The additional requirements to make it 2B, make it an Aggro, Tempo, or Midrange card. The others mentioned can often fit in Control, Blade Juggler is real mediocre in true control.
So long as your Cube keeps true control at 25% or less in design, Blade Juggler will encourage aggressive design; imo, that is good
Hey gang! So many new cards from Modern Horizons! With the amount of changelings and tribe-matters cards, does anyone think there is any viable tribe support for cube?
You can make it more viable than it initial was. I had a skeleton a long time ago. http://www.cubetutor.com/visualspoiler/3022
The issues back then weren't the number of Changelings (but this increase helps) but more the Lorwyn paradox: How many Tribes can successfully be supported per color? Also, do your non-Tribal related filler overtake the point of tribal?
Here was my layout:
5C Slivers
5C Spirits (??)
5C Humans
R/b Goblins
B/u(w) Zombies
W/G Kithkin (Depends on Humans ot not)
W/x Soldiers/Humans (it changes)
G/x Treefolk (this seemed cut-able)
U/w/b Merfolk
R/X Elemetals (5C ??)
U/B Faerie/Rogue
G/w/b Elves
U/R/b Wizards
B/W/r Vampires
R/G/b/w Warriors
Pirates seemed too uninspiring. Rebels is only OK at Common
Your main source of incentives was Lorwyn, Onslaught, Innistrad and Khans blocks
The other issues I saw were:
Removal has to be Tribe-related, big push for Legion's Creatures-as-spells over non-creature spells, artifacts are gonna be fixing or OP; Stalagtite in Lorwyn was HUGE in limited.
1)Mythic Conspiracies play like Vanguards; So I have them as an option.
2) Whether Wizard's gets thinga to a point we agree with is irrelevant so long as we can logic our way to a cube our personal groups enjoy.
I love Flashback, non-Basics, and Cycling. My cube is suboptimal to many. But I built it to support sealed
I think Skillcleaver is less than Fault Rider, especially in your cube which blatantly support R/X Control. That saturation of Haste is nice but you have Inciter and 4cc Red to pick up the slack 1 missing haste body would leave. Besides it is only 'really' threatening on its initial turn. Which unsupported turns it into a red provoke body.
Control does not need a saturation like aggro, I will concede that. But look at the WR Viashino that does a similar thing to Skullcleaver, that is a mixed bag of results and WR needs similar support to Red Control to work smoothly.
I payed for foil proxied of Pestilence, Capsize, and a few others. My opinions is pauper by any means necessary. I play to enjoy the cube not draw a line in the sand and proclaim things.
Every co, or I run supports aggressive bodies. Blue being aggressive is there for me as most of my drafters play aggro/mid/tempo and seldom true control. So I deviated design to suit draft preferences. There is still control elements, but they also fit within a Tempo/Midrange strategy I.e. Deep Analysis, Undo, Condescend, Essence Scatter/Remove Soul.
I love Benethic Giant as much as the next, but outside of UB or UR there is seldom the ability to last that long. And UB is hurt by the fact that Black's better control cads are stolen by almost everyone and only the UB Gold are left beyond pick 6.
Any Horsemanship are basically unblockable. Depending on your feelings about runaway leaders, this can be fine as we have a few already, but this is a bit easier on the mana making it an easier choice to draft
Saddleback is.. Um.. passable in a Swarm Archetype. But WG has better cards as well as White or Red. If anything, Swarm dovetails with Aggro and Midrange to ask for value bodies.
-Ramp slots became aggro slots
-I cut X-Spells in red and Capsize to encourage healthier, tighter, play.
**Not having Screech and Chieftan imo hobbles the chances at good Swarm. Their CC was everything, other Army-in-a-can cost too much or don't do enough. RW's other identities seem weak by comparison. /SoapBox
-Aggro/Tempo really is the best if the cards come together.
-Real control has less and less 2-for-1's in recent sets. And not having Chainer's Edict is a rougher time. That said, the new cycling cards for U/B help. Unburden from Onslaught is joined by Wander in Death, Hieroglyphic Illumination, and Shimmerscale Drake.
++Tokens lost most of my green support with the inclusion of Screech/Chieftan. They are better. But if you wanna push Green Swarm, you have a few from Battle for Zendikar to meet Zendikar's Eldrazi Spawn bodies. Using enough GW gold cards to support multiple targets could work. But the best Mass Pump will be from White. May even have to use the Body + Token guys from Kaladesh they aren't great, better in Sealed.
××Ramp & Swarm are friends:
-Eldrazi green bodies that also give tokens work in both strategies.
-Ulvenwald Captive is Ramp+threat all in 1.
I know some will jump on the chance to hate, but Amonkhet adding a few cycling fatties and some versatile middle-of-the-pack cards helps Sealed and lowered power cubes (i am a powered down cuber).
The Ash Barrens and Terrain Elemental usual require TCGplayer to find as they are product exclusives.
Failed Ideas & Mechanics
Delirium
Colorless-matters
Madness (added stuff but nothing worth changing for)
Artifacts-matter & Energy (still not enough)
Sacrifice (Exploit) got toys but imo, not enough to make the Archetype better than Fringe
"Duh" updates:
Green got more efficient fatties at 4+
Red's 2cc is clogged Tandem Lookout got downshifted. It is awesome for any x/u deck. Ash Barrens is another useful "fetch" you basically need to have.
Well your 1cc is the hardest in all but Red as they have good removals at that cost. The "overall" rules you are looking for is somewhat defined by the balance pf your cube itself.
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So long as your Cube keeps true control at 25% or less in design, Blade Juggler will encourage aggressive design; imo, that is good
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You can make it more viable than it initial was. I had a skeleton a long time ago. http://www.cubetutor.com/visualspoiler/3022
The issues back then weren't the number of Changelings (but this increase helps) but more the Lorwyn paradox: How many Tribes can successfully be supported per color? Also, do your non-Tribal related filler overtake the point of tribal?
Here was my layout:
5C Slivers
5C Spirits (??)
5C Humans
R/b Goblins
B/u(w) Zombies
W/G Kithkin (Depends on Humans ot not)
W/x Soldiers/Humans (it changes)
G/x Treefolk (this seemed cut-able)
U/w/b Merfolk
R/X Elemetals (5C ??)
U/B Faerie/Rogue
G/w/b Elves
U/R/b Wizards
B/W/r Vampires
R/G/b/w Warriors
Pirates seemed too uninspiring. Rebels is only OK at Common
Your main source of incentives was Lorwyn, Onslaught, Innistrad and Khans blocks
The other issues I saw were:
Removal has to be Tribe-related, big push for Legion's Creatures-as-spells over non-creature spells, artifacts are gonna be fixing or OP; Stalagtite in Lorwyn was HUGE in limited.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
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2) Whether Wizard's gets thinga to a point we agree with is irrelevant so long as we can logic our way to a cube our personal groups enjoy.
I love Flashback, non-Basics, and Cycling. My cube is suboptimal to many. But I built it to support sealed
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Control does not need a saturation like aggro, I will concede that. But look at the WR Viashino that does a similar thing to Skullcleaver, that is a mixed bag of results and WR needs similar support to Red Control to work smoothly.
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I love Benethic Giant as much as the next, but outside of UB or UR there is seldom the ability to last that long. And UB is hurt by the fact that Black's better control cads are stolen by almost everyone and only the UB Gold are left beyond pick 6.
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- Peema Outsider
- Eyeless Watcher
- Kozilek's Predator
- Nest Invader
- Scion Summoner
- Saddleback Lagac
- Symbiosis
Saddleback is.. Um.. passable in a Swarm Archetype. But WG has better cards as well as White or Red. If anything, Swarm dovetails with Aggro and Midrange to ask for value bodies.Loose Change Pauper Cube-cast
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-I cut X-Spells in red and Capsize to encourage healthier, tighter, play.
**Not having Screech and Chieftan imo hobbles the chances at good Swarm. Their CC was everything, other Army-in-a-can cost too much or don't do enough. RW's other identities seem weak by comparison. /SoapBox
-Aggro/Tempo really is the best if the cards come together.
-Real control has less and less 2-for-1's in recent sets. And not having Chainer's Edict is a rougher time. That said, the new cycling cards for U/B help. Unburden from Onslaught is joined by Wander in Death, Hieroglyphic Illumination, and Shimmerscale Drake.
++Tokens lost most of my green support with the inclusion of Screech/Chieftan. They are better. But if you wanna push Green Swarm, you have a few from Battle for Zendikar to meet Zendikar's Eldrazi Spawn bodies. Using enough GW gold cards to support multiple targets could work. But the best Mass Pump will be from White. May even have to use the Body + Token guys from Kaladesh they aren't great, better in Sealed.
××Ramp & Swarm are friends:
-Eldrazi green bodies that also give tokens work in both strategies.
-Ulvenwald Captive is Ramp+threat all in 1.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
The Ash Barrens and Terrain Elemental usual require TCGplayer to find as they are product exclusives.
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
Failed Ideas & Mechanics
Delirium
Colorless-matters
Madness (added stuff but nothing worth changing for)
Artifacts-matter & Energy (still not enough)
Sacrifice (Exploit) got toys but imo, not enough to make the Archetype better than Fringe
"Duh" updates:
Green got more efficient fatties at 4+
Red's 2cc is clogged
Tandem Lookout got downshifted. It is awesome for any x/u deck.
Ash Barrens is another useful "fetch" you basically need to have.
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I myself have this: Cube By Curve.
Overall I try to keep Aggro viable above all else as it needs the most curve assistance.
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Also, adding certain uncommons, while fun, is going to leave you rather isolated from resl help here.
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