Forcing aggro isn't an accurate representation of how viable it is, it just means that aggro is possible.
For example, you can go on Bestiare, draft Irwin's cube and force mono-color aggro. Does that mean that it's a healthily viable archetype? Not really, it just means that it's possible. Hell, you could probably force mono-U aggro in his cube, but that doesn't mean that it's a healthily viable archetype, just that you can do it. (Granted, I wouldn't really care much about how viable mono-color aggro, especially mono-U is in his cube, but you get the concept.)
For example, remember when I was advocating Jungle Lion (or was it Wild Dogs? I honestly can't remember) over Cloudcrown Oak and you didn't like having 2 2/X for G creatures (it and Wild Dogs). I forget the exact wording, but you said that it didn't make sense that I would recommend taking a "redundant" slot (that and Penumbra Spider) while giving it to the 1CC slot. The reason for this is to give aggro support, similar to (one of) the reasons you took the signets out. Aggro naturally needs support in cube (in general, due to the nature of the format) to be viable and right now, it's just not there to make it a healthily represented archetype.
BTW, I still don't think that the Ru deck was an aggro deck. As you said, the only 2 drop in your deck was a Razorfin Hunter and as I said, that does not an aggro deck make. From what I could tell, it was able to go aggro against me because I had a Scuttlemutt, a Rolling Thunder and not much else.
(Note that I'm not just saying that only green needs to be changed, it was just the first color that I had made analysis on for helping aggro.)
B/c I was on PMC 2.0, I will add a bit to your forum too. I am not an expert, but I have a set of rules for my cube, and also every slot has been researched with similar cards. Again, not an expert, but I cut my cube in half to get it to be 8-man
1st: I think exalted is overrated
2nd: Pingers need to be there, atleast 3-5 in a cube. If they "cause problems" for aggro... there are too many X/1's. Look at Hungry Spriggan; aggro.... but sobs to Flame Jab. Ever play 3x Dissension? B/R wins it b/c of Ickspitter
3rd: If a card is not good by itself (excluding Aura/Equipment) then it ISN'T GOOD!!!
On a side rant, I want to help improve aggro, but gimme like 5 sentences why it is bad and I can help
4th: Themes should be strong, but not overpowering unless they are even. I saw the soldier theme, it isn't bad.. but what about the soldiers of other colors? Thalakos Scout, Keldons.. I also think the landcyclers of Conflux should count as part of "land" or expand the allied color slots to +1 to accomodate them. I feel they are that important.
~Other Stuff~
Squall Drifter -> Master Decoy (the +0/+1 and soldier is superior)
Not ever "breather" is good, see Shade of Trokair, Deepwalker...
Rishadan Airship-> Wormfang Drake
Sootfeather Flock should be in somewhere, more morphs IMO are needed to hide the ones in there. And there are some really good aggro ones (see almost any aven)
D'Avenant Healer, as well as other 2+ ability creatures, should be looked at hard. TSP gave a lot of those, and you have many like Infiltrator il-Kor and Havenwood Wurm
Erratic Mutation -> Reality Acid (add in Tolarian Sentinel and it gets bad, or just Capsize)
Looking through your list, I can def see the smaller aggro.. then there is not much heavyweight follow up, it turns into great creatures but the punch thins at 3+ cc
Thanks for posting in my thread man, it's been a while since anyone has (even me so it's understandable).
I do have plenty of pingers left in my cube, I don't recall the exact number but I have at least 5 in red alone. I merely wanted to limit them, not cut them entirely out of the cube. I guess you could argue that what I have now isn't enough, but I just want to make it known that I haven't done away with them entirely.
Having more morphs is interesting, but I will say I've got enough to at least keep people guessing. I remember aiming a firebolt and a morph when the previous game I saw a nantuko vigilante, and it ended up being a gathan raiders.... Flock is ok, but black 5 drops are pretty good. He was considered before he was cut, so maybe he'll be in yet. It's only going to get tighter with zendikar though so who knows.
I play shade and deepwalker mainly b/c I think most suspend guys are good. Maybe that is my problem. These are cards that could very well not survive what zendikar could add as I agree they are pretty fringy.
I just can't get behind wormfang drake, too much blowout potential. Even if you don't get blown out it's downside is pretty severe.
Drifter vs Decoy...Hmm, I'll have to think about that one a little.
Healer is pretty solid, but I just don't think he'll be good enough. I like my white creatures currently and I have a hard time thinking of what I'd cut.
As far as nothing but smaller aggro, I have some people telling me a lot of my colors are too midrangy. I'm not really sure who to believe, but I'm reasonably happy with the balance I've got now. Such a statement is difficult to address without playing the cube more, and I'm currently not near any good magic community right now.
Maybe you'd consider posting your cube here sometime.
Putrid Leech Gaze of the Gorgon Golgari Rotwurm Shambling Shell Consume Strength
After debating the place of aggro and control, i've been overlooking my own decisions.
The one thing I can't seem to get behind is 1 drop creatures that don't tap to do things. I like Kird Ape and Nactal... BUT... unless they are early they don't count. See Ripclan Mauler and Scabclan Mauler... but we'll see
Ideas for direct changes I would like opinions on:
Clay Statue
Rogue Elephant
Kathari Bomber
Brass Man
Brass Gnat
Alpha Myr
Pentad Prism
Morbid Hunger
Blade of the 6th Pride
Dragon Fodder
Ideas for direct changes I would like opinions on:
Clay Statue
Rogue Elephant
Kathari Bomber
Brass Man
Brass Gnat
Alpha Myr
Pentad Prism
Morbid Hunger
Blade of the 6th Pride
Dragon Fodder
Also posing the Myrs vs Obelisks discussion
As far as Clay Statue, Brass Man, Brass Gnat, and Alpha Myr go, I think cubes are deep enough not to require artifact creatures that are weaker than their colored counterparts but fit into any deck. There just isn't a need for them because the cards you draft will be so deep already that I can't see them making the cut very often (or ever).
I have rogue elephant in my cube. I would never play him on turn 1 (well, never is probably too strong), but I think playing him a little later is pretty good for getting a lot of creatures on the board quickly. I could see an aggro deck dropping him + a 2 drop on turn 3 and that's a pretty sizable force.
I don't really think the bomber is strong enough, it's ok but black red has some good multicolor cards. I guess I'd rather have bomber than monstrous carabid.
Pentad Prism was pretty good with sunburst, but I think in normal cube you want something that will add mana every turn and never run out.
Morbid Hunger is pretty good, but black removal in cube is just so tight. I might consider it if it cost 1 less on each of the costs, but I feel it's just a little too expensive. If you want an expensive flashy romoval spell I suggest dead ringers, which I ended up cutting but not really because it wasn't good enough.
Sixth Pride is fine, I don't run him because I prefer evasion or abilities over a vanilla guy. But he's definitely possible if you like him. I personally thing you should run a few more white 2 drops, since that's one of white's advantages over the other colors.
I don't like dragon fodder, seems underpowered. I'd rather just have a 2/2 than 2 1/1's since I don't really see any large synergies with them.
A few cards in your cube that I have to consider are
Spike colony seems decent, screws up combat a lot. Spirit en-kor is very hard to kill and another nuisance. Coalition Honor guard seems deceptively disruptive. It shuts down a lot of stuff. Daru lancer is a pretty nifty morph. Phyrexian War Beast is something I would play in the right deck.
I'm holding off making changes right now, and I plan on doing a very big update once more zendikar gets spoiled.
COlony was better pre-M10 obviously, I cut a few cards that lost value since M10 they seem to be ok as the Graft creatures just were "ok". The Colony has a few things going for it, I considered Worker briefly, the main point is splashable; colorless activation; and the ability to put many counters on 1 creature.
Clay Statue might be testable for me as the stats seem good.
Warbeast is definately aggro. He helps blue b/c of the stats and lower cost.
I too am waiting a bit for ZEN as Kor Sanctifiers is already in once I get one.
What do you think about mana Myrs? Instead of Obelisks?
Also, Lancer was good back then, and is good still... I think I forgot to have Whip-Spine Drake in the list.. but those 2 can do so much damage togethr
I feel the only card that hasn't been discussed or is worth discussing is coalition body guard. He's pretty all around disruptive. He can stop burn, pump spells, etc and a 2/4 body isn't bad with that kind of upside. We'll see what happens with him.
Phyrexian war beast prob should have been in all along, not a huge drawback for aggro.
As far as myr and obelisks go, I wouldn't really run either. Heck I don't even run signets. I think especially if you play the 10 signets you've already got a good deal of accelleration. Both just seem underpowered, really shallow insight I know.
no, that is a helpful opinion. I tried to start a pauper cube general discussion ofrum and failed.
I'll ask you directly here then. How do you feel about pump creatures? I had Loch Korrigan, that became Carrion Ants.. found out they were uncommon.. looking at Darkling Stalker.. and can't decidie if I should just cut it for something like Fledgling Djinn
VERY LARGE Zendikar update. I was very pleased with the commons from this set and I think it filled a lot of holes. It gave me some solid cards in each color and I think I ended up making 25 changes in all (although some weren't from Zendikar). I don't know how long the autocard will not work for these cards, so until then here is a link to the spoiler for Zendikar. http://mtgsalvation.com/zendikar-spoiler.html
A few important things to note. I'm very strict on how much creature removal I give each color, that's why whenever I add removal I usually have to take one out in it's place. That's why certain cards like the new shock with kicker and disfigure didn't make it. The removal is so tight that I can't possibly take anything out unless I'm blown away. You'll also notice that I'm cutting the land cyclers from conflux, I think they've had their run. They are good mana fixing, but I'd like to see how the cube fuctions without them and they were just the easiest cards to cut for me when looking to make room.
Skyfisher is a good aggressive creature with the ability to combo with 187's in other decks. Kor Sanctifiers is another unique effect, disenchant is much more useful than just hitting enchantments. These 2 cards were definite adds for me. I decided steppe lynx was worth trying, he's only good early but because he can get 3 toughness quickly he should be able to force through more damage than most 1 drops. I took out some lackluster creatures that weren't played a lot of the times they were drafting, I think with cube you end up with so many good cards that adding cards that are only good in specific decks like steppe lynx is a way to force players to draft decks and not just good cards.
Again taking out some cards that were a little lackluster, not really what I'm interested in discussing anyways. What is interesting is the cards added, now into the roil is just a cantrip bounce so it's pretty simple, but summoner's bane is a card that's not only powerful but interesting. You don't see many effects like this at common so it's pretty cool to get a truly unique effect like this. It'd be nice if it could counter any spell, but at this rarity I don't get too choosy. It's a little conditional but still quite a blowout, and blue decks have a lot of instant speed spells so they can afford to leave 2UU open.
I've decided to try out illusionary servant over airship, since it's a little more well rounded of a card and I've put in a few pretty aggressive blue drops in now so it's nice to give blue something with a big butt that can play defense. Viscerid Deepwalker wasn't bad it was just always on the fense. I was always close to adding gossamer phantasm and I think welkin tern is just good enough to make it. Not being able to block is annoying, but you generally just want to keep attacking anyways, and I was always annoyed you couldn't play cards that interacted with gossamer phantasm like equipment so it was as bland as it gets. Windrider Eel is another purely aggressive creature and I'm interested to see how much better it is than just something like snapping drake. Getting in 2 good attacks with it should be good enough. As for sky ruin drake I think a 2/5 flyer for 5 is better than a 3/3 flyer for 5 in most decks, not really to complicated of a card.
I've already made the changes for other colors, but I'll hold off on discussing them for now since I think I've posted enough, also I don't want to give too much to discuss at once and have a lot of decisions go overlooked. I should update this thread soon, maybe even later tonight.
Yes, first let me say a few changes I made to white and blue mostly due to mtgsalvation's incorrect rarity spoilers.
Sadly summoner's bane wasn't common, can't remember what I kept in because of that. Luckily kor hookmaster turned out to be common finally after switching rarity about 5 times.
Wow, 7 cards is a pretty huge turnover for 1 set. But red got a bunch of good 2 drops, which it was kind of meh on before. Shorcutter, bushwhacker, and geopede are all highly aggressive. Shrine is a card I orignally just put in because it was unique and was a red spell that wasn't burn, but I've actually started to like it quite a bit in ZZZ draft so I'll happily include it. Bladetusk Boar is a red snapping drake and burst lightning is stupid.
No disfigure, black's removal is just so good right now.
I would argue that Disfigure is better than Hideous End. Sure the two life is nice and everything, but it isn't splashable unlike Disfigure, and it kills a variety of creatures within your cube.
I would argue that Disfigure is better than Hideous End. Sure the two life is nice and everything, but it isn't splashable unlike Disfigure, and it kills a variety of creatures within your cube.
I think people favor reliability over power too much in cube, sure it's nice to have, but it doesn't always have to win out. Cube is a format where after every draft you are going to have a billion playables so I don't feel too bad about someone missing out on being able to splash that one extra card, and I think I'd like to have some cards that reward commitment. Besides, it's kind of frustrating as the black player when all your removal is getting sniped and splashed. Either I add a few BB cards or I make the mana fixing crappier.
In addition to all that I just think it's the better card, but the real lesson is look some times you've just got to go with the stronger effect.
No worries, I was looking through some cards and saw Shu Cavalry and thought that you should put it in your cube, and saw that you hadn't updated your list with the RG stuff when I thought to make the suggestion. (I feel similarly about Wei Strike Force)
Here are my discrepancies:
You added WAY too much from ZEN. It didn't change that much, I had 15 cards that got cut to like 10.
Black:
Crypt Ripper is bad. Everyone I play with generally is not a fan of Shade effets. And the haste thing is odd, it is just not the best option
The Surrakar Marauder is underwhelming to me, its main advantage is the 2cc.
I am surprised at the lack of the Mosquito. I find it to be the 2nd Butcher.
Red:
Cutting Puncture Blast seems like the worst cut you could have made. Handling regeneraters, shinking guys.. it is so good!
Bushwacker? I would have to hear reports. Same with Shortcutter, not impressed. I would've kept Skycutter
Green:
Timbermaw Larva IMO should be atleast Kavu Primarch still. The convoke + kicker is a nice option. The Larva dies easy. I will admit it was good in Sealed but as a 2 color deck it'll get to 5/5 on offense and die to shocks on their turn or EOT
The Recluse follows my belief that kicker assassin creatures are good
I really feel that red needs more 1 drops. With only 2 in the entire cube how can you support an aggressive red deck?
I agree with Knuckles29 in that Shortcutter is not a very good card, and should probably go back to Skycutter. But furthermore if you were looking to capitalize on his CIP effect something like Intimidator Initiate gets there and still fills a 1 drop role.
Bushwacker is always going to be amazing and yet again still fills a 1 drop role (poorly).
I also agree with Primarch over Larva, Larva is just bland to me, even in ZZZ draft.
The most unfortunate thing about a common cube is that you're really forced to draft more traditionally by getting creatures and beating face.
Is there a reason you chose to leave Dark Ritual out? Looking over the 3cc black cards it doesn't seem that overpowered to play a morph guy on turn 1 at the cost of a card.
I will be putting this together as it looks like a blast to play, do you have plans to update the first post to keep up?
I've been keeping the first post updated for the most part, but I didn't do it for this last update yet. I'll get on it later tonight.
As far as ritual goes, I actually think it's underpowered. There just aren't that many effects worth a one time ritual effect in my cube. I guess I could be wrong, and it wouldn't hurt to put one in for a while.
I've liked drafting shortcutter a lot in ZZZ. he fills the role of a decent 2 drop with a relevant lategame ability. I'm at least going to have to play with him more before I take him out. Goblin Skycutter is pretty good even w/o the ability to stack damage. Maybe he'll have to be put in eventually, but not right now.
I'd like to give red more one drops from a design standpoint, but I just don't see any I more I want at the moment. I will say that red is probably one of the strongest colors in my cube, it might not have 1 drops but it's very fast and has a lot of burn.
I'm a fan of larva in ZZZ, it's vulnerable but it is also one of the most aggressive 4 drops green has, which I'm trying to push.
EDIT: changes 1st post
also ingot chewer->keldon vandals
torch slinger is basically a 5 drop, so ingot chewer can be displaced, but the artifact destruction can't. I'm trying to move to a more aggressive cube anyways.
I guess I should probably take out rift bolt instead of puncture blast. I don't want to just add burst lightning for a non-burn spell because red already has a bunch of burn and I'm trying to limit it to a reasonable amount.
I'm going to have to disagree strongly on the Larva if only to say Blastoderm and Wild Leotau are aggressive. Larva is Conditional.
In a follow-up I am going to mention sonething noone drafted highly ut was never very unhappy tgo have make the maindeck: Greater Mossdog. Sometimes a 3/3 that won't quite is more dangerous than a 2/2 that imitates a 5/5 if you play strong base green.
I feel like the skycutter debate I jumped on so quickly; there might be more need of anti-flyer tech. At the least Giant Spider, but in a realm more towards reality I'd say Cloudcrown Oak, Oran-Rief Recluse, etc. With the Hungry Spriggan you are definately playing all-in green.
And because I have such a strong dislike of Larva outside of the set it is in, I will follow further with the "?" how does he work well with Karoo lands or encourage multicolor decks? Answer: Not at all.
I apologize for being so strong, but I cannot abide the decision that it is good when you have 15+ years of commons to chose from and you pick the most recent 4cc
I guess I'll give this guy a try, at the very least he can create some interesting decisions. Although most of the time you'll just turn him sideways until they have to kill him, which isn't bad.
I thought white was getting a little creature heavy, and I've always liked wisps. It's best in aggro, but not really that bad in control. It's kind of like a cheaper way to cycle renewed faith in that case since it should prevent around 3 damage and replace itself.
Also, I really look forward to the really rare case when making a creature white actually matters.
Erratic Mutation is too random to be terribly useful as a removal or pump spell. Rushing River will be more effectively used in aggro or control; control will use it to steal tempo from the aggressive decks and fog them for a turn or two depending on the mana they have left to recast and the aggressive decks will use it to bounce control's bigger creatures and swing for the win.
Train of Thought is terribly slow, expensive, and color demanding. Inspiration will go into more decks as it is easier to cast, still provides card advantage, and is instant speed to boot. A vast improvement imo.
First, I like your cube. There are a lot of cards here that I really enjoyed playing during my own cube's common/uncommon days, and it's making me feel nostalgic.
Now onto some comments on your card choices. Just my opinions here, don't take offense, blah blah etc.
A few cards I had a lot of success with in blue aggro strategies:
Aven Fogbringer - about as efficient as several of your blue 4 drops on offense. Little more fragile, but it sets the opponent back and can be absolute murder when targeting a bounceland early on. Not amazing, but it may be worth trying.
Withdraw, Undo - I like Withdraw a bit more as it is certainly not difficult to catch your opponent tapped out, and it can also be occasionally be used to save your squad from some sort of mass removal. You already have a few cantrip bounce cards though so maybe you don't want another bounce effect?
Choking Tethers - this one I will strongly recommend. I won a LOT of cube games on the back of this card, whether just playing it as a time walk in a tight damage race, or using it early to force through some guys like ninjas (or Haunted Cadaver! :D)
As for what I'd cut, I'm not too big on Brainstorm and Serum Visions in your cube. I think Ponder is better than both (well, Brainstorm can be better but you aren't exactly swimming in fetchlands here :)), but I wouldn't really want to run Ponder here either.
I feel like Shade of Trokair is miles better than Steppe Lynx - the flexibility on the suspend guys is just unreal in a low-power cube. I'd also like to see Viscerid Deepwalker make it back in!
I'd probably turn Surrakar Marauder into Dauthi Slayer, unless you're opposed to having more BB cards.
I'd rather have Goblin Skycutter than about half of your red two-drops, personally. I'd like to see him come back, although I don't think Shortcutter is bad by any means. Maybe trim Emberwilde Augur?
I played Silkbind Faerie for a bit when he was first printed, but the consensus in my play group was that Minister of Impediments was just better. Faerie can occasionally work over an entire board position by himself, but curves are just so tight that nobody wanted to spend two mana every turn.
You seem to bring Gather Courage in and out a lot. My opinion is that it borders on disgusting, and I personally would rather have it even over the mighty Predator's Strike in my green decks. 0 is just such a fantastic mana cost. Obviously the opinions of you and your playgroup are a bit more relevant than mine, but I just wanted to voice my love of the card on the off chance that you had just never seen the card in action or something. Probably my favorite Giant Growth effect, although I've really been enjoying Vines of Vastwood a lot so far as well.
That's all I've got for now. Overall your cube looks quite solid.
I would also drop Serum Visions, but I would do so for Ponder. Ponder and Brainstorm are both amazing cards and should be in pretty much every cube ever--this one is no exception.
First, I like your cube. There are a lot of cards here that I really enjoyed playing during my own cube's common/uncommon days, and it's making me feel nostalgic.
Now onto some comments on your card choices. Just my opinions here, don't take offense, blah blah etc.
A few cards I had a lot of success with in blue aggro strategies:
Aven Fogbringer - about as efficient as several of your blue 4 drops on offense. Little more fragile, but it sets the opponent back and can be absolute murder when targeting a bounceland early on. Not amazing, but it may be worth trying.
Withdraw, Undo - I like Withdraw a bit more as it is certainly not difficult to catch your opponent tapped out, and it can also be occasionally be used to save your squad from some sort of mass removal. You already have a few cantrip bounce cards though so maybe you don't want another bounce effect?
Choking Tethers - this one I will strongly recommend. I won a LOT of cube games on the back of this card, whether just playing it as a time walk in a tight damage race, or using it early to force through some guys like ninjas (or Haunted Cadaver! :D)
As for what I'd cut, I'm not too big on Brainstorm and Serum Visions in your cube. I think Ponder is better than both (well, Brainstorm can be better but you aren't exactly swimming in fetchlands here :)), but I wouldn't really want to run Ponder here either.
I feel like Shade of Trokair is miles better than Steppe Lynx - the flexibility on the suspend guys is just unreal in a low-power cube. I'd also like to see Viscerid Deepwalker make it back in!
I'd probably turn Surrakar Marauder into Dauthi Slayer, unless you're opposed to having more BB cards.
I'd rather have Goblin Skycutter than about half of your red two-drops, personally. I'd like to see him come back, although I don't think Shortcutter is bad by any means. Maybe trim Emberwilde Augur?
I played Silkbind Faerie for a bit when he was first printed, but the consensus in my play group was that Minister of Impediments was just better. Faerie can occasionally work over an entire board position by himself, but curves are just so tight that nobody wanted to spend two mana every turn.
You seem to bring Gather Courage in and out a lot. My opinion is that it borders on disgusting, and I personally would rather have it even over the mighty Predator's Strike in my green decks. 0 is just such a fantastic mana cost. Obviously the opinions of you and your playgroup are a bit more relevant than mine, but I just wanted to voice my love of the card on the off chance that you had just never seen the card in action or something. Probably my favorite Giant Growth effect, although I've really been enjoying Vines of Vastwood a lot so far as well.
That's all I've got for now. Overall your cube looks quite solid.
Hmm, some good suggestions. Gather Courage is currently in right now, and I think that's where it belonged all along. The surprise factor coupled with the fact that it's a 0 mana way to protect creatures is pretty sick as far as pump spells go.
I have marauder in for slayer for that very reason. Double colored 2 drops are a little inconsistant. I'm not against adding dauthi at some point, but I think surrakar marauder is a better card.
I will add Choking Tethers and Aven Fogbringer because they've been on the cusp for a while. I'll have to look at what I can take out, confound could probably leave for tethers. Blues 4 drops are so tight right now, which is probably why fogbringer isn't in in the first place so I'll have to think it over for a while.
As far as withdraw and undo go, someone suggested raging river and I think that's the best bounce 2 guys spell I'm not playing. But as you've noticed I do have a lot of bounce and I prefer that they cantrip. Those cards are certainly up to the power level though, so i'll look to squeeze one in if I can.
I thought the suspend guys I cut were a little fringy, although I will admit I cut them based on theory and not practice so maybe they would have done better than I expected if I had played them.
Red has always been a almost too good at keeping creatures of the board, and since I added torch slinger that was part of my reason for cutting skycutter, because I want to have a good portion of my creatures function as aggressive cards and less like removal.
How about these changes: - Erratic Mutation, - Train of Thought, + Inspiration, + Rushing River?
Erratic Mutation is too random to be terribly useful as a removal or pump spell. Rushing River will be more effectively used in aggro or control; control will use it to steal tempo from the aggressive decks and fog them for a turn or two depending on the mana they have left to recast and the aggressive decks will use it to bounce control's bigger creatures and swing for the win.
Good suggestions, should lead to changes soon when I'm not so tired.
Train of Thought is terribly slow, expensive, and color demanding. Inspiration will go into more decks as it is easier to cast, still provides card advantage, and is instant speed to boot. A vast improvement imo.
I realize this is probably an unpopular decision, but I like serum visions more than ponder in my cube. Ponder is good for setting up redundancy in older constructed formats, but serum visions can actually create "virtual card advantage" if you scry any cards that don't have value to the bottom. I think that is more important in this format.
Also you'll notice from my various anti-morphling posts I like to attack as many sacred cows as possible.
As for train of thought, I know it looks slow...well it is slow, but trust me it's worth it. Train of thought is the kind of card I always want to have one of in my deck, if the game ever goes long this card can single handedly win you it.
Erratic mutation is blue removal, I may cut it though since I've got a few cards I want to add and it's not safe in it's position by any means.
After I've thought about it a little more I'll post some of the changes I make. I'm just largely against hasty decisions since those are the ones I just end up having to change back. When I actually get a chance to draft w/ zendikar is when some big changes may happen. I'm happy to see my thread getting a little more traffic (well I hadn't updated it in forever so I don't know what I expected).
Ponder gets you what you want right now. Visions gets you something random. That's all I'm going to say about that.
I'm not arguing that Train of Thoughts can't win you a game. It clearly can; I'm just saying that, more times than not, Inspiration will be better than Train because of being able to hold open mana and it coming online much more easily. It will probably make a lot more decks than Train of Thought will, which should be a main concern, I would think.
Erratic Mutation is only guaranteed removal against small to medium creatures consistently and it only hits one target. Rushing River will always do what you want and can even hit noncreature permanents, which gives it an immeasurable advantage in versatility. On top of it hitting multiple targets of different types, it can be used to save your own creatures, something that Erratic Mutation can't even touch. Rushing River is more consistent and still provides more tricks--that's something I think blue can appreciate.
For example, you can go on Bestiare, draft Irwin's cube and force mono-color aggro. Does that mean that it's a healthily viable archetype? Not really, it just means that it's possible. Hell, you could probably force mono-U aggro in his cube, but that doesn't mean that it's a healthily viable archetype, just that you can do it. (Granted, I wouldn't really care much about how viable mono-color aggro, especially mono-U is in his cube, but you get the concept.)
For example, remember when I was advocating Jungle Lion (or was it Wild Dogs? I honestly can't remember) over Cloudcrown Oak and you didn't like having 2 2/X for G creatures (it and Wild Dogs). I forget the exact wording, but you said that it didn't make sense that I would recommend taking a "redundant" slot (that and Penumbra Spider) while giving it to the 1CC slot. The reason for this is to give aggro support, similar to (one of) the reasons you took the signets out. Aggro naturally needs support in cube (in general, due to the nature of the format) to be viable and right now, it's just not there to make it a healthily represented archetype.
BTW, I still don't think that the Ru deck was an aggro deck. As you said, the only 2 drop in your deck was a Razorfin Hunter and as I said, that does not an aggro deck make. From what I could tell, it was able to go aggro against me because I had a Scuttlemutt, a Rolling Thunder and not much else.
(Note that I'm not just saying that only green needs to be changed, it was just the first color that I had made analysis on for helping aggro.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
1st: I think exalted is overrated
2nd: Pingers need to be there, atleast 3-5 in a cube. If they "cause problems" for aggro... there are too many X/1's. Look at Hungry Spriggan; aggro.... but sobs to Flame Jab. Ever play 3x Dissension? B/R wins it b/c of Ickspitter
3rd: If a card is not good by itself (excluding Aura/Equipment) then it ISN'T GOOD!!!
On a side rant, I want to help improve aggro, but gimme like 5 sentences why it is bad and I can help
4th: Themes should be strong, but not overpowering unless they are even. I saw the soldier theme, it isn't bad.. but what about the soldiers of other colors? Thalakos Scout, Keldons.. I also think the landcyclers of Conflux should count as part of "land" or expand the allied color slots to +1 to accomodate them. I feel they are that important.
~Other Stuff~
Squall Drifter -> Master Decoy (the +0/+1 and soldier is superior)
Not ever "breather" is good, see Shade of Trokair, Deepwalker...
Rishadan Airship-> Wormfang Drake
Sootfeather Flock should be in somewhere, more morphs IMO are needed to hide the ones in there. And there are some really good aggro ones (see almost any aven)
D'Avenant Healer, as well as other 2+ ability creatures, should be looked at hard. TSP gave a lot of those, and you have many like Infiltrator il-Kor and Havenwood Wurm
Erratic Mutation -> Reality Acid (add in Tolarian Sentinel and it gets bad, or just Capsize)
Looking through your list, I can def see the smaller aggro.. then there is not much heavyweight follow up, it turns into great creatures but the punch thins at 3+ cc
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
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I do have plenty of pingers left in my cube, I don't recall the exact number but I have at least 5 in red alone. I merely wanted to limit them, not cut them entirely out of the cube. I guess you could argue that what I have now isn't enough, but I just want to make it known that I haven't done away with them entirely.
Having more morphs is interesting, but I will say I've got enough to at least keep people guessing. I remember aiming a firebolt and a morph when the previous game I saw a nantuko vigilante, and it ended up being a gathan raiders.... Flock is ok, but black 5 drops are pretty good. He was considered before he was cut, so maybe he'll be in yet. It's only going to get tighter with zendikar though so who knows.
I play shade and deepwalker mainly b/c I think most suspend guys are good. Maybe that is my problem. These are cards that could very well not survive what zendikar could add as I agree they are pretty fringy.
I just can't get behind wormfang drake, too much blowout potential. Even if you don't get blown out it's downside is pretty severe.
Drifter vs Decoy...Hmm, I'll have to think about that one a little.
Healer is pretty solid, but I just don't think he'll be good enough. I like my white creatures currently and I have a hard time thinking of what I'd cut.
As far as nothing but smaller aggro, I have some people telling me a lot of my colors are too midrangy. I'm not really sure who to believe, but I'm reasonably happy with the balance I've got now. Such a statement is difficult to address without playing the cube more, and I'm currently not near any good magic community right now.
Maybe you'd consider posting your cube here sometime.
http://forums.mtgsalvation.com/showthread.php?t=174913
~Green~
1cc
Thornscape Apprentice
Spore Frog
Ana Disciple
2cc
Tangle Asp
Thallid Shell Dweller
Sakura Tribe Elder
Thornsweald Archer
Silhana Ledgewalker
Matsu Tribe Sniper
Mire Boa
3cc
Yavimaya Elder
Fierece Empath
Civic Wayfinder
Lone Wolf
Simian Grunt
4cc
Krosan Vorine
Greater Mossdog
Blastoderm
Penumbra Spider
Kavu Primarch
Wickerbough Elder
Nantuko Vigilante
5cc
Gorilla Beserkers
Beacon Behemoth
Giant Dustwasp
Nath's Elite
Spitting Gourma
Battlefield Scroungers
Game-Trail CHangeling
Spike Colony
Mosstodon
6cc
Durkwood Baloth
Treespring Lorian
7cc
Havenwood Wurm
Krosan Tusker
Jungle Weaver
1cc
Thrill of the Hunt
2cc
Sprout Swarm
Gleeful Sabotage
Earthbrawn
Evolution Charm
Predator's Strike
3cc
Kodama's Reach
Wildsize
Journey of Discovery
4cc
Monstrify
Gloomwidow's Feast
Acorn Harvest
Elephant Ambush
No 5's
6cc
Sylvan Bounty
~White~
1cc
Goldmeadow Harrier
2cc
Starlight Invoker
Field Surgeon
Augur il-Vec
Angelic Wall
3cc
Lightbringer
D'Avenant Healer
Aven Riftwatcher
Auramancer
Wispmare
Kabuto Moth
Defender of Law
Benalish Lancer
Burrenton Bombardier
Soltari Visionary
Skyhunter Prowler
Benevolent Ancestor
Troubled Healer
4cc
Rune-Cervin Rider
Foriysian Interceptor
Teroh's Faithful
Aven Liberator
Guardian of the Guildpact
Sanctum Gargoyle
Heavy Ballista
Knight of Sursi
Spirit en-Kor
Coalition Honor Guard
Ballynock Trapper
Castle Raptors
5cc
Daru Lancer
no 1's
2cc
Angelic Renewal
Momentary Blink
3cc
Floating Shield
Orim's Thunder
Oblivion Ring
Blinding Beam
Solemn Offering
Radiant's Judgement
Dismantling Blow
Cessation
Marshalling Cry
Embolden
Prismatic Strands
4cc
Faith's Fetters
Cenn's Enlistment
Breath of Life
Resounding Silence
Abuna's Chant
5cc
Gleam of Resistance
~Blue~
1cc
Stormscape Apprentice
2cc
Looter il-Kor
Fathom Seer
Stonkbrook Angler
WAterfront Bouncer
3cc
Thalakos Scout
Shaper Parasite
Drift of Phantasms
Dream Fighter
Man-o-War
Wormfang Drake
4cc
Sentinels of Glen Elendra
Stinging Barrier
Ninja of Deep Hours
Breezekeeper
Tolarian Sentinel
Crookclaw Transmuter
Shirmmering Glasskite
5cc
Illusionary Wall
Mulldrifter
Infiltrator il-Kor
Tidewater Minion
Helium Squiter
Whip-Spine Drake :EDIT:
6cc
Aethersnipe
7cc
Errant Ephemeron
8cc
Slipstream Serpent
1cc
Flood
Ponder
2cc
Jilt
Arcane Denial
Impulse
Miscalculation
Courier's Capsule
3cc
Oona's Grace
Rhystic Study
Exclude
Undo
Consign to Dream
Reality Acid
Probe
Rushing River
4cc
Ocular Halo
Flight of Fancy
Deep Analysis
Mystic Restraints
Choking Tethers
Mystical Teachings
5cc
Traumatic Visions
Xcc
Condescend
~Black~
1cc
Carrion Feeder
Shadow Guildmage
2cc
Skinthinner
Erg Raiders
3cc
Cabal Torturer
Skittering Horror
Moonglove Changeling
Organ Grinder
Trespasser il-Vec
Smokespew Invoker
Orzhov Euthanist
Cinderbones
Stinkweed Imp
Phyrexian Rager
4cc
Carrion Ants
Faceless Butcher
Viscera Dragger
Phyrexian Debaser
Grave Scrabbler
Dimir House Guard
Mortipede
5cc
Sootfeather Flock
Warren Pilferers
Zombie Boa
Okiba-Gang Shinobi
Zombie Cutthroat
6cc
Twisted Abomination
Corpulent Corpse
1cc
Tortured Existence
Unearth
2cc
Shred Memory
Grim Harvest
3cc
Ashes to Ashes
Strangling Soot
Crippling Fatigue
Seal of Doom
Rend Flesh
Ichor Slick
4cc
Agonizing Demise
Evincar’s Justice
Pestilence
5cc
Essence Drain
Sever Soul
Cruel Revival
Clutch of Undeath
Brainspoil
No 6’s
7cc
Absorb Vis
Xcc
Stir the Grave
Death Denied
Soul Burn
~Red~
1cc
Raka Disciple
2cc
Goblin Skycutter
Mogg War Marshall
Skirk Marauder
Aetherflame Wall
3cc
Flamewave Invoker
Flowstone Channeler
Ghitu Slinger
Defender of Chaos
Battle Rampart
Keldon Vandals
Vithian Stinger
4cc
Blistering Dieflyn
Viashino Runner
Sandstone Warrior
Chainflinger
War-Spike Changeling
Thorn-Thrash Viashino
Battering Craghorn
5cc
Ingot Chewer
Sokenzan Spellblade
Gathan Raiders
6cc
Chartooth Cougar
7cc
Ridge Rannet
Faultgrinder
1cc
Firebolt
Lightning Axe
Seal of Fire
Lightning Bolt
Reckless Abandon
Flame Jab
Dead//Gone
Reckless Charge
2cc
Ancient Grudge
Fury Charm
3cc
Arcane Teachings
Arc Lightning
Barbed Lightning
Soul’s Fire
Furious Assault
Puncture Blast
Bloodfire Infusion
4cc
Magma Burst
Swirling Sandstorm
Scorching Missle
No 5’s
6cc
Fiery Fall
Xcc
Heat Ray
Rolling Thunder
Disintegrate
Lava Burst
~Artifact + Land~
-Mana-
5 Borderpost
5 Obelisk
Darksteel Ingot
Wanderer’s Twig
-Other-
Moonglove Extract
Darksteel Pendant
Relic of Progenitus
Pyrite Spellbomb
Aether Spellbomb
-Equipment-
Neurok Stealthsuit
Horned Helm
Blight Sickle
Neurok Hoversail
Viridian Longbow
Leonin Bola
Whispersilk Cloak
Opaline Bracers
Sparring Collar
Bonesplitter
Heliophial
-Creatures-
Skyreach Manta
Suntouched Myr
Steel Wall
Scuttlemutt
Elf Replica
Goblin Replica
Wizards Replica
Soldier Replica
Hematite Golem
Pewter Golem
Phyrexian Warbeast
-Lands-
Shimmering Grotto
Terramorphic Expanse
Rupture Spire
5 Panarama
10 Karoo
~Gold~
5 Double Landcycler
Cavern Harpy
Vectis Agents
Soul Manipulation
Deny Reality
Agony Warp
Wrecking Ball
Lava Zombie
Rakdos Ickspitter
Suicidal Charge
Monstrous Carabid
Skyknight Legionnaire
Goblin Legionnaire
Thundersong Trumpeter
Fire at Will
Squee’s Embrace
Armadillo Cloak
Qasali Pridemage
Sigil Blessing
Steel Leaf Paladin
Guardian of Vitu-Ghazi
Winged Coatl
Bigean Hydropon
Grazing Kelpie
Snakeform
Assault Zeppelid
Glassdust Hulk
Plumes of Peace
Aethertow
Steel of the Godhead
Silkbind Faerie
Blind Hunter
Vectis Dominator
Mourning Thrull
Soul Link
Pillory of the Sleepless
Petrahydrox
Razorfin Hunter
Quicksilver Dagger
Noggle Bandit
Izzet Chronarch
Deadshot Minotaur
Branching Bolt
Gorger Wurm
Scuzzback Marauders
Horned Kavu
Putrid Leech
Gaze of the Gorgon
Golgari Rotwurm
Shambling Shell
Consume Strength
After debating the place of aggro and control, i've been overlooking my own decisions.
The one thing I can't seem to get behind is 1 drop creatures that don't tap to do things. I like Kird Ape and Nactal... BUT... unless they are early they don't count. See Ripclan Mauler and Scabclan Mauler... but we'll see
Ideas for direct changes I would like opinions on:
Clay Statue
Rogue Elephant
Kathari Bomber
Brass Man
Brass Gnat
Alpha Myr
Pentad Prism
Morbid Hunger
Blade of the 6th Pride
Dragon Fodder
Also posing the Myrs vs Obelisks discussion
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
How many slots should be 1 drop creatures, 2 drops, etc?
How do control cards like Flood, Capsize, or 5+ pingers affect the health of aggro?
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
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As far as Clay Statue, Brass Man, Brass Gnat, and Alpha Myr go, I think cubes are deep enough not to require artifact creatures that are weaker than their colored counterparts but fit into any deck. There just isn't a need for them because the cards you draft will be so deep already that I can't see them making the cut very often (or ever).
I have rogue elephant in my cube. I would never play him on turn 1 (well, never is probably too strong), but I think playing him a little later is pretty good for getting a lot of creatures on the board quickly. I could see an aggro deck dropping him + a 2 drop on turn 3 and that's a pretty sizable force.
I don't really think the bomber is strong enough, it's ok but black red has some good multicolor cards. I guess I'd rather have bomber than monstrous carabid.
Pentad Prism was pretty good with sunburst, but I think in normal cube you want something that will add mana every turn and never run out.
Morbid Hunger is pretty good, but black removal in cube is just so tight. I might consider it if it cost 1 less on each of the costs, but I feel it's just a little too expensive. If you want an expensive flashy romoval spell I suggest dead ringers, which I ended up cutting but not really because it wasn't good enough.
Sixth Pride is fine, I don't run him because I prefer evasion or abilities over a vanilla guy. But he's definitely possible if you like him. I personally thing you should run a few more white 2 drops, since that's one of white's advantages over the other colors.
I don't like dragon fodder, seems underpowered. I'd rather just have a 2/2 than 2 1/1's since I don't really see any large synergies with them.
A few cards in your cube that I have to consider are
spike colony
spirit en-kor
coalition honor guard
daru lancer
phyrexian war beast
Spike colony seems decent, screws up combat a lot. Spirit en-kor is very hard to kill and another nuisance. Coalition Honor guard seems deceptively disruptive. It shuts down a lot of stuff. Daru lancer is a pretty nifty morph. Phyrexian War Beast is something I would play in the right deck.
I'm holding off making changes right now, and I plan on doing a very big update once more zendikar gets spoiled.
http://forums.mtgsalvation.com/showthread.php?t=174913
Clay Statue might be testable for me as the stats seem good.
Warbeast is definately aggro. He helps blue b/c of the stats and lower cost.
I too am waiting a bit for ZEN as Kor Sanctifiers is already in once I get one.
What do you think about mana Myrs? Instead of Obelisks?
Also, Lancer was good back then, and is good still... I think I forgot to have Whip-Spine Drake in the list.. but those 2 can do so much damage togethr
Loose Change Pauper Cube-cast
Pauper Cube Article #1
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sporoloth ancient -> rogue elephant
aven redeemer -> coalition body guard
nothing -> phyrexian war beast
timberwatch elf -> centuar courser
I feel the only card that hasn't been discussed or is worth discussing is coalition body guard. He's pretty all around disruptive. He can stop burn, pump spells, etc and a 2/4 body isn't bad with that kind of upside. We'll see what happens with him.
Phyrexian war beast prob should have been in all along, not a huge drawback for aggro.
As far as myr and obelisks go, I wouldn't really run either. Heck I don't even run signets. I think especially if you play the 10 signets you've already got a good deal of accelleration. Both just seem underpowered, really shallow insight I know.
http://forums.mtgsalvation.com/showthread.php?t=174913
I'll ask you directly here then. How do you feel about pump creatures? I had Loch Korrigan, that became Carrion Ants.. found out they were uncommon.. looking at Darkling Stalker.. and can't decidie if I should just cut it for something like Fledgling Djinn
Loose Change Pauper Cube-cast
Pauper Cube Article #1
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A few important things to note. I'm very strict on how much creature removal I give each color, that's why whenever I add removal I usually have to take one out in it's place. That's why certain cards like the new shock with kicker and disfigure didn't make it. The removal is so tight that I can't possibly take anything out unless I'm blown away. You'll also notice that I'm cutting the land cyclers from conflux, I think they've had their run. They are good mana fixing, but I'd like to see how the cube fuctions without them and they were just the easiest cards to cut for me when looking to make room.
WHITE
Gleam of Resistance->cho-manno's blessing
arrest->journey to nowhere
Not much to see here, just some creature protection and a removal upgrade. I think arrest was the weakest white removal spell in my cube.
kitsune blademaster->kor skyfisher
soltari visionary->kor sanctifiers
shade of trokair->steppe lynx
Skyfisher is a good aggressive creature with the ability to combo with 187's in other decks. Kor Sanctifiers is another unique effect, disenchant is much more useful than just hitting enchantments. These 2 cards were definite adds for me. I decided steppe lynx was worth trying, he's only good early but because he can get 3 toughness quickly he should be able to force through more damage than most 1 drops. I took out some lackluster creatures that weren't played a lot of the times they were drafting, I think with cube you end up with so many good cards that adding cards that are only good in specific decks like steppe lynx is a way to force players to draft decks and not just good cards.
BLUE
confound->into the roil
traumatic visions->summoner's bane
Again taking out some cards that were a little lackluster, not really what I'm interested in discussing anyways. What is interesting is the cards added, now into the roil is just a cantrip bounce so it's pretty simple, but summoner's bane is a card that's not only powerful but interesting. You don't see many effects like this at common so it's pretty cool to get a truly unique effect like this. It'd be nice if it could counter any spell, but at this rarity I don't get too choosy. It's a little conditional but still quite a blowout, and blue decks have a lot of instant speed spells so they can afford to leave 2UU open.
illusionary forces->windrider eel
helium squirter->sky ruin drake
rishadan airship->illusionary servant
viscerid deepwalker->welkin turn
I've decided to try out illusionary servant over airship, since it's a little more well rounded of a card and I've put in a few pretty aggressive blue drops in now so it's nice to give blue something with a big butt that can play defense. Viscerid Deepwalker wasn't bad it was just always on the fense. I was always close to adding gossamer phantasm and I think welkin tern is just good enough to make it. Not being able to block is annoying, but you generally just want to keep attacking anyways, and I was always annoyed you couldn't play cards that interacted with gossamer phantasm like equipment so it was as bland as it gets. Windrider Eel is another purely aggressive creature and I'm interested to see how much better it is than just something like snapping drake. Getting in 2 good attacks with it should be good enough. As for sky ruin drake I think a 2/5 flyer for 5 is better than a 3/3 flyer for 5 in most decks, not really to complicated of a card.
I've already made the changes for other colors, but I'll hold off on discussing them for now since I think I've posted enough, also I don't want to give too much to discuss at once and have a lot of decisions go overlooked. I should update this thread soon, maybe even later tonight.
http://forums.mtgsalvation.com/showthread.php?t=174913
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Sadly summoner's bane wasn't common, can't remember what I kept in because of that. Luckily kor hookmaster turned out to be common finally after switching rarity about 5 times.
so I went
cho-manno's blessing -> kor hookmaster
As for B/R/G and artifacts, this is as well as I can remember my changes, if I did something different I'll correct it when I can look at my cube.
B
-wake of vultures
-grimclaw bats
-wicked akuba
-absorb vis
-eyeblight's ending
+zombie lacerator
+crypt ripper
+surrakar marauder
+raven's crime
+hideous end
No disfigure, black's removal is just so good right now.
R
-fiery hellhound
-coal stoker
-goblin skycutter
-adder-staff boggart
-fiery fall
-empty the warrens
-puncture blast
+torch slinger
+plated geopede
+goblin shortcutter
+goblin bushwhacker
+zektar shrine expedition
+burst lightning
+bladetusk boar
Wow, 7 cards is a pretty huge turnover for 1 set. But red got a bunch of good 2 drops, which it was kind of meh on before. Shorcutter, bushwhacker, and geopede are all highly aggressive. Shrine is a card I orignally just put in because it was unique and was a red spell that wasn't burn, but I've actually started to like it quite a bit in ZZZ draft so I'll happily include it. Bladetusk Boar is a red snapping drake and burst lightning is stupid.
G
-kavu primarch
-okina nightwatch
-rogue elephant
-elvish fury
-ferocious charge
+territorial baloth
+mold shambler
+timbermaw larva
+wildsize
+vines of vastwood
Solid but unspectacular.
Artifacts
-baton of courage
-vulshok gauntlets
+explorer's scope
+adventurer's gear
scope will have to earn it's right to stay in, but adventurer's gear is pretty awesome and seems like a mainstay.
Multi
-henchfiend of ukor
+ Lava Zombie
Sorry it took me so long to post it, it's just such a large update I was putting it off. I love how zendikar really pushed aggro.
http://forums.mtgsalvation.com/showthread.php?t=174913
I would argue that Disfigure is better than Hideous End. Sure the two life is nice and everything, but it isn't splashable unlike Disfigure, and it kills a variety of creatures within your cube.
I think people favor reliability over power too much in cube, sure it's nice to have, but it doesn't always have to win out. Cube is a format where after every draft you are going to have a billion playables so I don't feel too bad about someone missing out on being able to splash that one extra card, and I think I'd like to have some cards that reward commitment. Besides, it's kind of frustrating as the black player when all your removal is getting sniped and splashed. Either I add a few BB cards or I make the mana fixing crappier.
In addition to all that I just think it's the better card, but the real lesson is look some times you've just got to go with the stronger effect.
http://forums.mtgsalvation.com/showthread.php?t=174913
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
You added WAY too much from ZEN. It didn't change that much, I had 15 cards that got cut to like 10.
Black:
Crypt Ripper is bad. Everyone I play with generally is not a fan of Shade effets. And the haste thing is odd, it is just not the best option
The Surrakar Marauder is underwhelming to me, its main advantage is the 2cc.
I am surprised at the lack of the Mosquito. I find it to be the 2nd Butcher.
Red:
Cutting Puncture Blast seems like the worst cut you could have made. Handling regeneraters, shinking guys.. it is so good!
Bushwacker? I would have to hear reports. Same with Shortcutter, not impressed. I would've kept Skycutter
Green:
Timbermaw Larva IMO should be atleast Kavu Primarch still. The convoke + kicker is a nice option. The Larva dies easy. I will admit it was good in Sealed but as a 2 color deck it'll get to 5/5 on offense and die to shocks on their turn or EOT
The Recluse follows my belief that kicker assassin creatures are good
Loose Change Pauper Cube-cast
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I agree with Knuckles29 in that Shortcutter is not a very good card, and should probably go back to Skycutter. But furthermore if you were looking to capitalize on his CIP effect something like Intimidator Initiate gets there and still fills a 1 drop role.
Bushwacker is always going to be amazing and yet again still fills a 1 drop role (poorly).
I also agree with Primarch over Larva, Larva is just bland to me, even in ZZZ draft.
The most unfortunate thing about a common cube is that you're really forced to draft more traditionally by getting creatures and beating face.
Is there a reason you chose to leave Dark Ritual out? Looking over the 3cc black cards it doesn't seem that overpowered to play a morph guy on turn 1 at the cost of a card.
I will be putting this together as it looks like a blast to play, do you have plans to update the first post to keep up?
As far as ritual goes, I actually think it's underpowered. There just aren't that many effects worth a one time ritual effect in my cube. I guess I could be wrong, and it wouldn't hurt to put one in for a while.
I've liked drafting shortcutter a lot in ZZZ. he fills the role of a decent 2 drop with a relevant lategame ability. I'm at least going to have to play with him more before I take him out. Goblin Skycutter is pretty good even w/o the ability to stack damage. Maybe he'll have to be put in eventually, but not right now.
I'd like to give red more one drops from a design standpoint, but I just don't see any I more I want at the moment. I will say that red is probably one of the strongest colors in my cube, it might not have 1 drops but it's very fast and has a lot of burn.
I'm a fan of larva in ZZZ, it's vulnerable but it is also one of the most aggressive 4 drops green has, which I'm trying to push.
EDIT: changes 1st post
also
ingot chewer->keldon vandals
torch slinger is basically a 5 drop, so ingot chewer can be displaced, but the artifact destruction can't. I'm trying to move to a more aggressive cube anyways.
rift bolt->puncture blast
I guess I should probably take out rift bolt instead of puncture blast. I don't want to just add burst lightning for a non-burn spell because red already has a bunch of burn and I'm trying to limit it to a reasonable amount.
http://forums.mtgsalvation.com/showthread.php?t=174913
In a follow-up I am going to mention sonething noone drafted highly ut was never very unhappy tgo have make the maindeck: Greater Mossdog. Sometimes a 3/3 that won't quite is more dangerous than a 2/2 that imitates a 5/5 if you play strong base green.
I feel like the skycutter debate I jumped on so quickly; there might be more need of anti-flyer tech. At the least Giant Spider, but in a realm more towards reality I'd say Cloudcrown Oak, Oran-Rief Recluse, etc. With the Hungry Spriggan you are definately playing all-in green.
And because I have such a strong dislike of Larva outside of the set it is in, I will follow further with the "?" how does he work well with Karoo lands or encourage multicolor decks? Answer: Not at all.
I apologize for being so strong, but I cannot abide the decision that it is good when you have 15+ years of commons to chose from and you pick the most recent 4cc
Loose Change Pauper Cube-cast
Pauper Cube Article #1
Pauper Cube Article #2
Personal Enjoyment Cube
puncture blast->rift bolt
Suspend is useful, but not as useful as wither and instant speed.
timbermaw larva->cloudcrown oak
Mostly because green 4 drops shouldn't be this vulnerable unless they provide an immediate benefit.
crypt ripper->skittering horror
I guess I'll give this guy a try, at the very least he can create some interesting decisions. Although most of the time you'll just turn him sideways until they have to kill him, which isn't bad.
ballynock trapper->niveous wisps
I thought white was getting a little creature heavy, and I've always liked wisps. It's best in aggro, but not really that bad in control. It's kind of like a cheaper way to cycle renewed faith in that case since it should prevent around 3 damage and replace itself.
Also, I really look forward to the really rare case when making a creature white actually matters.
http://forums.mtgsalvation.com/showthread.php?t=174913
Erratic Mutation is too random to be terribly useful as a removal or pump spell. Rushing River will be more effectively used in aggro or control; control will use it to steal tempo from the aggressive decks and fog them for a turn or two depending on the mana they have left to recast and the aggressive decks will use it to bounce control's bigger creatures and swing for the win.
Train of Thought is terribly slow, expensive, and color demanding. Inspiration will go into more decks as it is easier to cast, still provides card advantage, and is instant speed to boot. A vast improvement imo.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
First, I like your cube. There are a lot of cards here that I really enjoyed playing during my own cube's common/uncommon days, and it's making me feel nostalgic.
Now onto some comments on your card choices. Just my opinions here, don't take offense, blah blah etc.
A few cards I had a lot of success with in blue aggro strategies:
Aven Fogbringer - about as efficient as several of your blue 4 drops on offense. Little more fragile, but it sets the opponent back and can be absolute murder when targeting a bounceland early on. Not amazing, but it may be worth trying.
Withdraw, Undo - I like Withdraw a bit more as it is certainly not difficult to catch your opponent tapped out, and it can also be occasionally be used to save your squad from some sort of mass removal. You already have a few cantrip bounce cards though so maybe you don't want another bounce effect?
Choking Tethers - this one I will strongly recommend. I won a LOT of cube games on the back of this card, whether just playing it as a time walk in a tight damage race, or using it early to force through some guys like ninjas (or Haunted Cadaver! :D)
As for what I'd cut, I'm not too big on Brainstorm and Serum Visions in your cube. I think Ponder is better than both (well, Brainstorm can be better but you aren't exactly swimming in fetchlands here :)), but I wouldn't really want to run Ponder here either.
I feel like Shade of Trokair is miles better than Steppe Lynx - the flexibility on the suspend guys is just unreal in a low-power cube. I'd also like to see Viscerid Deepwalker make it back in!
I'd probably turn Surrakar Marauder into Dauthi Slayer, unless you're opposed to having more BB cards.
I'd rather have Goblin Skycutter than about half of your red two-drops, personally. I'd like to see him come back, although I don't think Shortcutter is bad by any means. Maybe trim Emberwilde Augur?
I played Silkbind Faerie for a bit when he was first printed, but the consensus in my play group was that Minister of Impediments was just better. Faerie can occasionally work over an entire board position by himself, but curves are just so tight that nobody wanted to spend two mana every turn.
You seem to bring Gather Courage in and out a lot. My opinion is that it borders on disgusting, and I personally would rather have it even over the mighty Predator's Strike in my green decks. 0 is just such a fantastic mana cost. Obviously the opinions of you and your playgroup are a bit more relevant than mine, but I just wanted to voice my love of the card on the off chance that you had just never seen the card in action or something. Probably my favorite Giant Growth effect, although I've really been enjoying Vines of Vastwood a lot so far as well.
That's all I've got for now. Overall your cube looks quite solid.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Hmm, some good suggestions. Gather Courage is currently in right now, and I think that's where it belonged all along. The surprise factor coupled with the fact that it's a 0 mana way to protect creatures is pretty sick as far as pump spells go.
I have marauder in for slayer for that very reason. Double colored 2 drops are a little inconsistant. I'm not against adding dauthi at some point, but I think surrakar marauder is a better card.
I will add Choking Tethers and Aven Fogbringer because they've been on the cusp for a while. I'll have to look at what I can take out, confound could probably leave for tethers. Blues 4 drops are so tight right now, which is probably why fogbringer isn't in in the first place so I'll have to think it over for a while.
As far as withdraw and undo go, someone suggested raging river and I think that's the best bounce 2 guys spell I'm not playing. But as you've noticed I do have a lot of bounce and I prefer that they cantrip. Those cards are certainly up to the power level though, so i'll look to squeeze one in if I can.
I thought the suspend guys I cut were a little fringy, although I will admit I cut them based on theory and not practice so maybe they would have done better than I expected if I had played them.
Red has always been a almost too good at keeping creatures of the board, and since I added torch slinger that was part of my reason for cutting skycutter, because I want to have a good portion of my creatures function as aggressive cards and less like removal.
I realize this is probably an unpopular decision, but I like serum visions more than ponder in my cube. Ponder is good for setting up redundancy in older constructed formats, but serum visions can actually create "virtual card advantage" if you scry any cards that don't have value to the bottom. I think that is more important in this format.
Also you'll notice from my various anti-morphling posts I like to attack as many sacred cows as possible.
As for train of thought, I know it looks slow...well it is slow, but trust me it's worth it. Train of thought is the kind of card I always want to have one of in my deck, if the game ever goes long this card can single handedly win you it.
Erratic mutation is blue removal, I may cut it though since I've got a few cards I want to add and it's not safe in it's position by any means.
After I've thought about it a little more I'll post some of the changes I make. I'm just largely against hasty decisions since those are the ones I just end up having to change back. When I actually get a chance to draft w/ zendikar is when some big changes may happen. I'm happy to see my thread getting a little more traffic (well I hadn't updated it in forever so I don't know what I expected).
http://forums.mtgsalvation.com/showthread.php?t=174913
I'm not arguing that Train of Thoughts can't win you a game. It clearly can; I'm just saying that, more times than not, Inspiration will be better than Train because of being able to hold open mana and it coming online much more easily. It will probably make a lot more decks than Train of Thought will, which should be a main concern, I would think.
Erratic Mutation is only guaranteed removal against small to medium creatures consistently and it only hits one target. Rushing River will always do what you want and can even hit noncreature permanents, which gives it an immeasurable advantage in versatility. On top of it hitting multiple targets of different types, it can be used to save your own creatures, something that Erratic Mutation can't even touch. Rushing River is more consistent and still provides more tricks--that's something I think blue can appreciate.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.