I tried the rare expansion, but they didn't feel very integrated. My favorite thing about adding rares is the archetypes they inspire...which requires a lot more structure throughout the entire cube. I ultimately scrapped my peasant cube, and just built a regular cube with a lower power level. I really enjoy the flexibility of working with any card ever printed rather than sticking to common and uncommons. Here's my current build:
I ran spellshock for a while, but acidic soil just does the job better and gives you a lot more control over the results. You don't have to worry about a ribbon of night or 2 for 1 spells with soil
Got a 5 man in last night...Decks were Rakdos Spells, Simic Ramp, Bant Blink, Orzhov Tokens, and Golgari Recursion (me)
Rakdos Spells consistently imprinted Lightning Bolt, Incinerate, Terror on an Isochron Scepter. Unfortunately, enough people were packing removal or counterspells that it only dominated a couple games for him.
I p1p1 pelakka wurm, then p1p2 bane of bala ged planning to force ramp or reanimator....with no blue and no ramp cards coming my way I shifted strategy to The Rock.
Me and the Orzhov Token deck squared off in the finals...he had Mother of Runes, Lingering Souls, Spectral Procession, Accorder Paladin, oblivion ring, flickerwisp, go for the throat, and lots of evasive threats. He had a good deck, but Curse of the Shallow Graves and Falkenrath Noble provided me enough bodies and life to stave off his go-wide strategy.
Game 2 was also a hard time for him when I resolved a turn 3 Curse of Shallow Graves...He struggled the entire time to hold down the constant stream of zombies, but he had not permanent way of dealing with it.
I felt like I drafted all of the I-Win cards:
MVP of the night for me was 100% Berserk which stole several games all night. Undercity Troll was utter trash and I'm likely going to remove it for Beastbreaker of Bala Ged or some other aggro 2 drop.
Corpse augur looks like a lot of fun. The fact it targets a graveyard gives it a lot of flexibility. I'll definitely give this a try.
Meteor Blast is a maybe to probably for me. I'm not really concerned about needing to cast this on turn 7+ as it will completely shift the game state in most instances. I also like giving mono red aggro more tools, and giving control decks incentive to go heavy red rather than just splashing the best dividable burn.
We've been showered with late game tools recently...We really need to get some good efficient aggro options out of the next set.
Narrow is fine if it's a build around card that helps generate its own archetype (isochron scepter for example). But a narrow "roleplayer" is typically something I avoid unless I'm at a lack of better options.
No, I haven't....but I've tried Plagued Rusalka and Thoughtpicker Witch in that slot. I prefer the feeder because the sacrifice deck needs proactive moves as it can easily find itself treading water in the durdlelake. The ability to endlessly recur creatures and generate value is great and something the sac deck does best, but in my experience it has the most difficulty in closing a game out. This is why I highly value Blood Artist, Falkenrath Noble, Hissing Iguanar, Goblin Bombardment, Blazing Hellhound, and Carrion Feeder. Seer needs multiple turns to generate its value which is something I don't think the archetype really needs.
Carrion Feeder also has more crossover potential in "go wide" aggro strategies...namely with white tokens. Aggro has no interest in Seer.
I used to play ole one-eye, it was ok but never great. A 3 power unblockable for 4 is decent, but being limited to a pre-combat activation really hurts its value. The types of cards you really want to get back are the haymaker spells like ribbons, incremental blight, or bit blast. You can durdle town with victimize pretty hard with him, but I ultimately found him not worth the slot.
I really want to run sun ce, but I just haven't got around to getting one yet.
so we were looking at a 6 man draft last wednesday when 3 people backed out last minute....so the remaining 3 of us decided to play sealed and just play single games and rotate to keep anyone from sitting out too long. the decks turned out pretty incredible and cohesive.
I ran Rakdos Sacrifice which won out the night. I had all the key pieces, but it was definitely too light on creatures which got me into trouble in a couple games:
Efreet is amazing, easily the best of the three....old man is also very good and steals over a third of my cube...if he lives. Juzam is good as well, but doesn't always make the cut in a black deck...gurmag angler is better, but it's good enough to include and there's something special about having it circulating in your packs.
I'd probably run calciderm in place of behemoth sledge and drop all of the CITP tapped lands....you're running a ton of one drops, and tap-lands really piss in your cheerios. I'd also drop a 2/1 vanilla for lashknife barrier as it keeps your tiny bros more relevant longer.
A chance? Anything with skullclamp and creatures has a chance.
http://www.cubetutor.com/viewcube/45049
Rakdos Spells consistently imprinted Lightning Bolt, Incinerate, Terror on an Isochron Scepter. Unfortunately, enough people were packing removal or counterspells that it only dominated a couple games for him.
I p1p1 pelakka wurm, then p1p2 bane of bala ged planning to force ramp or reanimator....with no blue and no ramp cards coming my way I shifted strategy to The Rock.
Me and the Orzhov Token deck squared off in the finals...he had Mother of Runes, Lingering Souls, Spectral Procession, Accorder Paladin, oblivion ring, flickerwisp, go for the throat, and lots of evasive threats. He had a good deck, but Curse of the Shallow Graves and Falkenrath Noble provided me enough bodies and life to stave off his go-wide strategy.
1 Epochrasite
1 Perilous Myr
1 Wight of Precinct Six
1 Bone Shredder
1 Catacomb Sifter
1 Dreg Mangler
1 Eternal Witness
1 Vampire Nighthawk
1 Falkenrath Noble
1 Murderous Redcap
1 Acidic Slime
1 Pharika's Mender
1 Shriekmaw
1 Unearth
1 Regrowth
1 Demonic Tutor
1 Curse of the Shallow Graves
1 Curse of Predation
1 Dismember
1 Grafted Wargear
1 Victimize
1 Treetop Village
1 Savage Land
1 Opulent Palace
1 Evolving Wilds
1 Sandsteppe Citadel
8 Swamp
4 Forest
MVP of the night was Victimize, it had so much value in this build.
Finals were between me and the U/W Blink Control deck with mulldrifters, all the man-o'-wars, momentary blink, ghostly flicker, alongside control cards like roil's retribution (which was a 3 for 1 fairly regularly), Skullclamp, and Counterspells.
Game 1 was a brutal start for me with T1: Joraga Treespeaker, T2: Level up Treespeaker + Nest Invader, T3: Phantom Centaur + Reckless Charge + Berserk to put him down to 2 life w/ a Dreg Mangler in hand to bat clean up.
Game 2 was also a hard time for him when I resolved a turn 3 Curse of Shallow Graves...He struggled the entire time to hold down the constant stream of zombies, but he had not permanent way of dealing with it.
I felt like I drafted all of the I-Win cards:
1 Fyndhorn Elves
1 Jade Mage
1 Leafcrown Dryad
1 Nest Invader
1 Spined Thopter
1 Undercity Troll
1 Dreg mangler
1 Eternal Witness
1 Bloodbraid Elf
1 Briarhorn
1 Phantom Centaur
1 Shriekmaw
1 Lightning Bolt
1 Rancor
1 Reckless Charge
1 Go for the Throat
1 Curse of Predation
1 Curse of Shallow Graves
1 Fiery Covenant
1 Bituminous Blast
1 Grafted Wargear
1 Savage Lands
1 Terramorphic Expanse
1 Treetop Village
3 Mountain
4 Swamp
6 Forest
MVP of the night for me was 100% Berserk which stole several games all night. Undercity Troll was utter trash and I'm likely going to remove it for Beastbreaker of Bala Ged or some other aggro 2 drop.
Great Oak Guardian is pretty crazy, also going in.
Corpse augur looks like a lot of fun. The fact it targets a graveyard gives it a lot of flexibility. I'll definitely give this a try.
Meteor Blast is a maybe to probably for me. I'm not really concerned about needing to cast this on turn 7+ as it will completely shift the game state in most instances. I also like giving mono red aggro more tools, and giving control decks incentive to go heavy red rather than just splashing the best dividable burn.
We've been showered with late game tools recently...We really need to get some good efficient aggro options out of the next set.
Carrion Feeder also has more crossover potential in "go wide" aggro strategies...namely with white tokens. Aggro has no interest in Seer.
I really want to run sun ce, but I just haven't got around to getting one yet.
The 3 decks were:
Gruul Turbo Ramp w/ Channel, Plated Crusher, Pelakka Wurm, Bane of Bala Ged, Deathless Behemoth, Wall of Roots, Cultivate, Kodama's Reach, Generator Servant, Fires of Yavimaya, and Berserk. Plated Crusher was his MVP taking 3 of the 5 games he played, once coupled with Berserk to alpha strike me out of nowhere haha. Bane of Bala Ged was powered out turn 3 via Channel. I almost lost to him in the rubber match until I sacrificed my entire team to Skullclamp to draw into a Necromancy to reanimate his Pelakka Wurm and cushion me against an impending Plated Crusher attack.
The second deck was U/R Spells Matters w/ Guttersnipe, Young Pyromancer, Shower of Coals, and loads of good spells. This deck fell to Plated Crusher quickly, and Bombardment/Skullclamp shenanigans from my deck.
I ran Rakdos Sacrifice which won out the night. I had all the key pieces, but it was definitely too light on creatures which got me into trouble in a couple games:
1 Mogg Fanatic
1 Blood Artist
1 Mogg War Marshal
1 Nezumi Graverobber
1 Reassembling Skeleton
1 Phyrexian Rager
1 Blazing Hellhound
1 Flametongue Kavu
1 Skinrender
1 Twisted Abomination
1 Raven's Crime
1 Unearth
1 Go for the Throat
1 Hymn to Tourach
1 Fire Covenant
1 Skullclamp
1 Goblin Bombardment
1 Mortarpod
1 Shrine of Burning Rage
1 Lust for War
1 Necromancy
7 Mountain
8 Swamp
http://www.cubetutor.com/cubedeck/290599
A chance? Anything with skullclamp and creatures has a chance.