Color-intensity is divided after mana cost (listed first are the cards that cost R alphabetically, then cards that cost 1R alphabetically, then RR, then 2R, then 1RR, then RRR etc.)
Multicolored sections are ordered by guilds, then by my rank of their power level (my personal opinion here).
X spells are at the end of the curve of the appropriate section.
The card types are ordered creatures first then noncreatures. Spells that essentially play like creatures, such as Sarcomancy, are listed under creatures. Some spells are listed twice for that reason (Batterskull)
The color division is done by functionality. Multicolored isn't divided between hybrid, gold or split cards. On the other hand, hybrid and split cards that are used almost all the time in one color only are listed under that respective color, such as Dryad Militant in white and Fire // Ice in red.
Cards like Kessig Wolf Run that require two-colors to actually be effective are multicolored.
Card like Vedalken Shackles which are technically colorless but require you to play a certain color will be listed under that color.
If you are unsure about the category of a card, just check all that could apply.
This cube is very large, so the standards are naturally going to be a little lower. To make it more powerful, remove cards!
Anyway, I like daggerclaw imp and the rishadan airship. It's the theory that evasion damage where the cost is the power is always good. Who cares about blocking anyway?
And yes, Mahamoti is fine, but it's cards like this you should be cutting from each color to condense the powerful cards.
Also, I am about to replace grim harvest with death denied. You may already have that card, now that I think about it...
Blinding Angel was a good card, but Battlegrace Angel in Shards of Alara seems better, and I didn't like Blinding Angel's potential to "lock" the opponent.
Devout Witness was just way weaker than every other disenchant effects and no one really played her.
Empyrial Armor just sucked.
Enduring Ideal didn't have enough targets and wasn't consistent enough to win the game.
White Shield Crusader underperformed, and having 4 pump knights was too much.
Akrasan Squire seems a good aggro critter on the first 2-3 turns, and then it'll probably pump a critter. I like it never being a dead draw like Savannah Lions in the late game. White has many critters with Shadow, Flying, First Strike or Lifelink who make him better. That said, white in my cube is pushed towards masses of creatures attacking, with lots of Glorious Anthem effects so he might not fit well. I decided to give him a try.
Battlegrace Angel replaces Blinding Angel.
Elspeth creates free tokens each turns or pumps a critter every turn while growing. She has a very high loyalty and planeswalkers are cool. From the testing we'd done since including her (which wasn't much) she was very strong.
Knight of the White Orchid is overall awesome.
Scourglass is another 5-mana wrath effect.
Maelstrom Djinn seems more playable than Waterspout Djinn because it's much more splashable.
Tezzeret has a lot of potential in a cube with all the best artifact acceleration and targets.
The ability to kill almost any creature, even black ones, at one mana is tempting. Vendetta kills every nonblack creature at one mana. Vendetta is instant and makes you lose life and not a critter. Splinters are a sac outlet for your Kokusho or Pupetteer Clique. Worth it? We'll see.
Grenade was an experiment made to test if tribal cards are playable. Goblins are a common tribe and the effect is strong after all. It didn't pan out.
Jokulhaups was too hard to break. Which deck will want to play this?
Molten Disaster got upgraded.
Ravaging Horde was not really good everywhere out of LD.
Caldera Hellion is both a big creature and a mass removal. Many players play Firespout with the red ability - what if it comes with a 4/4 or more creature attached?
Kiki-Jiki has a lot of combo potential and it's a fine card on it's own.
Rolling Earthquake is an upgrade of Molten Disaster.
Gaea's Skyfolk got upgraded with Jhessian Infiltrator.
Ghost Council of Orzhova wasn't really playable.
Scab-Clan Mauler got replaced by a better card overall.
Sterling Grove is one of the cards no one should play.
Ajani is a planeswalker and they are all good so far, so we gave him a try. It was fair in our testing.
Sarkhan Vol seems like a great planeswalker.
Agony Warp is a variant of Last Gasp, so it's testing worthy. Worked out great so far.
I've dropped the cycle of the old cycler lands to get the space for 3 colored cards. They were just the first to go, and I have still too many lands. My plan is to cut another 5 lands in the next set to include the enemy 3 colored cards. I included the most splash worthy cards in alara for their color combination. I didn't look at older cards though; Naya Charm and Esper Charm are weak.
On to the comments:
How was Endless Horizons for you? I 'm not sure if the effect is worth 4 mana.
Among the weaker cards, I don't think it has a place in a smaller cube.
Does Cataclysm see a lot of play? Seems difficult to build a deck aroundit.
Not a lot, of course. It's not smart to build a deck around it, you just need to play big fatties quickly and it becomes good, as a light ***+ light Armageddon.
Mahamoti is just a big dumb dork. It just doesn't feell very blue.
Agreed.
Is Memory Lapse worth it? Looks weak in comparison to the rest of your blue instants.
It compares well to Remand, and Remand worked well.
Daggerclaw Imp reminds me of the Rishadan airship in other cubelists. I get why it is there but i don't like it.
A typo. I've replaced it with Dauthi Marauder.
While i see the theory behind Grim Harvest, it never did it's thing for me. Might i recommend Phyrexian Reclamation instead?
I'm willing to try it.
Have you thought about replacing Fireslinger with Sparksmith?
It's an option. Most of the time Fireslinger is better because it hits players, but when you have another goblin out Sparksmith will usually be better.
Lava Hounds don't even have some form of evasion... How about Hell's Thunder for a similar card?
Good idea.
Is Jade Leech really needed? Current powerlevel as it is there should be a green beater without such a downside. Seeing that you already have Blastoderm, Collossus, Iwamori, Karstoderm, Phantom centaur, and Baloth he looks really unneeded.
I agree it's weaker than the rest of them, but I have no other green creature contender.
Looks solid. Only thing i am wondering: Is Natural Order too narrow as it fetches only green creatures?
It sees play, and cheats giant creatures into play. It's harder to sacrifice a green creature in most decks than to fetch one.
no love for the other equipments you didn't include? Sword of Light/Shadow and Sigil of Distinction are more then decent.
Love for SoLaS, it needs a spot. I've heard polar opinions on the Sigil of Destinction. It looks solid with high amounts of mana, but won't you prefer a fattie instead?
This cube is very large, so the standards are naturally going to be a little lower. To make it more powerful, remove cards!
It's not really an option. I want everyone to be cubing and happy, and we reach 16 people here. I want it to be the best cube possible for 16 people.
Anyway, I like daggerclaw imp and the rishadan airship. It's the theory that evasion damage where the cost is the power is always good. Who cares about blocking anyway?
They didn't work for us. No one really played aggro and splashed an Airship (like they do with Pestermite, for example). The blocking part isn't the problem at all.
Is Jade Leech really needed? Current powerlevel as it is there should be a green beater without such a downside. Seeing that you already have Blastoderm, Collossus, Iwamori, Karstoderm, Phantom centaur, and Baloth he looks really unneeded.
Also: A large cube doesn't mean lower standards.
If you go and check every card in printed in Magic (did 70 % already) you notice it's actually hard to cut to 720. ;-)
Sure Black Lotus in a small cube will come up more than in a large cube. But that just depends on how many players you're playing with.
Private Mod Note
():
Rollback Post to RevisionRollBack
Retired DCI Level 2 Judge
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
I would keep devout witness, as I recently added her to my cube. Then again, you may not have such game-winning artifacts in such high concentration.
good removals: death cloud, blinding angel, enduring renewal,
merchant scroll does search for a counterspell, ya know... but then again maybe that isn't powerful in your cube as well.
And FYI, Jokulhaups is played in an aggro deck and it wins you the game. You can recover much faster with a lower mana curve and burn and swing your way to the win.
EDIT @ Aggro: If no one wants to play aggro among 16 players, that's fine, but I do doubt that. In any case I think a balanced cube should support a range of aggro/control options.
EDIT @ The Scientist: A cube does get weaker as it gets larger, all other things being equal. So two people with comparable collections making cubes where one is twice the size of the other will lead to the larger cube being noticably weaker. (assuming both people choose the most powerful cards to include equally well.) This is the same principle that a 100 card deck is worse than a 60 card deck, since in any given environment, there is an uneven distribution of power and consistency leads to power.
That being said, there is nothing wrong with a large cube, and I am sure 16 players is a very fun way to play the cube. You're lucky - I get four players at most, which does lead to seeing many of the same cards, but then again, that does make the power level more condensed.
IA cube does get weaker as it gets larger, all other things being equal. So two people with comparable collections making cubes where one is twice the size of the other will lead to the larger cube being noticably weaker. (assuming both people choose the most powerful cards to include equally well.) This is the same principle that a 100 card deck is worse than a 60 card deck, since in any given environment, there is an uneven distribution of power and consistency leads to power.
That being said, there is nothing wrong with a large cube, and I am sure 16 players is a very fun way to play the cube. You're lucky - I get four players at most, which does lead to seeing many of the same cards, but then again, that does make the power level more condensed.
I guess you have a good point.
Well, it's fun not having the same cards over and over again, though. It's fun to not have every match decided by a Mind Twist or Skullclamp. And also to have various effects included others can't.
For example I have Doubling Season in my cube. It's just so broken with Planeswalkers, Jitte, Phantom creatures, Spike's and stuff. I haven't seen it in a lot of cubes though, and I'm guessing it's because they don't have space for it.
I certainly don't have 16 players every time. I usually get about 8 players, but it's increasing (getting more popular )
Also, if you're only with 4, you should consider doing a Sealed deck with the cube or Rochester Draft.
Sigil of Distinction isn't cubeworthy at all imo. It's just too much mana for the the effect.
I agree about the Sigil. Not good enough for Cube.
Something to consider about Jokulhaups: It plays nice with planeswalkers. Dropping Chandra Nalaar (or worse, Liliana Vess) and then playing Jokulhaups is just ridiculous.
Why no Body Double in blue? It combos with lots of things and because you can target your opponents graveyard it is never dead. I've seen it do some awful, awful things in my Cube (like become a Woodfall Primus my opponent was forced to discard--ouch!). I'd also like to see Repulse as one of the blue instants.
I don't consider most of the Shadowmoor/Eventide avatars to be good enough for Cube--the mana cost is too great. However, I do run Dominus of Fealty because it's one of the few good UR cards. How have the others been performing for you? The Oversoul of Dusk looks potentially good.
Has Safewright Quest been that good? Looks like a wasted slot to me.
None of them seem that good. I don't have to replace them with a four-drop. I thought of replacing Abundance with Nature's Lore and the leech with Wall of Roots, to make midrange stronger.
And FYI, Jokulhaups is played in an aggro deck and it wins you the game. You can recover much faster with a lower mana curve and burn and swing your way to the win.
A 6-mana spell? I'd rather play another burn spell. It was a last pick always, and no one played it.
I guess you have a good point.
Well, it's fun not having the same cards over and over again, though. It's fun to not have every match decided by a Mind Twist or Skullclamp. And also to have various effects included others can't.
For example I have Doubling Season in my cube. It's just so broken with Planeswalkers, Jitte, Phantom creatures, Spike's and stuff. I haven't seen it in a lot of cubes though, and I'm guessing it's because they don't have space for it.
A big cube certainly has advantages, but it's bigger so it's harder to keep on, store, lift and achieve.
Something to consider about Jokulhaups: It plays nice with planeswalkers. Dropping Chandra Nalaar (or worse, Liliana Vess) and then playing Jokulhaups is just ridiculous.
That's totally not a reason enough to keep it.
Why no Body Double in blue? It combos with lots of things and because you can target your opponents graveyard it is never dead. I've seen it do some awful, awful things in my Cube (like become a Woodfall Primus my opponent was forced to discard--ouch!). I'd also like to see Repulse as one of the blue instants.
Hmmmm. Why it doesn't appear here? I will look at my cube again, but I think I lost it. It worked great here. Do you think Repulse is better than Word of Command?
It's a 4/4 trampler for 3. Spike feeder is a 2/2 for a harder cost. Deadwood treefolk seems good, but I'm searching more for a midrange game-winning fattie ATM.
I don't consider most of the Shadowmoor/Eventide avatars to be good enough for Cube--the mana cost is too great. However, I do run Dominus of Fealty because it's one of the few good UR cards. How have the others been performing for you? The Oversoul of Dusk looks potentially good.
All the green avatars (that I play) are good, and they see play. Demigod of Revenge performed well in all its possible archetypes. It's fun to play it turn 3 with a ritual. Dominous was lacking among them, so did Divinity of Pride. Divinity will prolly go, Dominous could go for Gelectrode but I'm hesitating. I don't play the others.
I guess you have a good point.
Well, it's fun not having the same cards over and over again, though. It's fun to not have every match decided by a Mind Twist or Skullclamp. And also to have various effects included others can't.
For example I have Doubling Season in my cube. It's just so broken with Planeswalkers, Jitte, Phantom creatures, Spike's and stuff. I haven't seen it in a lot of cubes though, and I'm guessing it's because they don't have space for it.
I certainly don't have 16 players every time. I usually get about 8 players, but it's increasing (getting more popular )
Also, if you're only with 4, you should consider doing a Sealed deck with the cube or Rochester Draft.
Oh, no. It's not the same cards over and over again. The cube would have to be much smaller to be like that. There are some times when powerful cards show up time and again, but they aren't always there. Besides, Mind twist and Skullclamp aren't really that powerful. Without Moxen, mind twist is good but there isn't the same kind of fuel behind it. And skullclamp hasn't had that many small creatures to feed off of, though that is changing now.
And sealed is good but you do suffer from lack of card choices. There's more to choose from in draft.
I don't think repulse is all that great, and I don't think you meant word of command, but instead ray of command. Repulse is a good stall tactic, but that's about it. Which is decent, esp if you have a lot of controllish elements in your cube. Ray of command, however, has a lot of potential to just wreck **** four your opponent.
People in my playgroup don't think Skullclamp is that good either. So I draft it every time and win really big with it. Skullclamp is insane. Its cheap equip cost gives you a +1/-1 bonus. On a big creature it's usefull. If they manage to kill it, who cares, you draw 2 new cards. Or you could just equip mogg war marshall or tokens with it and draw more cards.
It's not unusual to draw 8 cards from it, and it's not good enough for you ?
Mind Twist turn 4 for the entire hand of the opponent (or what's left of it) is still good enough. We don't have Black Lotus, and I only have 2 moxen atm, but Mind Twist is still considered the most broken card. There are other ways to boost mana you know (Sol Ring, Grim Monolith, Basalt Monolith)
I like Wall of Roots a lot. I like Jokulhaups a lot. If you play not the fast burn red deck, like for example red is your 2nd color, then Jokulhaups will be quite good.
In my cube Blind Creeper is still in. Sure, if an opponent plays Shock on it, it dies, but you know what ? Shock isn't in my cube, Lightning Bolt is, which could kill it anyways.
You just have to make spells count when you have a Blind Creeper. Against a counter deck, chances are you and your opponent will play more than 2 spells and I may want to side it out. I played it in a BG aggro deck, and it was really fine.
The only Avatar I have in cube is Oversoul of Dusk. Protection is a solid ability and green will certainly be able to cast it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Retired DCI Level 2 Judge
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
Ya know, it's a little annoying but the plauyers' perception of what is playable is as important as how playable the card actually is. It's not like this is a universal format - the pool is different everywhere. So you end up with some cards seeing disproportionate play despite not being all that great (capsize in my cube) and plenty of good cards being overlooked (Kumano, Master Yamabushi for me).
I can read alot of things, such as skullclamp, kumano and Capsize are not that good, but seriously ? FOrgotten ancient is bad ?
I know that the fact that we allmost allways play 2vs2 change everything for it (no chumpblock, grow very fast) but even in 1vs1, it's a really strong card in midrange green strategy.
No, I think Kumano, master yamabushi is a great card - he is simply overlooked. And skullclamp I would say is overrated because most people remember how good it was in constructed and it doesn't always translate the same way. However, skullclamp is still good. Capsize is another card that is awesome in a constructed deck but in the cube you really don't want to bother with three mana for a boomerang and six(or twelve) for buyback bounce just isn't as crushing when your opponent is playing amazing cards while you do this.
And forgotten ancient is an extremely subpar card. There are so many more powerful cards. Yes, in 2HG it's much better but without multiple players it really is flat out bad. And slow. Slooooooooooooooow. And a very weak body - with no protection or evasion. And it's not cheap either (4 mana)
In 1vs1 games, i saw alot of usual midrange Green players dissmissed it....
.... Until they read the second ability....
Which I have read and am still completely unimpressed.
Maybe you can explain to me why a four to cast wall with the potential to grow from a horrible body to an acceptable body very, very slowly and pass that growth onto other creatures even more slowly is any good. The card is slow, slower, slowest, and why wouldn't you just play a four to cast 4/4 in green with another ability? Why play a card that needs other spells to be any good? It's a horrible topdeck, which is not cool in a four drop. It does nothing on its own, and there are much better ways to protect your own creatures or to get big beefy creatures out there. It's not that it can't get big. I'm sure it can. It just takes way too long to do anything worth noting up to cube standards.
Capsize has been ridiculous in my Cube. I have won off the back of that card alone at least twice.
I'm not a fan of the Ancient, although I've never tried it. Green doesn't lack for good things at that CC that are probably better than Ancient.
Cheers,
rant
It wasn't a lockdown win, right? It was just using the buyback to screw around with combat or to keep a nasty thing at bay or to abuse a comes into play ability, right? I can't imagine that you bounced all of someone's lands in the cube - there must have been something really wrong with the other person to let that happen.
So I guess what I'm asking is how did you win or how does capsize work when it works really well?
In both cases, capsize was being used to bounce the biggest creatures and keep myself alive. In one case, it kept me alive long enough to draw into Wrath and drop a fattie (Keiga, if I remember correctly) for the win. In the other case, it stalled out the game long enough for me to deck the opponent. I still think bounce with buyback is terrific. No, it isn't power 9, but it's more than solid.
Yea, Capsize is borderline absurd and definitely warrants inclusion in just about every cube. Definitely one of the top blue cards, and considering how overpowered that color is, that's saying something.
People in my playgroup don't think Skullclamp is that good either. So I draft it every time and win really big with it. Skullclamp is insane. Its cheap equip cost gives you a +1/-1 bonus. On a big creature it's usefull. If they manage to kill it, who cares, you draw 2 new cards. Or you could just equip mogg war marshall or tokens with it and draw more cards.
It's not unusual to draw 8 cards from it, and it's not good enough for you ?
QFT
Ya know, it's a little annoying but the plauyers' perception of what is playable is as important as how playable the card actually is. It's not like this is a universal format - the pool is different everywhere. So you end up with some cards seeing disproportionate play despite not being all that great (capsize in my cube) and plenty of good cards being overlooked (Kumano, Master Yamabushi for me).
Nice, I need one!
I don't think repulse is all that great, and I don't think you meant word of command, but instead ray of command.
Repulse is a good stall tactic, but that's about it. Which is decent, esp if you have a lot of controllish elements in your cube.
That's kinda what I look for right now. It's also nice to reuse CIP effects. Maybe I want to add both? Also, is it better than Repeal?
So, with all the feedback another big update will soon follow.
I want to make my multicolor section more balanced. Which R/U card do you prefer: Gelectrode or Nucklavee? Do you prefer them both over something else I have (like Dominus of Fealty)?
I would say geo is better... For example. Shock you, Brainstorm. Shock again, Counter that, shock this shock that you get the idea. Nucklavee is good, but it to me its cost makes it to slow for my taste because both blue and red have so much better spells for a 6 drop.
Gelectrode really is pretty damn good. It just increases the awesome of ever spell you cast and in a worst case scenario it's a ping every turn. Gelectrode really lets you add up the damage, essentially for free and can even take care of small/ midrange creatures reagualrly.
That being said I haven't played with Nucklavee though I imagine you may often only get one card from it if that.
I also just wanted to see what other UR cards you play and i have to ask: Is it possibly for you to sort your multicolors by colors instead of casting cost? Imo the colors are more relevant than the cost in this section.
Yeah, that's the only area here I've not changed yet. I'll change it in my next update (very soon).
That being said I haven't played with Nucklavee though I imagine you may often only get one card from it if that.
And maybe that's good enough - red sorceries are quite good usually. Blue instants are often counterspells, so that seems less useful to bring them back if you cannot use them in the same turn.
Notes:
Cube Construction:
The cube is fully powered. It contains cards from all black bordered sets as well as conspiracies and draft altering cards.
Gameplay:
We play only vintage-legal cards and conspiracies; no dexterity cards, ante cards, subgames or silver-bordered cards.
Reading the card list:
Color-intensity is divided after mana cost (listed first are the cards that cost R alphabetically, then cards that cost 1R alphabetically, then RR, then 2R, then 1RR, then RRR etc.)
Multicolored sections are ordered by guilds, then by my rank of their power level (my personal opinion here).
X spells are at the end of the curve of the appropriate section.
The card types are ordered creatures first then noncreatures. Spells that essentially play like creatures, such as Sarcomancy, are listed under creatures. Some spells are listed twice for that reason (Batterskull)
The color division is done by functionality. Multicolored isn't divided between hybrid, gold or split cards. On the other hand, hybrid and split cards that are used almost all the time in one color only are listed under that respective color, such as Dryad Militant in white and Fire // Ice in red.
Cards like Kessig Wolf Run that require two-colors to actually be effective are multicolored.
Card like Vedalken Shackles which are technically colorless but require you to play a certain color will be listed under that color.
If you are unsure about the category of a card, just check all that could apply.
The cube is also available at cubetutor!
The Cube
White
Creatures
1 Drops
Dauntless Bodyguard
Dragon Hunter
Dryad Militant
Faerie Guidemother
Giant Killer
Giver of Runes
Isamaru, Hound of Konda
Kytheon, Hero of Akros
Legion's Landing
Mardu Woe-Reaper
Mother of Runes
Skymarcher Aspirant
Soldier of the Pantheon
Student of Warfare
Thraben Inspector
Venerable Knight
2 Drops
Porcelain Legionnaire
Adanto Vanguard
Adorned Pouncer
Ancestral Blade
Charming Prince
Glory-Bound Initiate
Imposing Sovereign
Remorseful Cleric
Seasoned Pyromancer
Selfless Spirit
Shepherd of the Flock
Soltari Trooper
Soulfire Grand Master
Stoneforge Mystic
Thalia, Guardian of Thraben
Wall of Omens
3 Drops
Blade Splicer
Eldrazi Displacer
Mirror Entity
Monastery Mentor
Recruiter of the Guard
Thalia, Heretic Cathar
Brimaz, King of Oreskos
Flickerwisp
Gideon Blackblade
Hallowed Spiritkeeper
Mirran Crusader
Ranger-Captain of Eos
Spectral Procession
Taranika, Akroan Veteran
4 Drops
Restoration Angel
Emiel the Blessed
Hero of Bladehold
Leonin Warleader
Palace Jailer
Shalai, Voice of Plenty
Sublime Archangel
5 Drops
Venerated Loxodon
Angel of Invention
Archangel Avacyn
Baneslayer Angel
Lyra Dawnbringer
6 Drops
Sun Titan
7+ Drops
Elesh Norn, Grand Cenobite
X Drops
Secure the Wastes
FInale of Glory
Noncreature spells
CMC 1
Condemn
Enlightened Tutor
Land Tax
On Thin Ice
Path to Exile
Swords to Plowshares
CMC 2
Balance
Declaration in Stone
Journey to Nowhere
Winds of Abandon
CMC 3
Banishing Light
Forsake the Worldly
Oblivion Ring
Council's Judgment
Gideon of the Trials
CMC 4
Cast Out
Day of Judgment
Elspeth, Knight-Errant
Elspeth, Sun's Nemesis
Gideon, Ally of Zendikar
Moat
Serra, the Benevolent
Settle the Wreckage
Shatter the Sky
Wrath of God
CMC 5
Gideon Jura
Fumigate
CMC 6
Catastrophe
Elspeth, Sun's Champion
X spells-
Unexpectedly Absent
Lands
Castle Ardenvale
Karakas
Kor Haven
Blue
Creatures
2 Drops
Fae of Wishes
Fblthp, the Lost
Jace, Vryn's Prodigy
Looter il-Kor
Phantasmal Image
Snapcaster Mage
Thing in the Ice
Watcher for Tomorrow
3 Drops
Arcane Artisan
Champion of Wits
Trinket Mage
Barrin, Tolarian Archmage
Brazen Borrower
Nadir Kraken
True-Name Nemesis
Vendilion Clique
4 Drops
Phyrexian Metamorph
Glen Elendra Archmage
God-Eternal Kefnet
Sower of Temptation
Urza, Lord High Artificer
Venser, Shaper Savant
Whirler Rogue
5 Drops
Mulldrifter
Arcane Savant
Thryx, the Sudden Storm
Voracious Greatshark
Cavalier of Gales
6 Drops
Consecrated Sphinx
Sphinx of Jwar Isle
Torrential Gearhulk
7+ Drops
Inkwell Leviathan
X Drops
Shark Typhoon
Gadwick, the Wizened
Noncreature spells
Hired Heist
CMC 1
Ancestral Recall
Ancestral Visions
Brainstorm
Gitaxian Probe
Mystical Tutor
Opt
Ponder
Portent
Preordain
Serum Visions
Sleight of Hand
CMC 2
Sky Diamond
Arcane Denial
Brazen Borrower
Censor
Chart a Course
Cyclonic Rift
Impulse
Mana Leak
Memory Lapse
Miscalculation
Negate
Remand
Search for Azcanta
Time Walk
Counterspell
Mana Drain
CMC 3
Imprisoned in the Moon
Show and Tell
Supreme Will
Tinker
Disallow
Force of Negation
Jace Beleren
Mu Yangling, Sky Dancer
Narset, Parter of Veils
Neutralize
Vedalken Shackles
CMC 4
Control Magic
Jace, Architect of Thought
Jace, the Mind Sculptor
Opposition
Cryptic Command
CMC 5
Force of Will
Jace, Memory Adept
Mystic Confluence
Tezzeret, Artifice Master
Treachery
CMC 6+
Upheaval
Will Kenrith
Dig Through Time
X spells
Condescend
Power Sink
Syncopate
Thassa's Intervention
Lands
Castle Vantress
Faerie Conclave
Shelldock Isle
Tolarian Academy
Black
Creatures
1 Drops
Bloodsoaked Champion
Carnophage
Diregraf Ghoul
Dread Wanderer
Foulmire Knight
Gravecrawler
Gutterbones
Knight of the Ebon Legion
Tormented Hero
Vampire Lacerator
2 Drops
Scrapheap Scrounger
Bearer of Silencedo
Dark Confidant
Dusk Legion Zealot
Glint-Sleeve Siphoner
Heir of Falkenrath
Kitesail Freebooter
Mindblade Render
Order of Midnight
Oona's Prowler
Pack Rat
Bloodghast
3 Drops
Ammit Eternal
Flesh Carver
Ophiomancer
Plague Engineer
Rotting Regisaur
Ruin Raider
Woe Strider
Drana, Liberator of Malakir
Spawn of Mayhem
4 Drops
Kalitas, Traitor of Ghet
Nekrataal
Nightmare Shepherd
Rankle, Master of Pranks
Ravenous Chupacabra
Yawgmoth, Thran Physician
5 Drops
Shriekmaw
Custodi Lich
Doom Whisperer
6 Drops
Tasigur, the Golden Fang
Grave Titan
Noxious Gearhulk
Massacre Wurm
7+ Drops
Sheoldred, Whispering One
Griselbrand
Noncreature spells
CMC 1
Divest
Duress
Entomb
Imperial Seal
Inquisition of Kozilek
Reanimate
Regicide
Thoughtseize
Vampiric Tutor
CMC 2
Agonizing Remorse
Animate Dead
Bitterblossom
Collective Brutality
Dance of the Dead
Life // Death
Demonic Tutor
Eliminate
Exhume
Go for the Throat
Heartless Act
Liliana's Triumph
Night's Whisper
Ultimate Price
Hymn to Tourach
CMC 3
Corpse Dance
Dead of Winter
Dismember
Necromancy
Recurring Nightmare
Toxic Deluge
Bontu's Last Reckoning
Hero's Downfall
Liliana of the Veil
Liliana, the Last Hope
Murderous Rider
CMC 4
Makeshift Mannequin
Snuff Out
Damnation
Languish
CMC 5+
The Eldest Reborn
Liliana, Death's Majesty
Living Death
CMC 6+
Liliana, Dreadhorde General
X spells
Mind Twist
Lands
Castle Locthwain
Urborg, Tomb of Yawgmoth
Volrath's Stronghold
Red
Creatures
1 Drops
Bomat Courier
Falkenrath Gorger
Firedrinker Satyr
Goblin Guide
Grim Lavamancer
Jackal Pup
Monastery Swiftspear
Stromkirk Noble
Zurgo Bellstriker
2 Drops
Abbot of Keral Keep
Aether Chaser
Dire Fleet Daredevil
Earthshaker Khenra
Embereth Shieldbreaker
Goblin Cratermaker
Heartfire Immolator
Kari Zev, Skyship Raider
Keldon Marauders
Orcish Hellraiser
Rimrock Knight
Robber of the Rich
Viashino Pyromancer
War-Name Aspirant
Young Pyromancer
3 Drops
Ahn-Crop Crasher
Goblin Rabblemaster
Hanweir Garrison
Krenko, Tin Street Kingpin
Legion Warboss
Najeela, the Blade-Blossom
Pia Nalaar
Ravenous Ferocidon
Phoenix of Ash
Seasoned Pyromancer
4 Drops
Flametongue Kavu
Hazoret the Fervent
Hellrider
Pia and Kiran Nalaar
Rekindling Phoenix
Tectonic Giant
Territorial Hellkite
5 Drops
Glorybringer
Ilahrg, the Raze Boar
Siege-Gang Commander
Thundermaw Hellkite
6 Drops
Emissary of Grudges
Inferno Titan
Noncreature spells
CMC 1
Burst Lightning
Chain Lightning
Faithless Looting
Firebolt
Forked Bolt
Galvanic Blast
Lava Dart
Light Up the Stage
Lightning Bolt
Pillar of Flame
Skewer the Critics
CMC 2
Abrade
Arc Trail
Bonecrusher Giant
Fire // Ice
Fire Ambush
Goblin Bombardment
Incendiary Flow
Incinerate
Lightning Strike
Magma Jet
Pyroclasm
Searing Spear
Volcanic Hammer
CMC 3
Arc Lightning
Flames of the Firebrand
Risk Factor
Chandra, Acolyte of Flame
Sulfuric Vortex
CMC 4
Daretti, Scrap Savant
Experimental Frenzy
Sneak Attack
Chandra, Torch of Defiance
Fiery Confluence
Koth of the Hammer
Stoke the Flames
CMC 5
Through the Breach
Lukka, Coppercoat Outcast
CMC 6
Chandra, Awakened Inferno
Chandra, Flamecaller
Embercleave
Fireblast
X spells
Purphoros's Intervention
Rolling Earthquake
Lands
Castle Embereth
Ramunap Ruins
Green
Creatures
1 Drops
Arbor Elf
Avacyn's Pilgrim
Birds of Paradise
Boreal Druid
Elves of Deep Shadow
Elvish Mystic
Fyndhorn Elves
Gilded Goose
Hexdrinker
Joraga Treespeaker
Llanowar Elves
Noble Hierarch
2 Drops
Devoted Druid
Duskwatch Recruiter
Elvish Visionary
Fauna Shaman
Incubation Druid
Paradise Druid
Sakura-Tribe Elder
Satyr Wayfinder
Sylvan Advocate
Sylvan Caryatid
Wall of Blossoms
Wall of Roots
Rofellos, Llanowar Emissary
3 Drops
Llanowar Visionary
Nissa, Vastwood Seer
Reclamation Sage
The First Iroan Games
Tireless Tracker
Courser of Kruphix
Eternal Witness
Jadelight Ranger
Thrashing Brontodon
4 Drops
Caller of the Untamed
Oracle of Mul Daya
Master of the Wild Hunt
Polukranos, World Eater
Questing Beast
Thrun, the Last Troll
5 Drops
Thragtusk
Acidic Slime
Biogenic Ooze
Deep Forest Hermit
Deranged Hermit
Elder Gargaroth
Verdurous Gearhulk
6 Drops
Carnage Tyrant
Primeval Titan
Regal Behemoth
Kogla, the Titan Ape
7+ Drops
Hornet Queen
Terastodon
Craterhoof Behemoth
End-Raze Forerunners
Woodfall Primus
Worldspine Wurm
X Drops
Voracious Hydra
Noncreature spells
Natural Unity
CMC 1
Oath of Nissa
Search for Tomorrow
Utopia Sprawl
Wild Growth
CMC 2
Edge of Autumn
Farseek
Into the North
Nature's Lore
Oath of Druids
Once Upon a Time
Rampant Growth
Survival of the Fittest
Sylvan Library
Three Visits
Wilt
Channel
CMC 3
Song of the Dryads
Nissa, Voice of Zendikar
CMC 4
Garruk Relentless
Eureka
Garruk Wildspeaker
Garruk, Unleashed
CMC 5
Doubling Season
Nissa, Who Shakes the World
Nissa, Worldwaker
Vivien Reid
Vivien, Monster's Advocate
CMC 6+
Selvala's Stampede
The Great Henge
X spells
Green Sun's Zenith
Lands
Castle Garenbrig
Gaea's Cradle
Treetop Village
Multicolored
Unlike other sections the guild cards are ordered from the highest to lowest power level, according to my opinion
Azorius W/U
Fractured Identity
Teferi, Hero of Dominaria
Supreme Verdict
Teferi, Time Raveler
Dream Trawler
Dimir U/B
Baleful Strix
Ashiok, Nightmare Weaver
The Scarab God
Ashiok, Nightmare Muse
Hostage Taker
Rakdos B/R
Rakdos Cackler
Kolaghan's Command
Daretti, Ingenious Iconoclast
Dreadbore
Judith, the Scourge Diva
Angrath's Rampage
Gruul R/G
Dragonlord Atarka
Domri, Anarch of Bolas
Orcish Lumberjack
Wrenn and Six
Selesnya G/W
Kitchen Finks
Knight of Autumn
Nature's Chant
Mirari's Wake
Qasali Pridemage
Orzhov W/B
Lingering Souls
Vindicate
Sorin, Lord of Innistrad
Lurrus of the Dream-Den
Ashen Rider
Izzet U/R
Lutri, the Spellchaser
Dack Fayden
Saheeli, Sublime Artificer
Saheeli, the Gifted
Golgari B/G
Assassin's Trophy
Maelstrom Pulse
Meren of Clan Nel Toth
Garruk, Cursed Huntsman
Abrupt Decay
Fiend Artisan
Boros R/W
Figure of Destiny
Lightning Helix
Boros Charm
Skyknight Vanguard
Simic G/U
Oko, Thief of Crowns
Hydroid Krasis
Ice-Fang Coatl
Nissa, Steward of Elements
Uro, Titan of Nature's Wrath
Else
Sphinx of the Steel Wind
Colorless (Colorless artifacts, Phyrexian Mana cards, colorless lands and 5 colored lands)
Creatures
1 Drops
Icehide Golem
2 Drops
Lore Seeker
Phyrexian Revoker
Scrapheap Scrounger
Spellskite
3 Drops
Metalworker
4 Drops
Canal Dredger
Cogwork Librarian
5 Drops
Batterskull
6 Drops
Wurmcoil Engine
7+ Drops
Myr Battlesphere
Sundering Titan
Ancient Stone Idol
Kozilek, Butcher of Truth
Ulamog, the Ceaseless Hunger
Ulamog, the Infinite Gyre
Emrakul, the Promised End
Emrakul, the Aeons Torn
X Drops
Stonecoil Serpent
Hangarback Walker
Walking Ballista
Equipments
Bonesplitter
Shadowspear
Skullclamp
Umezawa's Jitte
Grafted Wargear
Heirloom Blade
Sword of Body and Mind
Sword of Feast and Famine
Sword of Fire and Ice
Sword of Light and Shadow
Sword of Sinew and Steel
Sword of Truth and Justice
Batterskull
Vehicles
Smuggler's Copter
Mana
0 mana
Black Lotus
Jeweled Amulet
Mana Crypt
Mox Diamond
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
1 mana
Mana Vault
Sol Ring
2 mana
Coldsteel Heart
Everflowing Chalice
Golgari Signet
Grim Monolith
Gruul Signet
Mind Stone
Rakdos Signet
Selesnya Signet
Talisman of Conviction
Talisman of Creativity
Talisman of Curiosity
Talisman of Hierarchy
Talisman of Resilience
Talisman of Dominance
Talisman of Impulse
Talisman of Indulgence
Talisman of Progress
Talisman of Unity
3 mana
Coalition Relic
Conspiracies
Backup Plan
Brago's Favor
Double Stroke
Emissary's Ploy
Immediate Action
Iterative Analysis
Power Play
Secrets of Paradise
Sentinel Dispatch
Summoner's Bond
Unexpected Potential
Other colorless spells
Arcum's Astrolabe
Pithing Needle
Retrofitter Foundry
Sorcerous Spyglass
Treasure Map
Winter Orb
Tangle Wire
Karn, Scion of Urza
Ugin, the Ineffable
Karn Liberated
Ugin, the Spirit Dragon
Rainbow Lands
The triome cycle
Ash Barrens
City of Brass
Evolving Wilds
Fabled Passage
Mana Confluence
Prismatic Vista
Reflecting Pool
Terramorphic Expanse
Colorless Utility Lands
Ancient Tomb
Blast Zone
Field of Ruin
Frostwalk Bastion
Library of Alexandria
Maze of Ith
Mishra's Factory
Mobilized District
Mutavault
Rishadan Port
Strip Mine
Wasteland
Guild Fixing (mana stones and lands. Each guild gets 8. Ordered by my rank of power level)
Azorius (W/U)
Tundra
Flooded Strand
Celestial Colonnade
Hallowed Fountain
Azorius Signet
Irrigated Farmland
Prairie Stream
Adarkar Wastes
Seachrome Coast
Glacial Fortress
Dimir (U/B)
Underground Sea
Polluted Delta
Creeping Tar Pit
Watery Grave
Dimir Signet
Fetid Pools
Sunken Hollow
Underground River
Darkslick Shores
Drowned Catacomb
Rakdos (B/R)
Badlands
Bloodstained Mire
Blood Crypt
Sulfurous Springs
Blackcleave Cliffs
Canyon Slough
Smoldering Marsh
Dragonskull Summit
Graven Cairns
Gruul (R/G)
Taiga
Wooded Foothills
Stomping Ground
Raging Ravine
Sheltered Thicket
Karplusan Forest
Cinder Glade
Grove of the Burnwillows
Copperline Gorge
Selesnya (G/W)
Savannah
Windswept Heath
Horizon Canopy
Temple Garden
Stirring Wildwood
Brushland
Scattered Groves
Canopy Vista
Razorverge Thicket
Orzhov (W/B)
Scrubland
Marsh Flats
Godless Shrine
Silent Clearing
Caves of Koilos
Shambling Vent
Fetid Heath
Concealed Courtyard
Isolated Chapel
Izzet (U/R)
Volcanic Island
Scalding Tarn
Steam Vents
Fiery Islet
Wandering Fumarole
Spirebluff Canal
Shivan Reef
Sulfur Falls
Cascade Bluffs
Golgari (B/G)
Bayou
Verdant Catacombs
Overgrown Tomb
Nurturing Peatland
Llanowar Wastes
Hissing Quagmire
Blooming Marsh
Woodland Cemetery
Twilight Mire
Boros (R/W)
Plateau
Arid Mesa
Sacred Foundry
Sunbaked Canyon
Inspiring Vantage
Battlefield Forge
Rugged Prairie
Needle Spires
Clifftop Retreat
Simic (U/G)
Tropical Island
Misty Rainforest
Breeding Pool
Lumbering Falls
Waterlogged Grove
Yavimaya Coast
Botanical Sanctum
Hinterland Harbor
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Anyway, I like daggerclaw imp and the rishadan airship. It's the theory that evasion damage where the cost is the power is always good. Who cares about blocking anyway?
And yes, Mahamoti is fine, but it's cards like this you should be cutting from each color to condense the powerful cards.
Also, I am about to replace grim harvest with death denied. You may already have that card, now that I think about it...
So first, the Alara update:
White outs:
Blinding Angel
Devout Witness
Empyrial Armor
Enduring Ideal
White Shield Crusader
Blinding Angel was a good card, but Battlegrace Angel in Shards of Alara seems better, and I didn't like Blinding Angel's potential to "lock" the opponent.
Devout Witness was just way weaker than every other disenchant effects and no one really played her.
Empyrial Armor just sucked.
Enduring Ideal didn't have enough targets and wasn't consistent enough to win the game.
White Shield Crusader underperformed, and having 4 pump knights was too much.
White ins:
Akrasan Squire
Battlegrace Angel
Elspeth, Knight Errant
Knight of the White Orchid
Scourglass
Akrasan Squire seems a good aggro critter on the first 2-3 turns, and then it'll probably pump a critter. I like it never being a dead draw like Savannah Lions in the late game. White has many critters with Shadow, Flying, First Strike or Lifelink who make him better. That said, white in my cube is pushed towards masses of creatures attacking, with lots of Glorious Anthem effects so he might not fit well. I decided to give him a try.
Battlegrace Angel replaces Blinding Angel.
Elspeth creates free tokens each turns or pumps a critter every turn while growing. She has a very high loyalty and planeswalkers are cool. From the testing we'd done since including her (which wasn't much) she was very strong.
Knight of the White Orchid is overall awesome.
Scourglass is another 5-mana wrath effect.
Blue outs:
Merchant Scroll
Waterspout Djinn
The outs are always easy Merchant Scroll didn't belong here.
Waterspout Djinn didn't fit blue.
Blue ins:
Maelstrom Djinn
Tezerret the Seeker
Maelstrom Djinn seems more playable than Waterspout Djinn because it's much more splashable.
Tezzeret has a lot of potential in a cube with all the best artifact acceleration and targets.
Black out:
Death Cloud
finally! It was way too hard to build around him, and totally not worth it.
Black ins:
Bone Splinters
The ability to kill almost any creature, even black ones, at one mana is tempting. Vendetta kills every nonblack creature at one mana. Vendetta is instant and makes you lose life and not a critter. Splinters are a sac outlet for your Kokusho or Pupetteer Clique. Worth it? We'll see.
Red outs:
Goblin Grenade
Jokulhaups
Molten Disaster
Ravaging Horde
Grenade was an experiment made to test if tribal cards are playable. Goblins are a common tribe and the effect is strong after all. It didn't pan out.
Jokulhaups was too hard to break. Which deck will want to play this?
Molten Disaster got upgraded.
Ravaging Horde was not really good everywhere out of LD.
Red ins:
Caldera Hellion
Flameblast Dragon
Kiki-Jiki, Mirror Breaker
Rolling Earthquake
Caldera Hellion is both a big creature and a mass removal. Many players play Firespout with the red ability - what if it comes with a 4/4 or more creature attached?
Kiki-Jiki has a lot of combo potential and it's a fine card on it's own.
Rolling Earthquake is an upgrade of Molten Disaster.
Green Outs:
Tinder Wall
Wasn't really helpful.
Green ins:
Wild Nacatl
Kird ape is great, so this should be too.
Multicolored outs:
Gaea's Skyfolk
Ghost Council of Orzohva
Scab-Clan Mauler
Sterling Grove
Gaea's Skyfolk got upgraded with Jhessian Infiltrator.
Ghost Council of Orzhova wasn't really playable.
Scab-Clan Mauler got replaced by a better card overall.
Sterling Grove is one of the cards no one should play.
Multicolor ins:
Ajani Vengeant
Jhessian Infiltrator
Sarkhan Vol
Agony Warp
Ajani is a planeswalker and they are all good so far, so we gave him a try. It was fair in our testing.
Sarkhan Vol seems like a great planeswalker.
Agony Warp is a variant of Last Gasp, so it's testing worthy. Worked out great so far.
I've dropped the cycle of the old cycler lands to get the space for 3 colored cards. They were just the first to go, and I have still too many lands. My plan is to cut another 5 lands in the next set to include the enemy 3 colored cards. I included the most splash worthy cards in alara for their color combination. I didn't look at older cards though; Naya Charm and Esper Charm are weak.
On to the comments:
Among the weaker cards, I don't think it has a place in a smaller cube.
Not a lot, of course. It's not smart to build a deck around it, you just need to play big fatties quickly and it becomes good, as a light ***+ light Armageddon.
Agreed.
It compares well to Remand, and Remand worked well.
A typo. I've replaced it with Dauthi Marauder.
I'm willing to try it.
It's an option. Most of the time Fireslinger is better because it hits players, but when you have another goblin out Sparksmith will usually be better.
Good idea.
I agree it's weaker than the rest of them, but I have no other green creature contender.
It sees play, and cheats giant creatures into play. It's harder to sacrifice a green creature in most decks than to fetch one.
Love for SoLaS, it needs a spot. I've heard polar opinions on the Sigil of Destinction. It looks solid with high amounts of mana, but won't you prefer a fattie instead?
It's not really an option. I want everyone to be cubing and happy, and we reach 16 people here. I want it to be the best cube possible for 16 people.
They didn't work for us. No one really played aggro and splashed an Airship (like they do with Pestermite, for example). The blocking part isn't the problem at all.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
I agree here. The slot can be filled by:
Also: A large cube doesn't mean lower standards.
If you go and check every card in printed in Magic (did 70 % already) you notice it's actually hard to cut to 720. ;-)
Sure Black Lotus in a small cube will come up more than in a large cube. But that just depends on how many players you're playing with.
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered Cubegood removals: death cloud, blinding angel, enduring renewal,
merchant scroll does search for a counterspell, ya know... but then again maybe that isn't powerful in your cube as well.
And FYI, Jokulhaups is played in an aggro deck and it wins you the game. You can recover much faster with a lower mana curve and burn and swing your way to the win.
EDIT @ Aggro: If no one wants to play aggro among 16 players, that's fine, but I do doubt that. In any case I think a balanced cube should support a range of aggro/control options.
EDIT @ The Scientist: A cube does get weaker as it gets larger, all other things being equal. So two people with comparable collections making cubes where one is twice the size of the other will lead to the larger cube being noticably weaker. (assuming both people choose the most powerful cards to include equally well.) This is the same principle that a 100 card deck is worse than a 60 card deck, since in any given environment, there is an uneven distribution of power and consistency leads to power.
That being said, there is nothing wrong with a large cube, and I am sure 16 players is a very fun way to play the cube. You're lucky - I get four players at most, which does lead to seeing many of the same cards, but then again, that does make the power level more condensed.
I guess you have a good point.
Well, it's fun not having the same cards over and over again, though. It's fun to not have every match decided by a Mind Twist or Skullclamp. And also to have various effects included others can't.
For example I have Doubling Season in my cube. It's just so broken with Planeswalkers, Jitte, Phantom creatures, Spike's and stuff. I haven't seen it in a lot of cubes though, and I'm guessing it's because they don't have space for it.
I certainly don't have 16 players every time. I usually get about 8 players, but it's increasing (getting more popular )
Also, if you're only with 4, you should consider doing a Sealed deck with the cube or Rochester Draft.
Sigil of Distinction isn't cubeworthy at all imo. It's just too much mana for the the effect.
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered CubeSomething to consider about Jokulhaups: It plays nice with planeswalkers. Dropping Chandra Nalaar (or worse, Liliana Vess) and then playing Jokulhaups is just ridiculous.
Why no Body Double in blue? It combos with lots of things and because you can target your opponents graveyard it is never dead. I've seen it do some awful, awful things in my Cube (like become a Woodfall Primus my opponent was forced to discard--ouch!). I'd also like to see Repulse as one of the blue instants.
How has Blind Creeper been? It looks weak to me. Dark Hatchling is a decent creature for black.
Hell's Thunder should definitely be in over Lava Hounds.
Hungry Spriggan seems too weak to me. If you want another 3-drop in green, why not Spike Feeder? Yavimaya Dryad? Deadwood Treefolk has been excellent in my Cube; maybe instead of Witherscale Wurm.
I don't consider most of the Shadowmoor/Eventide avatars to be good enough for Cube--the mana cost is too great. However, I do run Dominus of Fealty because it's one of the few good UR cards. How have the others been performing for you? The Oversoul of Dusk looks potentially good.
Has Safewright Quest been that good? Looks like a wasted slot to me.
Sword of Light and Shadow needs to be in here, no doubt. Lightning Greaves has been decent in my Cube.
Overall, very good. I can't imagine having 16 people to Cube with. I'm lucky to get 4!
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
A 6-mana spell? I'd rather play another burn spell. It was a last pick always, and no one played it.
A big cube certainly has advantages, but it's bigger so it's harder to keep on, store, lift and achieve.
That's totally not a reason enough to keep it.
Hmmmm. Why it doesn't appear here? I will look at my cube again, but I think I lost it. It worked great here. Do you think Repulse is better than Word of Command?
yep.
Fledgling Djinn is weaker. Dark Hatchling costs 6, so it cannot replace an aggro creature. Blind Creeper has done it's job well.
It's a 4/4 trampler for 3. Spike feeder is a 2/2 for a harder cost. Deadwood treefolk seems good, but I'm searching more for a midrange game-winning fattie ATM.
All the green avatars (that I play) are good, and they see play. Demigod of Revenge performed well in all its possible archetypes. It's fun to play it turn 3 with a ritual. Dominous was lacking among them, so did Divinity of Pride. Divinity will prolly go, Dominous could go for Gelectrode but I'm hesitating. I don't play the others.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Oh, no. It's not the same cards over and over again. The cube would have to be much smaller to be like that. There are some times when powerful cards show up time and again, but they aren't always there. Besides, Mind twist and Skullclamp aren't really that powerful. Without Moxen, mind twist is good but there isn't the same kind of fuel behind it. And skullclamp hasn't had that many small creatures to feed off of, though that is changing now.
And sealed is good but you do suffer from lack of card choices. There's more to choose from in draft.
I don't think repulse is all that great, and I don't think you meant word of command, but instead ray of command. Repulse is a good stall tactic, but that's about it. Which is decent, esp if you have a lot of controllish elements in your cube. Ray of command, however, has a lot of potential to just wreck **** four your opponent.
It's not unusual to draw 8 cards from it, and it's not good enough for you ?
Mind Twist turn 4 for the entire hand of the opponent (or what's left of it) is still good enough. We don't have Black Lotus, and I only have 2 moxen atm, but Mind Twist is still considered the most broken card. There are other ways to boost mana you know (Sol Ring, Grim Monolith, Basalt Monolith)
I like Wall of Roots a lot. I like Jokulhaups a lot. If you play not the fast burn red deck, like for example red is your 2nd color, then Jokulhaups will be quite good.
In my cube Blind Creeper is still in. Sure, if an opponent plays Shock on it, it dies, but you know what ? Shock isn't in my cube, Lightning Bolt is, which could kill it anyways.
You just have to make spells count when you have a Blind Creeper. Against a counter deck, chances are you and your opponent will play more than 2 spells and I may want to side it out. I played it in a BG aggro deck, and it was really fine.
The only Avatar I have in cube is Oversoul of Dusk. Protection is a solid ability and green will certainly be able to cast it.
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered CubeI know that the fact that we allmost allways play 2vs2 change everything for it (no chumpblock, grow very fast) but even in 1vs1, it's a really strong card in midrange green strategy.
And forgotten ancient is an extremely subpar card. There are so many more powerful cards. Yes, in 2HG it's much better but without multiple players it really is flat out bad. And slow. Slooooooooooooooow. And a very weak body - with no protection or evasion. And it's not cheap either (4 mana)
.... Until they read the second ability....
Which I have read and am still completely unimpressed.
Maybe you can explain to me why a four to cast wall with the potential to grow from a horrible body to an acceptable body very, very slowly and pass that growth onto other creatures even more slowly is any good. The card is slow, slower, slowest, and why wouldn't you just play a four to cast 4/4 in green with another ability? Why play a card that needs other spells to be any good? It's a horrible topdeck, which is not cool in a four drop. It does nothing on its own, and there are much better ways to protect your own creatures or to get big beefy creatures out there. It's not that it can't get big. I'm sure it can. It just takes way too long to do anything worth noting up to cube standards.
You want a big creature? spiritmonger, ravenous baloth, or Arashi, the sky asunder
You want to protect your creatures? Lightning Greaves or sword of fire and ice
You want an overcosted wall that will be half good three turns from now? Forgotten Ancient.
I'm not a fan of the Ancient, although I've never tried it. Green doesn't lack for good things at that CC that are probably better than Ancient.
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
It wasn't a lockdown win, right? It was just using the buyback to screw around with combat or to keep a nasty thing at bay or to abuse a comes into play ability, right? I can't imagine that you bounced all of someone's lands in the cube - there must have been something really wrong with the other person to let that happen.
So I guess what I'm asking is how did you win or how does capsize work when it works really well?
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
Nice, I need one!
I meant Command of Unsummoning. That name is so forgettable.
That's kinda what I look for right now. It's also nice to reuse CIP effects. Maybe I want to add both? Also, is it better than Repeal?
So, with all the feedback another big update will soon follow.
I want to make my multicolor section more balanced. Which R/U card do you prefer: Gelectrode or Nucklavee? Do you prefer them both over something else I have (like Dominus of Fealty)?
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
That being said I haven't played with Nucklavee though I imagine you may often only get one card from it if that.
And maybe that's good enough - red sorceries are quite good usually. Blue instants are often counterspells, so that seems less useful to bring them back if you cannot use them in the same turn.
And what about the bounce issues? Rate them please: Command of Unsummoning, Repulse, Repeal
Edit: Another issue - Innocent Blood or Barter in Blood? I want to include the best one for black control.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022