giant
1 Mold Shambler
1 Briarhorn
1 Reach of Branches
1 Ant Queen
1 Acidic Slime
Colorless
1 Mishra's Factory
1 Basilisk Collar
1 Shimmer Myr
1 Fireshrieker
1 Pilgrim's Eye
1 Bonehoard
1 Skinwing
1 Juggernaut
1 Razormane
1 Golem Artisan
1 Clone Shell
1 Geistcatcher's Rig
1 Loam Lion
1 Rise/Fall
1 Tidehollow Strix
1 Cryptborn horror
1 Rumbling Slum
1 Sapling of Colfenor
Mana Land
1 Arcane Sanctum
1 Izzet Guildgate
1 Tansguild Promenade
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
Questions for the forum (why I posted the cube)
1) Are there any cards in here that have no business being in a cube?
2) Are there cards in here that are too strong (or weak) relative to the rest?
3) What do you think of this cube (and associated rules)?
4) How would you build the sealed pool?
Let us look at the comparisons in cost of a certain situation.
Sacrificing the creature and replaying it immediately (and possibly sacrificing it again).
This action costs 1BB for Tenacious Dead.
This action costs 2BB for Reassembling Skeleton.
Having 3 mana leftover in a turn is much more likely then 4.
Sacrificing the creature, replaying, sacrificing, replaying, (and possible sacrificing)
This action costs 2BBBB for Tenacious Dead.
This action costs 4BBBB for Reassembling Skeleton.
Six mana could be reached during a game, eight is not as likely.
If you look at the prerelease stories in the limited forum on this website you will see people using Tenacious dead in exactly this way. The casting cost reduction is what allows this.
People who need this card as a combo piece would have other resources to recur it from the graveyard (or grab a new copy from their library) since they are using black after all.
I am not saying Tenacious Dead is better then Reassembling Skeleton is general, I am just saying that for a certain type of interaction, it may be.
Let us look at the comparisons in cost of a certain situation:.
Sacrificing the creature and replaying it immediately (and possibly sacrificing it again).
This action costs 1BB for Tenacious Dead.
This action costs 2BB for Reassembling Skeleton.
Having 3 mana on leftover in a turn is much more likely then 4.
Sacrificing the creature, replaying, sacrificing, replaying, (and possible sacrificing)
This action costs 2BBBB for Tenacious Dead.
This action costs 4BBBB for Reassembling Skeleton.
Six mana could be reached during a game, eight is not as likely.
If you look at the prerelease stories in the limited forum on this website you will see people using Tenacious dead in exactly this way. The casting cost reduction is what allows this.
People who need this card as a combo piece would have other resources to recur it from the graveyard (or grab a new copy from their library) since they are using black after all.
I am not saying Tenacious Dead is better then Reassembling Skeleton is general, I am just saying that for a certain type of interaction, it may be.
A legend in your hand is now useful when you have that legend in play. This makes is easier for you to have more of that legend in your deck.
Effects
1) Legends that have legendary come into play abilities instead of legendary effects on the game state
2) Legends that "use up" their abilities can be more easily and naturally reset; you just play a new one
3) Because the legend rule existed they had a built in method to kill legends/planeswalkers, therefore they had to not print cheap removal that killed these types of cards or else they would be too easy to kill and not worth using. Now that the legend rule no longer kills legends, they can print cheaper removal to target them and planeswalkers. Don't worry, they'll figure out ways to help you kill them.
4) Assuming the above, which seems reasonable, a person will just be able to pack removal as removal instead of cards whose purpose was something completely different (clones, cheaper legends/planeswalkers).
To some up, Wizards purpose is to decrease dead cards in hands (which is not fun), cease using some cards primarily as something that was not their purpose, and open up future design space for other cards.
As can be seen, with replacement, performs slightly worse all around, But the probabilities are pretty comparable. I calculated my version as a "best case scenario" long run situation.
My calculations in general:
Let P = Number of lands / Deck Size
Proportion of the time with one success = P
Mean = 1 + (1 - P)/P
Proportion of the time with 2 or less successes = P + P (1-P)
In the example of 22 lands in a 60 card deck.
22 / 60 * 40 = 22 * 2 / 3 = 44 / 3 = 14 1/3 between 14 and 15 on the information given above.
edit:
More generally
Let P = Landcount / Deck Size
Mean = 1 + (1 - P) / P
Proportion of Times 2 or less = P + P (1 - P)
Proportion of Times 1 = P
Expected Damage (Mean)
12: 1 + 28/12 ~ 3 1/3
13: 1 + 27/13 ~ 3.08
14: 1 + 26/14 ~ 2.86
15: 1 + 25/15 ~ 2 2/3
16: 1 + 24/16 ~ 2 1/2
17: 1 + 23/17 ~ 2.35
18: 1 + 22/18 ~ 2.22
Percent of the time 2 or less damage
12: 51%
13: 54%
14: 58%
15: 61%
16: 64$
17: 67%
18: 70%
Note: Percent of the time 1 damage, is your land count percentage.
Things to take away:
Land counts do make a difference.
Amazing results can and do happen but do not expect
These results do not take into account that given that you reveal one land card the odds of the next land card is decreased. That will change the above values (slightly lower means, slightly higher probabilities of 2 or less) but not by much.
Expected Damage (Mean)
12: 1 + 28/12 ~ 3 1/3
13: 1 + 27/13 ~ 3.08
14: 1 + 26/14 ~ 2.86
15: 1 + 25/15 ~ 2 2/3
16: 1 + 24/16 ~ 2 1/2
17: 1 + 23/17 ~ 2.35
18: 1 + 22/18 ~ 2.22
Percent of the time 2 or less damage
12: 51%
13: 54%
14: 58%
15: 61%
16: 64$
17: 67%
18: 70%
Note: Percent of the time 1 damage, is your land count percentage.
Things to take away:
Land counts do make a difference.
Amazing results can and do happen but do not expect
These results do not take into account that given that you reveal one land card the odds of the next land card is decreased. That will change the above values (slightly lower means, slightly higher probabilities of 2 or less) but not by much.
At worst he is a 7/7 for 7 in BLUE.
For every non-legendary creature on the board with less power and/or toughness then him, he can become a bigger version of said creature.
For every legendary creature on the board he can act as removal.
For every non-legendary creature on the board that is larger then 7/7 he is worse then creature coping. Just how many non-legendary creatures can you think of that are larger then 7/7?
Assuming same win percentage for each of games
2 out 3
Game Win Chance Percentage Match Win
51% 51.5%
55% 57.5%
60% 60.5%
65% 72.0%
70% 78.5%
75% 84.5%
80% 90.0%
85% 94.0%
90% 97.5%
3 out 5
Game Win Chance Percentage Match Win
51% 51.5%
55% 59.5%
60% 68.0%
65% 76.0%
70% 83.5%
75% 89.5%
80% 94.0%
85% 97.5%
90% 99.0%
My percentages match with Tahn
Assuming that there are 53 rares and 15 mythic rares. The rarities go from 1 in 60 for rare(1 in 53, 7 out of 8 packs) and 1 in 120 for a mythic to 1 in 68 for a rare and 1 in 68 for a mythic. These as the baseline to change prices (rare price multiplied by 68/60 and mythic price multiplied by 68 over 120). These assume that supply and popularity (demand) dictate price.
Using Jeff's most recent pricing
Primeval Titan: $45 (#1) = 25.50 (#1)
Baneslayer Angel: $28 (#2) = 16.00 (#2)
Grave Titan: $24 (#3) = 13.50 (#3)
Sun Titan: $7 (#5) = 4.00 (#8 - #11)
Inferno Titan: $7 (#6) = 4.00 (#8 - #11)
Frost Titan: $6 (#7) = 3.50 (#12 - #18)
Gaea's Revenge: $6 (#8) = 3.50 (#12 - #18)
Garruk Wildspeaker: $6 (#9) = 3.50 (#12 - 318)
Time Reversal: $5.50 (#11) = 3.00 (#19)
Jace Beleren: $4.50* (#12) = 2.50 (#28 - #29)
Ajani Goldmane: $4.50* (#13) = 2.50 (#28 - #29)
Liliana Vess: $3 (#22) = 1.75
Demon of Death's Gate: $3 (#23) = 1.75
Chandra Nalaar: $2.50* (#24) = 1.50
Platinum Angel: $2 (#38) = 1.25
Total Value of Mythics: $153 = 86.75
Rares:
Fauna Shaman: $11 (#4) = 12.50 (#4)
Obstinate Baloth: $5.50 (#10) = 6.25 (#5)
Knight Exemplar: $4 (#14) = 4.50 (#6)
Steel Overseer: $4 (#25) = 4.50 (#7)
Leyline of Sanctity: $3.50 (#16) = 4.00 (#8 - #11)
Phylactery Lich: $3.50 (#17) = 4.00 (#8 - #11)
Dragonskull Summit: $3* (#18) = 3.50 (#12 - #18)
Glacial Fortress: $3* (#19) = 3.50 (#12 - #18)
Day of Judgment: $3* (#20) = 3.50 (#12 - #18)
Nantuko Shade: $3 (#21) = 3.50 (#12 - #18)
Birds of Paradise: $2.50* (#25) = 2.75 (#20 - # 27)
Rootbound Crag: $2.50* (#26) = 2.75 (#20 - #27)
Leyline of Anticipation: $2.50 (#27) = 2.75 (#20 - #27)
Drowned Catacomb: $2.50* (#28) = 2.75 (#20 - #27)
Sunpetal Grove: $2.50* (#29) = 2.75 (#20 - #27)
Sword of Vengeance: $2.50* (#30) = 2.75 (#20 - #27)
Captivating Vampire: $2.50 (#31) = 2.75 (#20 - #27)
Destructive Force: $2.50 (#32) = 2.75 (#20 - #27)
Leyline of the Void: $2 (#33) = 2.25 (#30 - #34)
Elvish Archdruid: $2 (#34) = 2.25 (#30 - #34)
Serra Ascendant: $2* (#35) = 2.25 (#30 - #34)
Dark Tutelage: $2 (#36) = 2.25 (#30 - #34)
Reverberate: $2 (#37) = 2.25 (#30 - #34)
Everything else is less than $2.25
Total value of the Rares: $90 = 102
Things to notice from this. Rares and mythics appear equally valued. Yes mythic takes up the top three spots, but rares take up the majority from there. This leads evidence to support that mythics are NOT the collection of most wanted cards in the set.
Since this assumes the same number of packs opened (since amount supplied effects price), the total value of the set would be less. If this is the case, most likely less packs would have been popped at this point, which would increase the price on the secondary market for rares.
The conclusions I would draw based on this. Mythics increase the number of packs bought. Mythics decrease the value of all other cards in the set.
edit: The rares initial rarity should be about 1 in 60 after adjusting for the 7 out of 8 packs. I will recompute with that factored in and adjust.
edit2: Fixed to account for change
1) 3 different uncommons in each pack
2) The packs were randomized enough to ignore print runs
3) Ignoring foil uncommons
4) Assuming 60 uncommons
The probability of getting 4 or more of any uncommon in a sealed pool is about 7 out of 100000.
Most likely, since 2) never holds, the event is much more rare.