I started with an aggro oriented cube, but my group didn't like it; as such we have been moving the creatures to fit a more midrange/control strategy leaving White to be the primary aggro control, with Red and Green as secondary aggro colors. As part of this changes Black now have a heavy reanimation theme with fattys on all colors that double as finishers.
White - 72
Blue, Black, Red, Green - 67
Gold - 60
Colorless - 75
Lands - 65
Standard or Theme Cube: Standardish (W has a rebel er-rated theme).
Average Draft: 6-8 players, 1-2 times/week.
Card Selection
Powered?: No
Cube Design
Standard or Multiplayer: Standard
Snow Cube?: No
Sideboards?: No
Proxies?: Yes
Functional Reprints?: Yes
Perfect Creature/Non-Creature Balance: No
Gold "As Printed" or "As Played": As Played
Perfectly Balanced CMC: No
Cube CMC: 2.99
Here's a list of the contents of The Cube:
WWWWhiteWWW
White Summary:
I'm using the rebel errata on most of the 3 CMC and lower permanents, one notable exclusion to this is Ajani, Caller of the Pride. To allow for White to be an aggro and control, White have more cards; so far this has not made this color be more prevalent which I feared.
A card having a number 0 on quantity means a card as been errated to be a Rebel in addition to it's other types.
Black Summary:
Still proactively working on Black as it was an aggro color, but nobody played it like that; it currently have a heavy reanimation theme, but I still need to make it more mid-range and control oriented (I'm pushing for MBC).
Red Summary:
This was the worst color of the cube at the begining, since adding Wildfire and more re-usable spells it's become better. I'm trying to have Red work 2 angles, fast aggro supported by direct damage and support for control strategies specially artifact.dec.
Multicolor Summary:
Not always the best cards on the color combinations, but ones that fill voids push the color combination philosophy. Five cards per guild + shards + hybrids, so far so good
Artifact/Colorless Summary:
Artifacts + Phyrexian + Colorless.
I needed to add more mana stones to support Red Wildfire strategy and push for an Artifact.dec strategy.
Lands Summary:
As I see it, there 30 lands that any cube that tries to have the more powerful cards available to it can't change, Dual, Fetch and Shock lands. The rest is a personal mix with the experiment of trying the Karoos.
Basic Info
I started with an aggro oriented cube, but my group didn't like it; as such we have been moving the creatures to fit a more midrange/control strategy leaving White to be the primary aggro control, with Red and Green as secondary aggro colors. As part of this changes Black now have a heavy reanimation theme with fattys on all colors that double as finishers.
Made in Mexico (GDL for those interested).
Deck statistics link
Cube Size: 540 Cards
Breakdown:
White - 72
Blue, Black, Red, Green - 67
Gold - 60
Colorless - 75
Lands - 65
Standard or Theme Cube: Standardish (W has a rebel er-rated theme).
Average Draft: 6-8 players, 1-2 times/week.
Card Selection
Powered?: No
Cube Design
Standard or Multiplayer: Standard
Snow Cube?: No
Sideboards?: No
Proxies?: Yes
Functional Reprints?: Yes
Perfect Creature/Non-Creature Balance: No
Gold "As Printed" or "As Played": As Played
Perfectly Balanced CMC: No
Cube CMC: 2.99
Here's a list of the contents of The Cube:
WWWWhiteWWW
I'm using the rebel errata on most of the 3 CMC and lower permanents, one notable exclusion to this is Ajani, Caller of the Pride. To allow for White to be an aggro and control, White have more cards; so far this has not made this color be more prevalent which I feared.
A card having a number 0 on quantity means a card as been errated to be a Rebel in addition to it's other types.
White Creatures:
1 Ramosian Sergeant
1 Defiant Falcon
1 Ramosian Lieutenant
1 Amrou Scout
1 Defiant Vanguard
1 Ramosian Captain
1 Lin Sivvi, Defiant Hero
//1CC
0 Isamaru, Hound of Konda
0 Elite Vanguard
0 Savannah Lions
0 Student of Warfare
0 Mother of Runes
//2CC
0 Stormfront Pegasus
0 Mistral Charger
0 Kor Skyfisher
0 Soltari Trooper
0 Soltari Monk
0 Soltari Priest
0 Accorder Paladin
0 Thalia, Guardian of Thraben
0 Stoneforge Mystic
0 Leonin Relic-Warder
0 Knight of Meadowgrain
0 Lone Missionary
0 Wall of Omens
0 Mirran Crusader
0 Blade Splicer
0 Soltari Champion
1 Mirror Entity
0 Flickerwisp
1 Spectral Procession
1 Mikaeus, the Lunarch
0 Stonecloaker
1 Exalted Angel
//4CC
1 Hero of Bladehold
1 Kor Sanctifiers
1 Restoration Angel
//5CC
1 Cloudgoat Ranger
1 Archon of Justice
1 Battlegrace Angel
1 Baneslayer Angel
1 Karmic Guide
1 Sun Titan
1 Sunblast Angel
//7CC
1 Elesh Norn, Grand Cenobite
//8CC
1 Akroma, Angel of Wrath
1 Enlightened Tutor
0 Land Tax
1 Swords to Plowshares
1 Path to Exile
1 Cloudshift
//2CC
1 Balance
1 Disenchant
0 Seal of Cleansing
1 Revoke Existence
0 Journey to Nowhere
0 Glorious Anthem
0 Oblivion Ring
1 Ajani, Caller of the Pride
//4CC
1 Armageddon
1 Ravages of War
1 Ajani Goldmane
1 Faith's Fetters
1 Day of Judgment
1 Wrath of God
1 Elspeth, Knight-Errant
1 Elspeth Tirel
1 Gideon Jura
1 Rout
//6CC
1 Catastrophe
//Lands
1 Kor Haven
1 Kjeldoran Outpost
UUUBlueUUU
Blue Summary:
My favorite color. This color cheap creatures are for tempo based strategies, however there are more spells that creatures.
Blue Creatures:
BBBBlackBBB
Black Summary:
Still proactively working on Black as it was an aggro color, but nobody played it like that; it currently have a heavy reanimation theme, but I still need to make it more mid-range and control oriented (I'm pushing for MBC).
Black Creatures:
RRRRedRRR
Red Summary:
This was the worst color of the cube at the begining, since adding Wildfire and more re-usable spells it's become better. I'm trying to have Red work 2 angles, fast aggro supported by direct damage and support for control strategies specially artifact.dec.
Red Creatures:
GGGGreenGGG
Green Summary:
I want this color to be an aggro color, however I don't want it to be all about small threats but more like a midrange powerhouse.
Green Creatures:
WUBRGMulticolorGRBUW
Multicolor Summary:
Not always the best cards on the color combinations, but ones that fill voids push the color combination philosophy. Five cards per guild + shards + hybrids, so far so good
Multicolor cards:
XXXArtifact/ColorlessXXX
Artifact/Colorless Summary:
Artifacts + Phyrexian + Colorless.
I needed to add more mana stones to support Red Wildfire strategy and push for an Artifact.dec strategy.
Artifact/Colorless cards:
0Lands0
Lands Summary:
As I see it, there 30 lands that any cube that tries to have the more powerful cards available to it can't change, Dual, Fetch and Shock lands. The rest is a personal mix with the experiment of trying the Karoos.
Lands: