Moved Wild Nacatl to green to give Marath, Will of the Wild a try and have been really impressed with him so far. He is the toolbox's toolbox and so far aside from someone thinking they instagibbed someone with Purphoros out, he has been great. Love his P/T for Imperial Recruiter, ability to move counters to evasive creatures, blow up Confidants and other fixers. Obviously his CC is his drawback, but so far he has come down on turn 3 or 4 pretty often, just wondering if anyone else has given him a try. My cube is on the bigger side 585, but he seems like he could see play in the 450+ range, or is this just a matter of shards not being supported at that number?
EDIT: As far as This or That I currently took out Ohran Viper to fit him in, anyone with Marath experience agree or disagree with change?
It's a Mill Jace speed win con (in green, so typically faster) that can block when it resolves and still gives you value if it's removed after only connecting once (and it can't be attacked to death :p). Plus, it has some fun +1/+1 counter interactions and can be tutored by Recruiter and reanimated by 'Lark. A+.
This is kinda what I am worried about, my players hated the lack of interaction with Jace 3, but I'll still give it a go because there are a lot more answers for creatures versus planeswalkers.
Considering they're 400+ now, that makes sense, doesn't make it right though! Hopefully the individual cards will start getting sold soon, I really only want the ajani and chandra.
Yeah I'm still on pins and needles as mine hasn't been shipped yet, the seller said it could take until 7/24 to ship out, but ugh I hate this stuff.
Eh all things considered ebay prices are relatively reasonable when you figure new foil pyromaster and foil garruk are selling for 59.99 at retailers. Should be interesting to see if they do something like this again because if they don't these could really be worth a lot down the road.
I'm like 50 cards bigger than yours and I'm going to give Domri a shot. Fits well with red subtheme of deck manipulation centered around Bonfire/Jet/Scroll Rack/Top (I dont run Temporal Mastery). Overall he may be too weak as aggro wants to play a creep on turn 3 and has burn to lower creature count and midrange would only use him to draw creatures as the -2 won't be necessary as your creeps should outclass aggro and control can still wrath/counter them. Would've been more fun if Bloodrush had a red 2/1 that could shock for 1R.
Thus that puts him essentially slotted into wildfire.dec so we'll see how that goes.
Those changes look pretty good. Skinshifter has been good here, but I can certainly empathize with the want for additional ramp.
I was browsing your list and saw Mogg Flunkies in there...how has that card performed for you? I have a pretty good amount of 1cc creatures in red so I wanted to hear if the card has been able to swing for three turn three most of the time for you and your players.
Yeah he's actually done a lot of work. Not only is he vicious early on, but players will make a lot of bad attacks/blocks to keep him alive. When you combine that with the 10 or so hasters in red he helps win a lot of games he shouldn't. He works great with both unearthers Hellspark Elemental and Hell's Thunder and even later on half of your 4 drops will turn him on as well.
All that being said I am giving him the cut for Lightning Mauler as Stormblood Berserker is really the fixed Mogg Flunkies but I would definitely give him a spin in a bigger cube to keep your aggro density high.
Some post prerelease cube adjustments based on cards in hand, plus some green changes.
Out -> In Jace, Memory Adept -> Tamiyo, the Moon Sage (I am good at prereleasing and Tamiyo is much more interactive then Jace 3.) Imperious Perfect -> Master of the Wild Hunt (Even though Perfect buffed a substantial amount of elves in cube, my players liked the Master more as he was pseudo removal and didn't require additional mana to make his 2/2's. Add in the fact his wolves stay at 2/2 when killed and the Master found his way back in after a two month hiatus.) Skinshifter -> Wood Elves (Skinshifter was a test that overall failed, when equipped he was great but generally my play group wanted more ways to midrange/fix.) Albino Troll -> Wolfir Avenger (This is a test out, the mana cost is much more prohibitive but eating up two turns on the troll was always a tough pill to swallow. There is always a green multicolor durdle deck in our drafts and I feel that flash will prove to be much better as the ability to save mana for instant card draw or for instant creature will be a welcome addition.) Simian Grunts -> Primal Command (I missed having this swiss army knife in the cube and as did our durdlers. I have a one green flash creature limit and with Wolfir filling in, the Grunts necks finally made it to the block (not really it was just the weakest available and was not seeing extensive play as echo was prohibitive to the decks that would've liked him).)
So here is what I am doing at 590 here are the includes:
Restoration Angel
Silverblade Paladin
Tamiyo, the Ruin Sage
Lightning Mauler
Ulvenwald Tracker
Wolfir Avenger
Sigarda, Host of Herons
Desolate Lighthouse
Slayer's Stroghold
Here are the cards I am going to test:
Chaingeist
Vexing Devil
Zealous Conscripts
Tibalt, the Fiend-Blooded - I feel like a two mana pw requires testing. There seems to be some good interactions, namely goblin guide and the -4, in most red decks the redundancy between cards means the +1 isn't the biggest disadvantage, plus his ultimate helps against aggros weakest matchup (midrange).Obviously hes much weaker with splashed colors as not dropping him turn 2 or discarding splash lands is bad. We will see if the one blind discard (on turn 2) proves too be too much of a disadvantage.
I'd probably cut Shrieking Grotesque before Tidehollow Sculler. The ability to see their hand and choose the card is a big advantage especially if you drop him early.
I like almost all of that update. In a powered cube, there is plenty of support for the artifact deck and I much prefer Tezz 2.0 to the Lich.
I would've cut Changeling Berserker for the Torch Fiend. Extra 1-drops are better than a glut of 4-drops in red.
Cheers,
rant
Hmm Changeling Berserker got the axe awhile back just for whatever reason he dodged the edit button a lot.
As for Tezz 2.0 I definitely see your point as he is a super star when he's good it just feels like he's all alone in theme with the cutting of Tezz 1.0 and some other cuts. I guess as long as there are artifacts + tinker, Tezz 2 will be good enough, I just like supporting strategies a little more fully. All in all I think you are right though; Havengul Lich takes time to go and Tezz 2 is cheaper to cast, do you prefer the Lich over Oona? Thanks for the feedback rant.
Whelp its been a half year since my last update. Not a lot of card exchanges as I still haven't put DKA in, I have a redeemed set coming someday, but I did chop it down to 600.
This is what happens when you move a couple states than move again within the new state. The moral of the story, to keep your cube updated do not move often. Will update with DKA in the next day or so.
EDIT: Well there won't be any discussion unless I post some sort of card interactions so here is what got the axe:
EDIT: As far as This or That I currently took out Ohran Viper to fit him in, anyone with Marath experience agree or disagree with change?
Here's mine:
1. Pernicious Deed
2. Maelstrom Pulse
3. Abrupt Decay
4. Lotleth Troll
5. Deathrite Shaman
6. Vraska the Unseen
7. Life // Death
8. Putrefy
9. This Guy
This is kinda what I am worried about, my players hated the lack of interaction with Jace 3, but I'll still give it a go because there are a lot more answers for creatures versus planeswalkers.
Yeah I'm still on pins and needles as mine hasn't been shipped yet, the seller said it could take until 7/24 to ship out, but ugh I hate this stuff.
I paid 250 since I bought early and I'd be fine paying that all day assuming hasbro isn't sitting on 200,000 of these.
Thus that puts him essentially slotted into wildfire.dec so we'll see how that goes.
Yeah he's actually done a lot of work. Not only is he vicious early on, but players will make a lot of bad attacks/blocks to keep him alive. When you combine that with the 10 or so hasters in red he helps win a lot of games he shouldn't. He works great with both unearthers Hellspark Elemental and Hell's Thunder and even later on half of your 4 drops will turn him on as well.
All that being said I am giving him the cut for Lightning Mauler as Stormblood Berserker is really the fixed Mogg Flunkies but I would definitely give him a spin in a bigger cube to keep your aggro density high.
Out -> In
Jace, Memory Adept -> Tamiyo, the Moon Sage (I am good at prereleasing and Tamiyo is much more interactive then Jace 3.)
Imperious Perfect -> Master of the Wild Hunt (Even though Perfect buffed a substantial amount of elves in cube, my players liked the Master more as he was pseudo removal and didn't require additional mana to make his 2/2's. Add in the fact his wolves stay at 2/2 when killed and the Master found his way back in after a two month hiatus.)
Skinshifter -> Wood Elves (Skinshifter was a test that overall failed, when equipped he was great but generally my play group wanted more ways to midrange/fix.)
Albino Troll -> Wolfir Avenger (This is a test out, the mana cost is much more prohibitive but eating up two turns on the troll was always a tough pill to swallow. There is always a green multicolor durdle deck in our drafts and I feel that flash will prove to be much better as the ability to save mana for instant card draw or for instant creature will be a welcome addition.)
Simian Grunts -> Primal Command (I missed having this swiss army knife in the cube and as did our durdlers. I have a one green flash creature limit and with Wolfir filling in, the Grunts necks finally made it to the block (not really it was just the weakest available and was not seeing extensive play as echo was prohibitive to the decks that would've liked him).)
Will hit up my other color changes tomorrow.
Restoration Angel
Silverblade Paladin
Tamiyo, the Ruin Sage
Lightning Mauler
Ulvenwald Tracker
Wolfir Avenger
Sigarda, Host of Herons
Desolate Lighthouse
Slayer's Stroghold
Here are the cards I am going to test:
Chaingeist
Vexing Devil
Zealous Conscripts
Tibalt, the Fiend-Blooded - I feel like a two mana pw requires testing. There seems to be some good interactions, namely goblin guide and the -4, in most red decks the redundancy between cards means the +1 isn't the biggest disadvantage, plus his ultimate helps against aggros weakest matchup (midrange).Obviously hes much weaker with splashed colors as not dropping him turn 2 or discarding splash lands is bad. We will see if the one blind discard (on turn 2) proves too be too much of a disadvantage.
Hmm Changeling Berserker got the axe awhile back just for whatever reason he dodged the edit button a lot.
As for Tezz 2.0 I definitely see your point as he is a super star when he's good it just feels like he's all alone in theme with the cutting of Tezz 1.0 and some other cuts. I guess as long as there are artifacts + tinker, Tezz 2 will be good enough, I just like supporting strategies a little more fully. All in all I think you are right though; Havengul Lich takes time to go and Tezz 2 is cheaper to cast, do you prefer the Lich over Oona? Thanks for the feedback rant.
Out -> In
Ninja of the Deep Hours -> Dungeon Geists
Sudden Death -> Gravecrawler (With the addition of a lot of quality removal Sudden Death had been on the block for awhile no better substitute than more black aggro)
Tezzeret, Agent of Bolas -> Havengul Lich (When I cut down my cube a lot of artifact support left with it, Tezz 2's time has sadly ended.)
Instigator Gang -> Hellrider (Upgrade)
Magus of the Scroll -> Torch Fiend (Had an abundance of red 1 drops after Innistrad added Waif and Noble, magus is no longer needed.)
Boggart Ram-Gang -> Huntmaster of the Fells
Gerrard's Verdict -> Sorin, Lord of Innistrad
Mortify -> Lingering Souls
White Knight -> Thalia, Guardian of Thraben
Primal Command -> Strangleroot Geist (Less durdle more smash.)
Kodama of the North Tree -> Vorapede
Twinblade Slasher -> Wolfbitten Captive
This is what happens when you move a couple states than move again within the new state. The moral of the story, to keep your cube updated do not move often. Will update with DKA in the next day or so.
EDIT: Well there won't be any discussion unless I post some sort of card interactions so here is what got the axe:
Colorless:
Chimeric Mass
Prismatic Lens
Basilisk Collar
Thran Dynamo
Bottle Gnomes
Guardian Idol
Juggernaut
Bonehoard
Powder Keg
Lands:
Cut all 5 vivid lands, felt like overall they weakened green too much.
Green:
Stonewood Invocation
Master of the Wild Hunt
Beastbreaker of Bala Ged
Moldgraf Monstrousity
Wood Elves
Pelakka Wurm
Gaea's Cradle
Wolfbriar Elemental
Silvos, Rogue Elemental
Creeping Mold
White:
Hokori, Dust Drinker
Prison Term
Marshal's Anthem
Preacher
Aura of Silence
Judge Unworthy
Cage of Hands
Mobilization
Sunblast Angel
Griffin Guide
Blue:
Teferi, Mage of Zhalfir
Sturmgeist
Trinket Mage
Mind Control
Draining Whelk
Inkwell Leviathan
Rite of Replication
Hinder
Misdirection
Syncopate
Tezzeret the Seeker
Confiscate
Black:
Skeletal Scrying
Predatory Nightstalker
Plague Sliver
Mirri the Cursed
Corpse Dance
Guul Draz Assassin
Yawgmoth's Bargain
Barter in Blood
Diabolic Servitude
Red:
Banefire
Red Sun's Zenith
Kiki-Jiki, Mirror Breaker
Ravaging Horde
Goblin Welder
Volcanic Fallout
Jaya Ballard, Task Mage
Sudden Shock
Word of Seizing