Just in case someone else stumbles into this thread for information, I wanted to point out that the above answer is wrong. I contacted the people in charge of the Grand Prix and they said that if your current yearly total surpasses your past yearly total, then the new total is used. In fact, it says that in the link provided in the post above:
"During each Yearly Award Season, players that have accumulated the required number of Yearly Award Points will receive a 1-round or 2-round bye for each Grand Prix Event that is held during the remainder of that season and for the designated Yearly Award Season immediately thereafter (see table below)."
In the off chance that someone else was curious, the answer to my initial question is that PW points are only counted for events that are reported to Wizards before the Wednesday before the Grand Prix, making Tuesday, November 10th the last day you can get PW points for them to count for this GP.
I'm not sure if this is the right place to ask this, but maybe someone will know the answer. If not, any thoughts on who I could ask?
I'm planning on going to GP Atlanta in a few weeks and I am about 50 Planeswalker Points away from a round 1 bye in the main event. I am hoping to show up on Friday, play in enough side events on Friday (since they have decent multipliers) to get up to 1300 yearly, and then get my Round 1 bye on Saturday. However, no one I ask seems to know when the calculation for the Round 1 bye is made. Will this work? Or do I need to hit 1300 points earlier than the day before in order to get my Round 1 bye.
Has anyone ever tested the card Lavacore Elemental? In adding a WR "Diversion" archetype to my cube and I was looking for cheap, high power creatures and stumbled upon this card. I think a Red-White aggressive deck with enough removal/tap to get through could easily keep this guy around long enough to be relevant.
I haven't touched my Peasant Cube in about a year, and coming back to it and trying to more strictly define some of the archetypes that are draftable in my cube. The two color pairs I am having the most trouble with are RW and GW.
For Boros, I had always thought of them as pure aggro, but honestly, I've tried drafting Boros aggro in my cube before and white usually brought very little to the table. Red-White aggro decks just didn't stack up to Red-Black or Red-Green aggro in terms of pure power, so I want to spice up RW a little bit, and I have two thoughts.
-One is to push the "Can't Block" theme heavily. The cube already has cards like Firefist Striker and Fervent Cathar, but I was thinking of adding cards like Niblis of the Urn, Master of Diversion, and Elite Scaleguard to make it harder to block the RW decks. The idea is that maybe the pure power of the creatures will be weaker, but between burn spells and tappers, they will definitely be connecting.
-The other is to follow the example of MMA2 and make Double Strike a theme. I could add cards like Boros Swiftblade, Fencing Ace, and Hearthfire Hobgoblin, and maybe add a few more equipment or pump spells to make this deck viable. I'm worried that this deck will struggle since the cube is pretty high on removal, and it will go through effort to pump their double-strikers just to have them removed.
For Selesnya, there is definitely a tokens deck in place (though WB tokens is also a thing and I'm not sure which is more viable). I run Enlisted Wurm and Trostani's Summoner in my cube, but I'm not sure these actually belong in GW decks. Looking the the cube, my guess is that the deck that wants these cards is a GU or GB ramp deck that splashes white for these bombs, and that seems bad, since I want the multicolor cards to define the archetypes. I was thinking of adding Juniper Order Ranger and trying to add a GW +1/+1 counter deck. JOR is fine in a tokens deck, but along with enablers like Cytoplast Root-Kin, Abzan Falconer, and Abzan Battle-Priest I could imagine a +1/+1 counter deck being draftable. Feat of Resistance, Otherworldly Journey and Travel Preparations seem like good ways to spread some counters.
I guess I'm not really sure if these archetypes will be powerful enough to draft in a Peasant Cube, so I wanted to ask if anyone has any experience with them. As is, I see very little incentive to draft these two color combinations in my cube, which seems bad to me. Any thoughts?
Oh, and has anyone tried the card Skywise Teachings? It seems worse without the rebound support like in Dragons, but I could see a deck filled with Ponder, Preordain, and lots of removal just loving this card. I think I may try it. If nothing else it seems fun to build around.
My opponent definitely did not intend for me to miss the trigger. It was in no way cheating.
It's hard to remember, but I believe I made some sort of hand motion indicating that my opponent could move on from combat. I'm honestly pretty shocked that it was not called a missed trigger. I definitely wasn't thinking about it (It had been a long day of Magic at that point).
I had two different experiences at a tournament last week that made me really confused about the ruling regarding missed triggers. Did a judge make a mistake, or is there something I don't understand. The event was a PPTQ, for context.
In a game, I had Palace Siege set to Dragons. I untapped and picked up the top card of my library, looked at it, and said, "Oh, you lose 2 to Palace Siege." My opponent said that I had missed the trigger since I'd already drawn my card, and it is too late to make him lose life. I called the judge, who confirmed that since I had drawn my card, I had missed my trigger and therefore it was too late to make my opponent lose life. Fine.
In a second game (This was during the Top 8, so there was a judge standing by), I had Swarm of Bloodflies on the battlefield. My opponent attacked with some creatures, I blocked, and two creatures died as a result. We resolved combat, and my opponent moved to his second main phase. When he started casting a spell, he looked up at the judge at which point I realized I had missed the opportunity to put counters on my Swarm. I asked the judge what happens, he said that since the ability does not say "may," the swarm gets the counters even though I forgot to put them on. Fine.
A few days later, I realized how incredibly inconsistent this is. Both times, a triggered ability should have happened (neither says may), but I didn't say anything. With the Siege, it was deemed a "Missed Trigger" and the ability didn't occur. With the Swarm, it was not and the judge told me to add the counters. What's the difference? Or did the judge mess up?
Mimic Vat says that copies go away at the beginning of the next end step. If I activate Mimic Vat during the end step, will the copy linger until the next turn?
More specifically, if I have a Bloodgift Demon imprinted on the vat, can I make a token at the end of my opponents turn and have the demon during my upkeep to trigger its ability?
More specifically, if I win the copied flip, do I still sacrifice the box? Or is the copy somehow not tied to the actual permanent? Also, if I win both flips, do I draw 6 cards? Or does the second ability fizzle when the box is sacrificed?
I'm sure this cube is pretty far buried, but since I use this to keep my cube information up to date, I figured I'd post reasons for the newest update, which includes Modern Masters and M14.
I don't know if the cube needs two Fiend Hunters, but Banisher Priest seems like a powerful addition. Meanwhile, I haven't been impressed by Knight of Glory. Most decks that would want to play Knight of Glory like attacking with all their creatures, not just one. I find that I'd rather just have Youthful Knight almost every time. Plus, I don't like protection in the cube since its useless in many match-ups except for when it completely hoses certain decks. Protection just hasn't been fun in my experience, so its coming out. Note that Knight of Infamy is staying in because I don't have anything to replace it with at the moment.
Shepard has been great, but I think Shepherd and Serra Angel in the cube is a little redundant, and Feudkiller's Verdict is a much more interesting and different white finisher. I admit I'm a little skeptical about this card, but I'll be giving it a shot.
Court Street has some cute interactions with blinking and token shenanigans, but sometimes it just can't tap things down when you need it to. Meanwhile, the Niblis taps things down much more reliably. He had been on my watch list for a while, and seeing Master of Diversions work in M14 made me want to give Niblis a shot. I think Niblis is better than the Master since it has evasion, but I may be wrong here.
Ok, this may be a controversial change, but since Domestification was bumped up to rare, I am removing it. I don't play Loxodon Warhammer because it has been printed as a rare since it has been printed as an uncommon, and clearly Wizard's considers its effect to be rare, so it doesn't belong in a Peasant Cube. It is only fair to treat Domestification the same way. With Mind Control and Persuasion still around, I don't think it'll be missed too much. Meanwhile, Opportunity has been a beast in M14 limited for me, and I'm excited for it to get a trial run in the cube.
The Favorable Winds skies deck has actually been fairly popular. It seems to get drafted a lot, so I figured I'd give it another piece of support. I'm not sure if he'll stay for too long, but I figured I'd give him a shot.
I wanted to add a red card that supported aggro but wasn't burn, so I added in Goblin Cohort. He's not my favorite card and I don't think he's gotten too much play, so I'm going to try the Flunkies is in place. Since most decks have plenty of removal, I'm worried about the Flunkies getting shut down, but we'll see how it goes.
I wanted Dragonsoul Knight to work so badly. I has hoping it would encourage a 5-color deck to be played. But, it almost always was picked last, and no one ever played it, so I'm taking it out. Meanwhile, I'm very excited to see what Young Pyromancer will add.
I rarely see Incremental Growth played, and I think there are better ways to pump creatures in green (Druid's Familiar and Overrun come to mind). Meanwhile, the Admirers seems like a great way for green decks to get more steam.
I've been trying to balance out the mullticolor sections, and I like the Mystic more than the Pilgrim since I count both as a "Green" card and the Mystic doesn't help encourage Selesnya over any other color pair.
The fixing in the cube is much better than it was in it's original form (when I didn't run Karoos), which makes the Pilgrim's Eye much worse. Also, I think there was one too many equipment in the cube, so the claw is coming out. Meanwhile, I'm excited to test Isochron Scepter. It has a number of targets in the cube and has potential to do ridiculous things. Also, Epcohrasite seems like a fun card to try
Just want to check and make sure a rules interaction works the way I want it to...
Say I have Possibility Storm and Riku of Two Reflections on the battlefield. If I cast an instant, both triggered abilities will go on the stack, meaning I can copy the spell with Riku and then have the original be exiled by Possibility Storm. Right?
Also, since I control both abilities, I can choose the order they go on the stack, right? Meaning that if the instant I'm casting is Mystical Tutor, I can choose to have Riku's triggered ability happen first meaning the copy of Mystical Tutor resolves before the triggered ability of Possibility Storm OR I can choose to have Possibility Storm do its thing to the original Mysical Tutor and then have Riku's ability resolve to create a copy of Mystical Tutor (say, if I want to tutor for a sorcery).
Please let me know if any of this is wrong. Thanks!
Cube Size: 403 Rarities Included: Only Commons and Uncommons (Counted from the most recent printing of the card) Cards Included: Only cards from Modern legal expansions Breakdown: (Counting cards in the Hybrid section as 1/2 per color)
White: 56 + 3/2 = 57.5
Blue: 58 + 1/2 = 58.5
Black: 55 + 3/2 = 56.5
Red: 56 + 3/2 = 57.5
Green: 57 + 4/2 = 59
Land: 34
Artifact: 31
Multicolor: 50
Hybrid: 7 (counted above)
Mutlicolor Philosophy: Cards are considered to be multicolor if they strongly encourage you to be playing a multicolor deck. For example, Murderous Redcap is not considered multicolored since a deck with either red or black can reliably play it, but Ashenmoor Gorger is considered multicolored, since it's cost restriction is difficult enough that you probably need to be in black and red to effectively cast it.
Ok, I know my Golgari choices may get some flack, so I'm going to justify myself. Golgari was, by far, the hardest color pair to find 4 playables in (back when my multicolor section was only 4 cards per pair). Recently, I wanted to expand my multicolor section, but doing so would leave GB in the dust, because they are not deep in Modern Peasant playables. I found my self thinking: "Why couldn't they have just given Golgari ONE cube-able uncommon in DGM". Well, they did...Putrefy. Had it been any other playable uncommon, I would have cubed in a heartbeat, so I decided, rather than make Golgari weaker that the other pairs by adding a sub-par card, it would be better to add a second Putrefy, to keep the color pairs more balanced
8/25/13:
-Latch Seeker
-Goblin Cohort
-Domestification
-Knight of Glory
-Garruk's Companion
-Dragonsoul Knight
-Pilgrim's Eye
-Viridian Claw
-Incremental Growth
-Court Street Denizen
-Shepherd of the Lost
-Avacyn's Pilgrim
-Vault Skirge
+Warden of Evos Isle
+Mogg Flunkies
+Opportunity
+Banisher Preist
+Kalonian Tusker
+Young Pyromancer
+Epochrasite
+Isochron Scepter
+Masked Admirers
+Niblis of the Urn
+Feudkiller's Verdict
+Elvish Mystic
-Kami of Ancient Law
-Faithless Looting
-Okiba-Gang Shinobi
-Cenn's Enlistment
-Spitemare
-Hanweir Lancer
-Thirst for Knowledge
+Triplicate Spirits
+Bellowing Saddlebrute
+Seeker of the Way
+War-Name Aspirant
+Monestary Swiftspear
+Treasure Cruise
Not to be rude, but I think your reasoning is backwards. If a certain strategy is already popular you probably don't need to push it further. If ramp is getting played a lot as-is, I'd look more at beefing up aggro, for example.
Sorry, I don't think I was as clear as I could've been. What I've noticed is that ramp is strong, and a lot of times I've seen players with the ability to splash lots of colors due to a plethora of ramp but having no reason to, since green has plenty of bombs and you can pick one color to go along with it (probably black) for utility and removal. I guess what I was looking for was a flashy card to give ramp decks a reason to go 5-color.
However, if you really want to push five-color ramp that doesn't have to rely on green, here are a few things I'd do:
1. Don't go overboard with ramp and fixing in green. The more you push this archetype in that color, the less likely it will be to get ramp decks with more even color distributions.
2. Push fixing and ramp via artifacts and lands. Signets and Ravnica Karoos are probably the best for this. The new Keyrune cycle might also work if you slow things down and want some man-arocks. Vivids and Trilands are also good.
3. Add more non-green ramp targets like your suggested Knights that reward playing lots of colors. I might look into some spells and creature with domain and sunburst. The Resounding cycle might be an option too.
I might be misunderstanding cubing here (very new at this), but I'm not looking to transform my cube to allow for a non-green ramp deck. I think that having "1-card archetypes", or archetypes that become playable with the inclusion of one single card (Ex: Intangible Virtue, Favorable Winds,...), is a good thing to have in cubes. It allows for more decks to be buildable and helps with the replay-ability value of the cube. My hope is that Dragonsoul Knight will be such a card for 5c ramp. There is enough in the cube as is to support a decent ramp deck as is, but this card adds flexibility by giving people a reason to go 5-color.
And there's nothing special about non-green. Actually, if Dragonsoul Knight had a green counterpart, I'd much rather have that in here.
Ooh ooh! How about Emblazioned Golem?
It's my cube's mascot for a reason: Rewards 3+ color decks by being huge and is versatile enough to be played early with only 2 colors or late with whatever colors you've got.
My cube is limited to Modern, so Emblazoned Golem is out...I'd definitely include it if I were using older cards though!
About the golem, why not just run the much cooler looking Fusion Elemental?
I like the Knight over the Fusion Elemental b/c the Knight is much less likely to be a dead card.
Who needs to waste hundreds of dollars on expensive mana bases when you have this? It fixes you mana and is budget-friendly! Awesome art and flavor text too!
My opponent had a Foe-Razer Regent and a Silumgar Sorcerer on the battlefield. I had a Dragon's Eye Sentry. I cast Dromoka's Command to make my Sentry fight his sorcerer (other mode irrelevant). He responds by playing Shape the Sands to make his Sorcerer into a 2/6 until end of turn. The fight happens, and neither creature dies.
Does my opponent get 2 +1/+1 counters on his Sorcerer at EOT from the Regent's ability?
"During each Yearly Award Season, players that have accumulated the required number of Yearly Award Points will receive a 1-round or 2-round bye for each Grand Prix Event that is held during the remainder of that season and for the designated Yearly Award Season immediately thereafter (see table below)."
In the off chance that someone else was curious, the answer to my initial question is that PW points are only counted for events that are reported to Wizards before the Wednesday before the Grand Prix, making Tuesday, November 10th the last day you can get PW points for them to count for this GP.
I'm planning on going to GP Atlanta in a few weeks and I am about 50 Planeswalker Points away from a round 1 bye in the main event. I am hoping to show up on Friday, play in enough side events on Friday (since they have decent multipliers) to get up to 1300 yearly, and then get my Round 1 bye on Saturday. However, no one I ask seems to know when the calculation for the Round 1 bye is made. Will this work? Or do I need to hit 1300 points earlier than the day before in order to get my Round 1 bye.
For Boros, I had always thought of them as pure aggro, but honestly, I've tried drafting Boros aggro in my cube before and white usually brought very little to the table. Red-White aggro decks just didn't stack up to Red-Black or Red-Green aggro in terms of pure power, so I want to spice up RW a little bit, and I have two thoughts.
-One is to push the "Can't Block" theme heavily. The cube already has cards like Firefist Striker and Fervent Cathar, but I was thinking of adding cards like Niblis of the Urn, Master of Diversion, and Elite Scaleguard to make it harder to block the RW decks. The idea is that maybe the pure power of the creatures will be weaker, but between burn spells and tappers, they will definitely be connecting.
-The other is to follow the example of MMA2 and make Double Strike a theme. I could add cards like Boros Swiftblade, Fencing Ace, and Hearthfire Hobgoblin, and maybe add a few more equipment or pump spells to make this deck viable. I'm worried that this deck will struggle since the cube is pretty high on removal, and it will go through effort to pump their double-strikers just to have them removed.
For Selesnya, there is definitely a tokens deck in place (though WB tokens is also a thing and I'm not sure which is more viable). I run Enlisted Wurm and Trostani's Summoner in my cube, but I'm not sure these actually belong in GW decks. Looking the the cube, my guess is that the deck that wants these cards is a GU or GB ramp deck that splashes white for these bombs, and that seems bad, since I want the multicolor cards to define the archetypes. I was thinking of adding Juniper Order Ranger and trying to add a GW +1/+1 counter deck. JOR is fine in a tokens deck, but along with enablers like Cytoplast Root-Kin, Abzan Falconer, and Abzan Battle-Priest I could imagine a +1/+1 counter deck being draftable. Feat of Resistance, Otherworldly Journey and Travel Preparations seem like good ways to spread some counters.
I guess I'm not really sure if these archetypes will be powerful enough to draft in a Peasant Cube, so I wanted to ask if anyone has any experience with them. As is, I see very little incentive to draft these two color combinations in my cube, which seems bad to me. Any thoughts?
My current cube list is here, but I plan on changing a lot so I'm not sure how helpful it will be: http://www.mtgsalvation.com/forums/the-game/the-cube-forum/cube-lists/476933-400-peasant-modern-gm2s-cube-occupy-wall-cube
Oh, and has anyone tried the card Skywise Teachings? It seems worse without the rebound support like in Dragons, but I could see a deck filled with Ponder, Preordain, and lots of removal just loving this card. I think I may try it. If nothing else it seems fun to build around.
It's hard to remember, but I believe I made some sort of hand motion indicating that my opponent could move on from combat. I'm honestly pretty shocked that it was not called a missed trigger. I definitely wasn't thinking about it (It had been a long day of Magic at that point).
Anyway, thanks for the responses!
In a game, I had Palace Siege set to Dragons. I untapped and picked up the top card of my library, looked at it, and said, "Oh, you lose 2 to Palace Siege." My opponent said that I had missed the trigger since I'd already drawn my card, and it is too late to make him lose life. I called the judge, who confirmed that since I had drawn my card, I had missed my trigger and therefore it was too late to make my opponent lose life. Fine.
In a second game (This was during the Top 8, so there was a judge standing by), I had Swarm of Bloodflies on the battlefield. My opponent attacked with some creatures, I blocked, and two creatures died as a result. We resolved combat, and my opponent moved to his second main phase. When he started casting a spell, he looked up at the judge at which point I realized I had missed the opportunity to put counters on my Swarm. I asked the judge what happens, he said that since the ability does not say "may," the swarm gets the counters even though I forgot to put them on. Fine.
A few days later, I realized how incredibly inconsistent this is. Both times, a triggered ability should have happened (neither says may), but I didn't say anything. With the Siege, it was deemed a "Missed Trigger" and the ability didn't occur. With the Swarm, it was not and the judge told me to add the counters. What's the difference? Or did the judge mess up?
More specifically, if I have a Bloodgift Demon imprinted on the vat, can I make a token at the end of my opponents turn and have the demon during my upkeep to trigger its ability?
Thanks
More specifically, if I win the copied flip, do I still sacrifice the box? Or is the copy somehow not tied to the actual permanent? Also, if I win both flips, do I draw 6 cards? Or does the second ability fizzle when the box is sacrificed?
Thanks.
-Latch Seeker
+Pestermite
-Knight of Glory
+Banisher Priest
I don't know if the cube needs two Fiend Hunters, but Banisher Priest seems like a powerful addition. Meanwhile, I haven't been impressed by Knight of Glory. Most decks that would want to play Knight of Glory like attacking with all their creatures, not just one. I find that I'd rather just have Youthful Knight almost every time. Plus, I don't like protection in the cube since its useless in many match-ups except for when it completely hoses certain decks. Protection just hasn't been fun in my experience, so its coming out. Note that Knight of Infamy is staying in because I don't have anything to replace it with at the moment.
-Shepard of the Lost
+Feudkiller's Verdict
Shepard has been great, but I think Shepherd and Serra Angel in the cube is a little redundant, and Feudkiller's Verdict is a much more interesting and different white finisher. I admit I'm a little skeptical about this card, but I'll be giving it a shot.
-Court Street Denizen
+Niblis of the Urn
Court Street has some cute interactions with blinking and token shenanigans, but sometimes it just can't tap things down when you need it to. Meanwhile, the Niblis taps things down much more reliably. He had been on my watch list for a while, and seeing Master of Diversions work in M14 made me want to give Niblis a shot. I think Niblis is better than the Master since it has evasion, but I may be wrong here.
-Domestification
+Opportunity
Ok, this may be a controversial change, but since Domestification was bumped up to rare, I am removing it. I don't play Loxodon Warhammer because it has been printed as a rare since it has been printed as an uncommon, and clearly Wizard's considers its effect to be rare, so it doesn't belong in a Peasant Cube. It is only fair to treat Domestification the same way. With Mind Control and Persuasion still around, I don't think it'll be missed too much. Meanwhile, Opportunity has been a beast in M14 limited for me, and I'm excited for it to get a trial run in the cube.
-Pestermite
+Warden of Evos Isle
The Favorable Winds skies deck has actually been fairly popular. It seems to get drafted a lot, so I figured I'd give it another piece of support. I'm not sure if he'll stay for too long, but I figured I'd give him a shot.
-Goblin Cohort
+Mogg Flunkies
I wanted to add a red card that supported aggro but wasn't burn, so I added in Goblin Cohort. He's not my favorite card and I don't think he's gotten too much play, so I'm going to try the Flunkies is in place. Since most decks have plenty of removal, I'm worried about the Flunkies getting shut down, but we'll see how it goes.
-Dragonsoul Knight
+Young Pyromancer
I wanted Dragonsoul Knight to work so badly. I has hoping it would encourage a 5-color deck to be played. But, it almost always was picked last, and no one ever played it, so I'm taking it out. Meanwhile, I'm very excited to see what Young Pyromancer will add.
-Garruk's Companion
+Kalonian Tusker
A pretty obvious improvement. Trample isn't two relevant with 3 power, but 2 toughness really hurt the Companion.
-Incremental Growth
+Masked Admirers
I rarely see Incremental Growth played, and I think there are better ways to pump creatures in green (Druid's Familiar and Overrun come to mind). Meanwhile, the Admirers seems like a great way for green decks to get more steam.
-Avacyn's Pilgrim
+Elvish Mystic
I've been trying to balance out the mullticolor sections, and I like the Mystic more than the Pilgrim since I count both as a "Green" card and the Mystic doesn't help encourage Selesnya over any other color pair.
-Pilgrim's Eye
-Viridian Claw
+Isochron Scepter
+Epochrasite
The fixing in the cube is much better than it was in it's original form (when I didn't run Karoos), which makes the Pilgrim's Eye much worse. Also, I think there was one too many equipment in the cube, so the claw is coming out. Meanwhile, I'm excited to test Isochron Scepter. It has a number of targets in the cube and has potential to do ridiculous things. Also, Epcohrasite seems like a fun card to try
Say I have Possibility Storm and Riku of Two Reflections on the battlefield. If I cast an instant, both triggered abilities will go on the stack, meaning I can copy the spell with Riku and then have the original be exiled by Possibility Storm. Right?
Also, since I control both abilities, I can choose the order they go on the stack, right? Meaning that if the instant I'm casting is Mystical Tutor, I can choose to have Riku's triggered ability happen first meaning the copy of Mystical Tutor resolves before the triggered ability of Possibility Storm OR I can choose to have Possibility Storm do its thing to the original Mysical Tutor and then have Riku's ability resolve to create a copy of Mystical Tutor (say, if I want to tutor for a sorcery).
Please let me know if any of this is wrong. Thanks!
Cube Size: 403
Rarities Included: Only Commons and Uncommons (Counted from the most recent printing of the card)
Cards Included: Only cards from Modern legal expansions
Breakdown: (Counting cards in the Hybrid section as 1/2 per color)
White: 56 + 3/2 = 57.5
Blue: 58 + 1/2 = 58.5
Black: 55 + 3/2 = 56.5
Red: 56 + 3/2 = 57.5
Green: 57 + 4/2 = 59
Land: 34
Artifact: 31
Multicolor: 50
Hybrid: 7 (counted above)
Mutlicolor Philosophy: Cards are considered to be multicolor if they strongly encourage you to be playing a multicolor deck. For example, Murderous Redcap is not considered multicolored since a deck with either red or black can reliably play it, but Ashenmoor Gorger is considered multicolored, since it's cost restriction is difficult enough that you probably need to be in black and red to effectively cast it.
1 Elite Vanguard
1 Gideon’s Lawkeeper
1 Goldmeadow Harrier
1 Loyal Pegasus
2 Accorder Paladin
2 Azorius Arrester
2 Cloistered Youth
2 Daring Skyjek
2 Knight of Meadowgrain
2 Niblis of the Urn
2 Nyx-Fleece Ram
2 Seeker of the Way
2 Syndic of Tithes
2 Wall of Omens
2 Youthful Knight
3 Ballynock Cohort
3 Banisher Priest
3 Fiend Hunter
3 Flickerwisp
3 Kor Hookmaster
3 Kor Sanctifiers
3 Stonecloaker
3 Warden from Beyond
4 Calciderm
4 Glimmerpoint Stag
4 Goldnight Commander
4 Guardian of the Guildpact
4 Heliod's Emissary
4 Master Splicer
4 Seraph of Dawn
5 Serra Angel
1 Harm’s Way
1 Path to Exile
1 Sunlance
2 Intangible Virtue
2 Journey to Nowhere
2 Pacifism
2 Raise the Alarm
2 Shrine of Loyal Legions
3 Banishing Light
3 Blinding Beam
3 Griffin Guide
3 Midnight Haunting
3 Oblivion Ring
3 Rootborn Defenses
3 Spectral Procession
5 Charge Across the Araba
5 Swell of Courage
6 Feudkiller's Verdict
6 Triplicate Spirits
1 Cloudfin Raptor
1 Enclave Cryptologist
1 Wingcrafter
2 Azure Mage
2 Fog Bank
2 Halimar Wavewatch
2 Looter il-Kor
2 Merfolk Looter
2 Quickling
2 Sigiled Starfish
2 Vedalken Mastermind
3 Calcite Snapper
3 Illusory Angel
3 Niblis of the Breath
3 Pestermite
3 Sea Gate Oracle
3 Stormbound Geist
4 Mist Raven
4 Ninja of the Deep Hours
4 Thassa's Emissary
4 Tower Geist
4 Wing Splicer
5 Mulldrfiter
5 Murder of Crows
6 Jetting Glasskite
7 Errant Ephemeron
1 Preordain
1 Silent Departure
1x Condescend
1x Repeal
2 Essence Scatter
2 Favorable Winds
2 Into the Roil
2 Mana Leak
2 Narcolepsy
2 Negate
2 Remand
2 Remove Soul
3 Crystal Shard
3 Dissipate
3 Dissolve
3 Favorable Winds
3 Frost Breath
4 Careful Consideration
4 Concentrate
4 Foresee
4 Into the Void
4 Sleep
4 Talrand’s Invocation
5 Persuasion
6 Opportunity
8 Treasure Cruise
1 Gnarled Scarhide
1 Thrull Parasite
1 Tormented Hero
1 Vampire Lacerator
2 Basilica Screecher
2 Blind Creeper
2 Nezumi Cutthroat
2 Reassembling Skeleton
2 Sangrophage
2 Thrill-Kill Assassin
2 Vampire Interloper
2 Wight of Precinct Six
3 Fleshbag Marauder
3 Liliana’s Specter
3 Necrogen Scudder
3 Ogre Marauder
3 Phyrexian Rager
3 Vampire Nighthawk
4 Bellowing Saddelbrute
4 Entomber Exarch
4 Falkenrath Noble
4 Gravedigger
4 Howling Banshee
4 Nekrataal
4 Skinrender
5 Sengir Vampire
5 Shriekmaw
5 Throat Slitter
1 Inquisition of Kozilek
1 Raven’s Crime
1 Tragic Slip
1 Undying Evil
1 Vendetta
2 Bile Blight
2 Doom Blade
2 Go for the Throat
2 Last Gasp
2 Night’s Whisper
2 Ultimate Price
3 Infest
3 Read the Bones
3 Stab Wound
3 Sudden Death
4 Barter in Blood
4 Hideous Laughter
4 Makeshift Mannequin
4 Moan of the Unhallowed
5 Ribbons of Night
5 Rise from the Grave
6 Enslave
1 Frenzied Goblin
1 Monestary Swiftspear
1 Reckless Waif
1 Stonewright
2 Altac Bloodseeker
2 Bordeland Marauder
2 Firefist Striker
2 Goblin Shortcutter
2 Gore-House Chainwalker
2 Hellspark Elemental
2 Keldon Marauders
2 Lightning Mauler
2 Plated Geopede
2 Stormblood Berserker
2 War Name Aspirant
2 Young Pyromancer
3 Cunning Sparkmage
3 Fervent Cathar
3 Guttersnipe
3 Hellraiser Goblin
3 Hissing Iguanar
3 Mogis' Warhound
3 Pyreheart Wolf
3 Splatter Thug
3 Vithian Stinger
4 Bloodfray Giant
4 Fanatic of Mogis
4 Gorehorn Minotaurs
4 Rubblebelt Maaka
4 Tormentor Exarch
1 Genju of the Spires
1 Lightning Bolt
1 Seal of Fire
1x Fireball
2 Arc Trail
2 Incinerate
2 Lash Out
2 Lightning Strike
2 Madcap Skills
2 Magma Jet
2 Pyroclasm
2 Searing Spear
2 Shrine of Burning Rage
3 Brimstone Volley
3 Flames of the Firebrand
3 Lust for War
3 Staggershock
4 Pyrohemia
4 Stoke the Flames
4 Sulfurous Blast
1 Arbor Elf
1 Elvish Mystic
1 Experiment One
1 Joraga Treespeaker
1 Llanowar Elves
1 Twinblade Slasher
1 Wild Nacatl
1 Young Wolf
2 Beastbreaker of Bala Ged
2 Darkthicket Wolf
2 Elvish Visionary
2 Jade Mage
2 Kalonian Tusker
2 Mire Boa
2 Overgrown Battlement
2 River Boa
2 Sakura-Tribe Elder
2 Strangleroot Geist
2 Viridian Emissary
3 Carven Caryatid
3 Civic Wayfinder
3 Crocanura
3 Eternal Witness
3 Imperious Perfect
3 Reclamation Sage
3 Trusted Forcemage
3 Wolfir Avenger
4 Brairhorn
4 Briarpack Alpha
4 Cudgel Troll
4 Druid’s Familiar
4 Masked Admirers
4 Penumbra Spider
4 Wickerbough Elder
5 Bellowing Tangelwurm
5 Sentinel Spider
6 Ancient Silverback
6 Deadwood Treefolk
6 Howlgeist
6 Nemsis of Mortals
7 Pelakka Wurm
1 Rancor
1 Utopia Sprawl
1 Vines of Vastwood
2 Sprout Swarm
3 Boar Umbra
3 Cultivate
3 Search for Tomorrow
3 Wildsize
5 Bestial Menace
5 Overrun
1 Azorius Guildgate
1 Boros Garrison
1 Boros Guildgate
1 Dimir Aqueduct
1 Dimir Guildgate
1 Golgari Guildgate
1 Golgari Rot Farm
1 Gruul Guildgate
1 Gruul Turf
1 Izzet Boilerworks
1 Izzet Guildgate
1 Orzhov Basilica
1 Orzhov Guildgate
1 Rakdos Carnarium
1 Rakdos Guildgate
1 Selesnya Guildgate
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Simic Guildgate
1 Crumbling Necropolis
1 Frontier Bivouac
1 Mystic Monastery
1 Nomad Outpost
1 Opulent Palace
1 Jungle Shrine
1 Sandsteppe Citadel
1 Savage Lands
1 Seaside Citadel
1 Evolving Wilds
1 Shimmering Grotto
1 Terramorphic Expanse
1 Urza’s Factory
Total: 32
1 Steel Wall
2 Epochrasite
2 Perilous Myr
2 Wall of Tanglecord
4 Galvanic Juggernaut
4 Juggernaut
4 Peace Strider
4 Pierce Strider
8 Ulamog’s Crusher
9 Artisan of Kozilek
1 Mutagenic Growth
1 Trusty Machete
1 Wayfarer’s Bauble
2 Coldsteel Heart
2 Guardian Idol
2 Mind Stone
2 Mortapod
2 Prismatic Lens
2 Prophetic Prism
2 Sphere of the Suns
2 Vulshock Morningstar
3 Dismember
3 Grafted Wargear
4 Icy Manipulator
5 Act of Aggression
1 Rakdos Cackler
1 Tattermunge Maniac
3 Gift of Orzhova
3 Snakeform
3 Kitchen Finks
4 Murderous Redcap
Totals:
W: 3
U: 1
B: 3
R: 3
G: 4
3 Lorescale Coatl
3 Trygon Predator
5 Fleetfeather Cockatrice
5 Urban Evolution
2 Boros Charm
2 Lightning Helix
2 Sunhome Guildmage
2 Truefire Paladin
2 Wojek Halberdiers
2 Selesnya Charm
2 Travel Preparations
2 Vitu-Ghazi Guildmage
6 Enlisted Wurm
7 Trostani’s Summoner
2 Agony Warp
4 Moroii
5 Far // Away
5 Ribbons of Night
6 Dinrova Horror
3 Dreg Mangler
3 Putrefy (Ravnica)
3 Putrefy (Dragon’s Maze)
4 Cankerous Thirst
1 Kird Ape
2 Flinthoof Boar
3 Boggart Ram-Gang
4 Bloodbraid Elf
4 Ghor-Clan Rampager
2 Momentary Blink
3 Arctic Aven
3 Lyev Skyknight
3 Wall of Denial
4 Skymark Roc
2 Zealous Persecution
3 Kingpin’s Pet
3 Lingering Souls
3 Mortify
5 Unburial Rites
3 Electrolyze
3 Gelectrode
5 Turn // Burn
6 Blast of Genius
2 Rix Maadi Guildmage
2 Spike Jester
3 Blightning
5 Bitumionous Blast
5 Torrent of Souls
8/25/13:
-Latch Seeker
-Goblin Cohort
-Domestification
-Knight of Glory
-Garruk's Companion
-Dragonsoul Knight
-Pilgrim's Eye
-Viridian Claw
-Incremental Growth
-Court Street Denizen
-Shepherd of the Lost
-Avacyn's Pilgrim
-Vault Skirge
+Warden of Evos Isle
+Mogg Flunkies
+Opportunity
+Banisher Preist
+Kalonian Tusker
+Young Pyromancer
+Epochrasite
+Isochron Scepter
+Masked Admirers
+Niblis of the Urn
+Feudkiller's Verdict
+Elvish Mystic
12/4/13
-Cenn's Tactician
-Archeomancer
-Tandem Lookout
-Warden of Evos Isle
-Daggerclaw Imp
-Fume Spitter
-Tormented Soul
-Goblin Arsonist
-Stingscourger
-Jungle Weaver
-Beetleform Mage
-Isochron Scepter
+Heliod's Emissary
+Dissolve
+Omenspeaker
+Thassa's Emissary
+Gray Merchant of Asphodel
+Read the Bones
+Tormented Hero
+Fanatic of Mogis
+Nemesis of Mortals
+Horizon Chimera
4/24/14
-Cower in Fear
-Dark Favor
-Horizon Chimera
-Nimbus Swimmer
-Naturalize
-Deceiver Exarch
-Lone Missionary
-Crusader of Odric
-Hands of Binding
-Boggart Ram Gang
-Ashenmoor Gouger
-Ember Hauler
-Searing Blaze
-Vampire Outcasts
-Ambush Viper
-Stormfront Pegasus
+Loyal Pegasus
+Carven Caryatid
+Sangrophage
+Lightning Strike
+Mogis’ Warhound
+Bituminous Blast
+Fanatic of Xenagos
+Hour of Need
+Banishing Light
+Nyx-Fleece Ram
+Sigiled Starfish
+Archetype of Endurance
+Fleetfeather Cockatrice
+Kiora’s Follower
+Drown in Sorrow
+Bile Blight
+Gnarled Scarhide
-Stormfront Pegasus
-Welkin Tern
-Omenspeaker
-Torch Fiend
-Mogg Flunkies
-Flame Javelin
-Leatherback Baloth
-Archetype of Endurance
+Reclamation Sage
+Ancient Silverback
+Altac Bloodseeker
+Borderland Marauder
+Stoke the Flames
+ Quickling
+ Illusory Angel
+Warden From Beyond
+Frontier Bivouac
+Mystic Monastery
+Nomad Outpost
+Opulent Palace
+Sandsteppe Citadel
-Rupture Spire
-Transguild Promenade
-Mirrodin's Core
-Chronomaton
-Spined Thopter
-Kami of Ancient Law
-Faithless Looting
-Okiba-Gang Shinobi
-Cenn's Enlistment
-Spitemare
-Hanweir Lancer
-Thirst for Knowledge
+Triplicate Spirits
+Bellowing Saddlebrute
+Seeker of the Way
+War-Name Aspirant
+Monestary Swiftspear
+Treasure Cruise
I might be misunderstanding cubing here (very new at this), but I'm not looking to transform my cube to allow for a non-green ramp deck. I think that having "1-card archetypes", or archetypes that become playable with the inclusion of one single card (Ex: Intangible Virtue, Favorable Winds,...), is a good thing to have in cubes. It allows for more decks to be buildable and helps with the replay-ability value of the cube. My hope is that Dragonsoul Knight will be such a card for 5c ramp. There is enough in the cube as is to support a decent ramp deck as is, but this card adds flexibility by giving people a reason to go 5-color.
And there's nothing special about non-green. Actually, if Dragonsoul Knight had a green counterpart, I'd much rather have that in here.
My cube is limited to Modern, so Emblazoned Golem is out...I'd definitely include it if I were using older cards though!
I like the Knight over the Fusion Elemental b/c the Knight is much less likely to be a dead card.