So we have a special budget restriction in my league where the entire deck can't cost more than $50 and no card can be over $8. I'm currently putting together Ishai/Kraum flyers with earthquakes as the reason for red. Looking for suggestions for 2-4 mana flyers that are impactful but under $3. Some wiggle room is available but not much. Cards like Emeria Angel are what I'm looking for. Thank you!
I've been really getting into the idea of pauper commander to teach friends how to play on a budget but 100 cards is daunting when your card pool goes all the way back. I thought back to Tiny Leaders and how my only issue with that format was how expensive it was to be competitive. I've been thinking about combining the two to fix both problems.
Format: 50 card singleton, Un/common commander, commons only by current gatherer standards, 25 life, 1v1 focused, 15 (will require testing) commander combat damage victory.
Looking for feedback on: commanders that might be too strong (Mistmeadow Witch), problems the format may have, viability, and questions as well.
Looking to build a stack of around 180 cards to use for 1v1 Winston drafts. What I'm looking for help with is the numbers (how many artifacts for example), types of fixing, and archetypes. Looking at unpowered for balance reasons with cost as no issue as I'll be using proxies. My idea is to keep signets out and only use mana rocks that can produce all 5 colors such as Prismatic Lens, Coldsteel Heart, and Sphere of the Suns. I'd also like to do a loose archetype for each guild such as "spells matter" for U/R and so on. Help with any of these things is appreciated and feel free to suggest cards you really enjoy in cube that aren't normal in a standard cube for low power reasons. Try and keep colored mana symbols on the low end for easy mana!
Everflowing Chalice and Thought Vessel seem very good for a t3 Gonti. I find digging for opposing ramp spells a very good place to be early on. I play Felwar's Stone as sell for the colors.
Just wanted to say this has quickly become my favorite deck since I saw your topic. Some changes I made are adding the 2 Gearhulks. They may seem top heavy but I've been adjusting from your list and being able to enlightened tutor for them is key. They're very high impact. The fact that they work wonders with Academy Ruins is icing. The only creatures I'm running now are Hushwing and those two a as my list has become really reactive over time. I kept the mass board wipes like Planar Outburst and Cleansing mainly due to my meta. I also replaced Stifle with Trickbind to neuter combos. Just my 2 cents, all in all the deck is just great regardless of your direction.
This is not a group hug deck. This deck seeks to target specific players down on the board and force players to fight each other with toys you give them and incentives. This is obviously a rough draft with just about every card I could think of that accomplishes specifically what I want to accomplish. This deck seeks to win by picking up the scraps after a massive battle where you supply all sides of the conflict. This deck only uses targeted gifts and has no room for king maker cards like Temple Bell and Edric, Spymaster of Trest. This deck uses answers to make sure it can stay alive long enough to win by picking off weakened players with cards like Soul Conduit and Reverse the Sands.
If you like the idea of this deck please help with suggestions that fit the theme. This means no typical "everybody gets a cookie" group hug cards but only decision based cards that help one person or myself. What I'm really looking for is help with cuts. I've never tried this style of deck so I'm not sure what looks good but ends up being underwhelming. I'd like to play 38-40 lands so I need quite a bit of help. If I like the deck and after some tweaking I'll write a primer for anyone interested.
Sounds to me like you have one too many gold cards if that's what you're looking at
You think 5/guild is too many at 450? Anyway my playgroup really likes gold cards so that's the main reason. I'm adding the tri-lands from Khans as soon as CubeTutor updates and I'm probably adding Armillary Sphere again to help support them.
So this is my cube in it's current form. It's been a while since I've been on the forums posting but I'm always lurking. Please tell me what you think and let me know if there are any obvious cards that I'm missing. I'm interested in stories about cards that are better than they appear. Right now this list is mostly aggro focused. I built it at 360 very sleek and aggressive and then added cards that would help control until it was 450 making sure to include more aggressive cards as I feel these strategies need more cards per draft to perform well.
Currently the only thing I'm questioning is my green section. It's a lot less aggressive than most others on this forum. I'm thinking about switching back. Things I would be thinking about putting back in include:
I also wanted opinions on my last Izzet card. I was trying Teleportal and I'm pretty sure it's awful. I'm trying to decide between Nivix Cyclops, Wee Dragonauts, Quicksilver Dagger, and Goblin Electromancer. Those cards are being considered because unlike every other value Izzet card, they do something a little more unique. On the subject of Nivix versus the Dragonauts I'm trying to decide if I like a creature that blocks better and dodges 3 damage burn spells or evasion.
I took the signets out of my cube and cut it from 450 to 380. We did a "Ninjitsu" draft last night and it was awesome. I have to say so far my cube is way better without signets. I even drafted a control deck to show people signets weren't making control decks viable, they were making them dominant. I would also like to say that Knight of Infamy has been awesome.
Making packs with uniform numbers of cards of each color is inadvisable in my opinion, because in a draft context it means you will immediately know what color card the person passing to you took, taking much of the mystery and subtlety out of trying to read the tea leaves.
We make stacks of 45 and shuffle them and then turn those into packs of 15. Basically it just makes sure there are equal numbers of every color in the draft, not the packs.
Format: 50 card singleton, Un/common commander, commons only by current gatherer standards, 25 life, 1v1 focused, 15 (will require testing) commander combat damage victory.
Looking for feedback on: commanders that might be too strong (Mistmeadow Witch), problems the format may have, viability, and questions as well.
If you like the idea of this deck please help with suggestions that fit the theme. This means no typical "everybody gets a cookie" group hug cards but only decision based cards that help one person or myself. What I'm really looking for is help with cuts. I've never tried this style of deck so I'm not sure what looks good but ends up being underwhelming. I'd like to play 38-40 lands so I need quite a bit of help. If I like the deck and after some tweaking I'll write a primer for anyone interested.
1 Bazaar Trader
1 Goblin Diplomats
1 Grenzo, Havoc Raiser
1 Humble Defector
1 Sheltering Ancient
1 Varchild's War-Riders
1 Wall of Shards
1 Fertilid
1 Hunted Phantasm
1 Meletis Charlatan
1 Nullmage Advocate
1 Shieldmage Advocate
1 Skullwinder
1 Yavimaya Dryad
1 Windborn Muse
1 Hunted Lammasu
1 Hunted Troll
1 Phelddagrif
1 Questing Phelddagrif
1 Zedruu the Greathearted
1 Coveted Peacock
1 Gahiji, Honored One
1 Hunted Dragon
1 Kazuul, Tyrant of the Cliffs
1 Djinn of Infinite Deceits
1 Sun Titan
1 Boros Battleshaper
1 Gisela, Blade of Goldnight
1 Path to Exile
1 Swords to Plowshares
1 Sylvan Offering
1 Vandalblast
1 Journey to Nowhere
1 Reality Shift
1 Curse of the Swine
1 Grasp of Fate
1 Aura Shards
1 Krosan Grip
1 Beast Within
1 Chaos Warp
1 Render Silent
1 Ghostly Prison
1 Propaganda
1 Day of Judgment
1 Return to Dust
1 Supreme Verdict
1 Wrath of God
1 Sylvan Reclamation
1 Austere Command
1 Blasphemous Act
Ramp/Fixing:
1 Azorius Signet
1 Boros Signet
1 Selesnya Signet
1 Simic Signet
1 Gruul Signet
1 Cultivate
1 Kodama's Reach
1 Explosive Vegetation
1 Chromatic Lantern
1 Commander's Sphere
1 Spectral Searchlight
1 Mirari's Wake
1 Sylvan Library
1 Blue Sun's Zenith
1 Cerebral Vortex
1 Compulsive Research
1 Praetor's Counsel
Politics:
1 Assault Suit
1 Bident of Thassa
1 Crown of Doom
1 Dubious Challenge
1 Bitter Feud
1 Curse of Bloodletting
1 Intellectual Offering
1 Shifting Loyalties
1 Soul Conduit
1 Reverse the Sands
You think 5/guild is too many at 450? Anyway my playgroup really likes gold cards so that's the main reason. I'm adding the tri-lands from Khans as soon as CubeTutor updates and I'm probably adding Armillary Sphere again to help support them.
Currently the only thing I'm questioning is my green section. It's a lot less aggressive than most others on this forum. I'm thinking about switching back. Things I would be thinking about putting back in include:
Green:
Twinblade Slasher
Tattermunge Maniac
Rancor
Berserk
Jungle Lion
Experiment One
Elephant Guide
River Boa
Mire Boa
Slaughterhorn
Vines of Vastwood
Avacyn's Pilgrim
Wild Dogs (least likely to make the cut I'd say)
Gruul:
Kird Ape (- Fires of Yavimaya)
Selesnya:
Sunblade Elf (- Vitu-Ghazi, the City-Tree)
I also wanted opinions on my last Izzet card. I was trying Teleportal and I'm pretty sure it's awful. I'm trying to decide between Nivix Cyclops, Wee Dragonauts, Quicksilver Dagger, and Goblin Electromancer. Those cards are being considered because unlike every other value Izzet card, they do something a little more unique. On the subject of Nivix versus the Dragonauts I'm trying to decide if I like a creature that blocks better and dodges 3 damage burn spells or evasion.
Any suggestions? I have come up with Guardian of Cloverdell and Hearthcage Giant. What does everyone think of those cards?
We make stacks of 45 and shuffle them and then turn those into packs of 15. Basically it just makes sure there are equal numbers of every color in the draft, not the packs.