This is my cube which I've decided to post here for criticism. I'm a LONG time lurker [ possibly since late 2007 ] and have decided to finally post my cube here because it's getting harder and harder for me to make cuts accomodating the new sets. This is simply the best cube forum around and I appreciate, in advance, all the help you guys have given me.
I have no proxies and no power in my cube. I much prefer to play games without the power 10 [ no Library of Alexandria ] or extremely fast mana [ no Sol Ring, Mana Crypt or Mana Vault ], but I do want to have the best cards of Magic. This cube started in 2007 using Tom Lapille's cube as an inspiration, but has deviated significantly since then. It's changes were mostly influenced by what many of you have said here in this forum.
I typically get 4-6 players when I can muster them together [ I would love to get an 8-man someday ], but I usually end up 1v1 winston drafting the cube. My friends and I have played since Revised, stopped at Mirrodin and came back in Ravnica. These days, we pretty much only play Cube as our format of choice.
The cube contains 450 cards, with 60 for each color, 40 multi color ( no tri-color cards ) and 55 lands and 55 artifacts. The list below is organized in casting cost order between creatures and non-creatures, with the non-creatures being divided by card type as well.
Since both of you basically agree, I'll leave out the LftL. Although, I did try to find space for Fastbond ( I cut Search For Tomorrow) because it made the top 20 Green Cube cards in the official rankings and with the landfall mechanic coming up, I thought i'd be preeemptive by adding it.
I agree that Whipcorder is sub-par, I partially kept it in here because of the morph theme, but come to think of it, when it was played, no one ever really morphed it and it rarely made any decks. Maybe swap for Silver Knight?
I've drafted Sleep twice and it was just average. It's been on my 'watch' list since then. It'll probably come out for something in Zendikar. Lava Dart fills a role in red decks since there are many X/1 creatures peppered throughout the cube. I know that this card is not going to survive the Zendi-pocalypse because Burst Lightning will most likely replace it. I was probably the only one that used this card though. In summary, both of these cards are leaving once ZEN hits, so they aren't cube staples by any means.
Yes. I like to have at least 1 X-spell or huge casting cost spell in every color so that mana ramp decks and big mana decks have something to do with all that mana. Mind Twist was too swingy. If I ran power, Mind Twist would most certainly be in.
Man, this forum is awesome. Trying to come up with a preliminary list of what cards to cut come ZEN, you guys have nailed all of them. Kavu Titan was going to come out for Lotus Cobra. I guess for now I could replace the card with Ant Queen, as she's been sitting on the sidelines just waiting to come in. Thanks for another great suggestion.
Swapping Whipcorder out for Silver Knight would be a total upgrade.
I think Sleep is an amazing spell if it can be used correctly. It can really give you the win if you can set it up right. What it should say is "Target player gets two unblockable attack phases." You cast Sleep and tap down their team, swing with you big blue fatties. They take their turn and assuming they don't play a blocker, you get a-whole-nother freebie attack step on your turn. I like this card a lot.
I would cut Living Death or Mind Shatter for Decree.
Life from the Loam I would leave out, but if you simply had to have it, I would cut Fastbond.
I disagree with cutting Living Death. Sometimes it's just a 5CC wrath for black. Other times, it's the most busted, game-changing card that can be resolved.
If you're running Mind Twist, I'd cut the Mind Shatter for Decree of Pain.
I love Life From the Loam. It does so much stuff in the cube...
- Abuses sac lands, man lands and fetch lands
- Protects from LD
- Protects from Discard
- Enables nasty interactions with discard effect cards
- Supports Welder/Reanimation strategies
- Chains Wasteland, Strip Mine, Barbarian Ring & Dust Bowl
Here are some of my proposed changes with respect to Zendikar's release. Please criticize. Blank entries are ones that I want to put into the cube, but don't have a replacement for, currently. Should I even consider these cards?
Chandra Ablaze -> Puncture Blast
I think Puncture Blast has had it's run. It's been surprisingly solid at slowing creatures with it's wither ability, but I think Chandra Ablaze might be better.
Goblin Guide - Goblin Patrol
Pure upgrade. Although, I'd like to keep both to make red really aggressive, but I dont know what else to remove.
Smokestack -> Darksteel Colossus
DSC was only feasibly casted off of a Tinker, it was a dead card in all other situations. Inkwell Leviathan fills the same role, but was often hardcasted.
I would take out something other than Fastbond for Lotus Cobra, maybe Moldervine Cloak or Mire Boa. Fastbond has been amazing since I've added it. Recently I have added Life from the Loam and it has been very good as well, I expect it to be even better now that there are 10 fetch lands.
Sorin Markov -> Terror
I decided that I might be able to remove Terror [ hopefully the spot removal is not missed ] for Sorin since he can remove some threats with toughness < 2.
Vampire Lacerator -> Plague Sliver
I like Juzam much better than Plague Sliver. If for anything, nostalgia. I hear your points about being able to randomly hurt opponents with changelings, but it's balanced by the fact that it could hurt you if you had the same changeling.
Hellkite Charger -> Flameblast Dragon
I think Flameblast Dragon is the card that's best suited to leave for Hellkite Charger. Kumano is a great mana sink for red decks to finish off an opponent and Akroma, although never really hard casted around here has been morphed up once in a while. I'm also still trying to preserve my morph theme, as slowly they've been falling off lately - only 9 morphs left.
Lotus Cobra -> Fastbond
I'd like to try the Cobra in this slot, if only to see how he plays in the cube.
Rampaging Baloths -> Silvos, Rogue Elemental
Yeah, they haven't really had GGGG either for a hardcasted Cloudthresher, but no one was really giving Silvos a try. If the Baloths dont work out, I know that Silvos will be returning.
On the new Baloths, I'm pretty sure they should work out if your group attempts any sort of Gx mana ramp deck. Even with only a few cubes with Zendikar under our belts here, we have made quite the number of "free" 4/4's with him....He really is as awesome as he seems. Your opponent has to deal with him ASAP, or they will almost surely lose.
Most of your other cuts seem reasonable enough. Some of the cards like Careful Consideration, Flameblast Dragon, and Austere Command have been pretty heavily played around here, but I can understand needing to make room. I do think cutting Terror is probably wrong though. Cheap, efficient removal is pretty essential to black's gameplan. I think Nether Void or Imperial Seal are probably safer cuts.
Agreed. Blinking FTK, Reveillark, Venser, or Shriekmaw is just so dirty. Even something so simple as foiling the removal aimed at your fattie is golden.
I'd try to find a way to run Goblin Guide and Goblin Patrol. I'd cut the Slith instead, as I've found it to be inconsistent.
Ya, I originally threw Goblin Patrol in as an experiment, but he's proved his worth time and time again.
I also think the patrol rox. A really nice card for red. And an aggrocolor as red, becomes better the more 2/x creature for one there is. 2 is better than 1, 3 is better than 2, and so forth. It will be a long time before I start removing a 1-drop to add another 1-drop. Instead I always remove a more expensive card, to lower reds curve, and thus making the worse cube color a little better each time.
I'd try to find a way to run Goblin Guide and Goblin Patrol. I'd cut the Slith instead, as I've found it to be inconsistent.
I've found the Slith inconsistent too. I don't know when the last time the Slith was used. The problem then becomes that I don't have much of a curve in red. Maybe removing a 4-drop? For now, I'll put Goblin Patrol instead of the Slith, and see how it plays out - curve wise.
I do think cutting Terror is probably wrong though. Cheap, efficient removal is pretty essential to black's gameplan. I think Nether Void or Imperial Seal are probably safer cuts.
This is what I initially thought of cutting, but everyone on the boards keeps talking about "black armageddon", it just never happened that way when we played. So I thought that I should give it a chance.
DerBK, tell me what you think I should cut and I'll put back Momentary Blink on your behalf. [ it was awesome when I blinked my Draining Whelk with it last weekend ]
I also think the patrol rox. A really nice card for red. And an aggrocolor as red, becomes better the more 2/x creature for one there is. 2 is better than 1, 3 is better than 2, and so forth. It will be a long time before I start removing a 1-drop to add another 1-drop. Instead I always remove a more expensive card, to lower reds curve, and thus making the worse cube color a little better each time.
Yeah, I'm really concerned about aggro, I'm starting to think I might have too many sweepers. Maybe it's because we only draft with 6 on average that aggro can't really be drafted much? I've been keeping an eye about this and it seem that mid-range and control are much stronger. I think if this keeps up, I'll have to do something to give more help for aggro strategies in the future - cutting some of the sweepers and such.
Agreed. Ideally, I'd like to add 2 more in my 2cc slot: Blood Knight and Slith Firewalker, but I'm at a loss as to what to remove. I'm thinking a 3-drop and a 4-drop should be removed. Sulfur Elemental, maybe?
Journey to Nowhere -> Temporal Isolation
( several cubes already making this swap )
Academy Rector -> Pianna, Nomad Captain
( I missed 'Grandma' too much, and some cubes removing Pianna because it only pumps up once - which I find true here too )
Kor Sanctifiers -> Flickerwisp
( Who am I to argue with the Cubists here? )
Bloodghast -> Thrashing Wumpus
( trying to help out Black Aggro )
Blood Knight -> Sulfur Elemental
( I think Zo-Zu is still doing a pretty good job so I choose to remove Sulfur Elemental )
Summoning Trap -> Lotus Cobra
( Lotus Cobra was a dream, I think Summoning Trap deserves some experimentation )
Kor Sanctifiers is actually a 4 drop since for 3 mana you really don't get anything exciting.
Flickerwisp beats down hard while messing with tokens, imprinted artifacts/mox diamonds, bouncelands, blockers, there's more but I'm too lazy to type.
Is Temporal Isolation's instantness really that worse from Journey to Nowhere. You cannot even do the damage on stack, sac Isolation trick anymore. I'm keeping my Isolation but Journey found its spot too, more fuel for Rector
Goodbye to Sulfur Elemental, that 3/2 body really sucked most of the time.
Flickerwisp was satisfactory, and with other cube managers switching Flickerwisp for the Santifiers seemed like a good choice.
I have the same reservations that you did with Temporal Isolation. I thought it was perfectly capable of doing what it has been, except like with the change above other cubes were changing it for Journey to Nowhere. The instant part is nice, but to be able to shut down a creature, activated abilities and all probably makes up for it. If Journey doesnt pan out, I can always change it back.
Well, how about i remove Zo-Zu and see how the cube is without him [ I do have Ankh of Mishra so the effect is not at all lost ].
He is awesome against U Control as well. Flash and being uncounterable while packing three power for three mana is very, very good there.
Ya, I really like the Sulfur Elemental a lot. Not only does it hose W aggro and tokens, but it's flash and uncounterable-ness makes it good against control too. I also used it INWR decks quite often (using only white creatures with 2 or more toughness) to give my X/2 attackers more of a boost. Not to mention that it's a 3/2 beater for 2R, which isn't so bad on its own, really. If it was a 2/2, I wouldn't play it I don't think... but as a 3/2 I think it's efficient enough for the cube.
It's one of the only ways that red can remove Mother of Runes and the like.
Both should be good enough to include. They are two very different cards, but the Ring is definatly worth it. If people in your playgroup don't play with it it's because they underestimate it. Grab it late and play with it. I for one can't think of a deck where i wouldn't want to play Ring of Gix.
I have no proxies and no power in my cube. I much prefer to play games without the power 10 [ no Library of Alexandria ] or extremely fast mana [ no Sol Ring, Mana Crypt or Mana Vault ], but I do want to have the best cards of Magic. This cube started in 2007 using Tom Lapille's cube as an inspiration, but has deviated significantly since then. It's changes were mostly influenced by what many of you have said here in this forum.
I typically get 4-6 players when I can muster them together [ I would love to get an 8-man someday ], but I usually end up 1v1 winston drafting the cube. My friends and I have played since Revised, stopped at Mirrodin and came back in Ravnica. These days, we pretty much only play Cube as our format of choice.
The cube contains 450 cards, with 60 for each color, 40 multi color ( no tri-color cards ) and 55 lands and 55 artifacts. The list below is organized in casting cost order between creatures and non-creatures, with the non-creatures being divided by card type as well.
So, without further ado:
The Cube (450):
Elite Vanguard
Isamaru, Hound of Konda
Mother of Runes
Savannah Lions
Steppe Lynx
Student of Warfare
Accorder Paladin
Cloistered Youth (Unholy Fiend)
Fencing Ace
Knight of Meadowgrain
Kor Skyfisher
Precinct Captain
Soltari Monk
Soltari Priest
Soltari Trooper
Stoneforge Mystic
Thalia, Guardian of Thraben
Wall of Omens
Flickerwisp
Kor Sanctifiers
Mirran Crusader
Mirror Entity
Porcelain Legionnaire
Silverblade Paladin
Soltari Champion
Emeria Angel
Hero of Bladehold
Restoration Angel
Baneslayer Angel
Cloudgoat Ranger
Geist-Honored Monk
Reveillark
Exalted Angel ( Morph )
Sun Titan
Elesh Norn, Grand Cenobite
Mikaeus, the Lunarch
//Enchantments
Journey to Nowhere
Seal of Cleansing
Glorious Anthem
Oblivion Ring
Faith's Fetters
//Instants
Enlightened Tutor
Mana Tithe
Path to Exile
Swords to Plowshares
Disenchant
Midnight Haunting
//Planeswalkers
Ajani, Caller of the Pride
Ajani Goldmane
Elspeth, Knight-Errant
Gideon Jura
//Sorceries
Balance
Armageddon
Ravages of War
Day of Judgment
Wrath of God
Rout
Catastrophe
Spectral Procession
Decree of Justice
Delver of Secrets
Enclave Cryptologist
Nephalia Smuggler
Coralhelm Commander
Gilded Drake
Looter Il-Kor
Phantasmal Image
Snapcaster Mage
Spellskite
Spellstutter Sprite
Voidmage Prodigy
Waterfront Bouncer
Aether Adept
Fettergeist
Man-o-War
Pestermite
Serendib Efreet
Tandem Lookout
Vendilion Clique
Dungeon Geists
Glen Elendra Archmage
Phyrexian Metamorph
Sower of Temptation
Venser, Shaper Savant
Meloku, the Clouded Mirror
Morphling
Mulldrifter
Riftwing Cloudskate
Consecrated Sphinx
//Artifacts
Crystal Shard
Vedalken Shackles
//Enchantments
Standstill
Equilibrium
Control Magic
Opposition
Treachery
//Instants
Brainstorm
Force Spike
Mystical Tutor
Arcane Denial
Counterspell
Daze
Memory Lapse
Mana Leak
Miscalculation
Remand
Forbid
Fact or Fiction
Cryptic Command
Force of Will
//Planeswalkers
Jace Beleren
Jace, the Mind Sculptor
Tamiyo, the Moon Sage
//Sorceries
Ancestral Vision
Timetwister
Bribery
Time Spiral
Upheaval
//Lands
Faerie Conclave
Shelldock Isle
Carnophage
Diregraf Ghoul
Gravecrawler
Vampire Lacerator
Blood Artist
Bloodghast
Dark Confidant
Dauthi Horror
Gatekeeper of Malakir
Nantuko Shade
Nezumi Graverobber
Oona's Prowler
Pack Rat
Thrill-Kill Assassin
Vampire Hexmage
Bone Shredder
Geralf's Messenger
Hypnotic Specter
Vampire Nighthawk
Bane of the Living ( Morph )
Braids, Cabal Minion
Nekrataal
Skinrender
Shriekmaw
Grave Titan
Kokusho, the Evening Star
Massacre Wurm
//Enchantments
Sarcomancy
Animate Dead
Phyrexian Arena
Recurring Nightmare
Necromancy
//Instants
Dark Ritual
Vampiric Tutor
Diabolic Edict
Doom Blade
Go For The Throat
Dismember
Snuff Out
//Planeswalkers
Liliana of the Dark Realms
Liliana of the Veil
//Sorceries
Duress
Imperial Seal
Inquisition of Kozilek
Reanimate
Thoughtseize
Chainer's Edict
Demonic Tutor
Hymn to Tourach
Sinkhole
Smallpox
Stupor
Consuming Vapors
Damnation
Mind Twist
Black Suns Zenith
Profane Command
Pox
//Tribal
Bitterblossom
//Lands
Volrath's Stronghold
Goblin Guide
Grim Lavamancer
Jackal Pup
Mogg Fanatic
Spikeshot Elder
Stromkirk Noble
Ash Zealot
Ember Hauler
Fireslinger
Gore-House Chainwalker
Kargan Dragonlord
Keldon Marauders
Hellspark Elemental
Lightning Mauler
Plated Geopede
Stormblood Berserker
Torch Fiend
Chandra's Phoenix
Fire Imp
Keldon Vandals
Manic Vandal
Avalanche Riders
Blistering Firecat ( Morph )
Flametongue Kavu
Hellrider
Hero of Oxid Ridge
Siege-Gang Commander
Thundermaw Hellkite
Inferno Titan
Greater Gargadon
//Artifacts
Shrine of Burning Rage
//Enchantments
Sulfuric Vortex
//Instants
Burst Lightning
Lightning Bolt
Incinerate
Magma Jet
Searing Spear
Char
Staggershock
Fireblast
//Planeswalkers
Chandra Nalaar
Koth of the Hammer
//Sorceries
Chain Lightning
Faithless Looting
Firebolt
Reckless Charge
Arc Trail
Fire Ambush
Pyroclasm
Volcanic Hammer
Arc Lightning
Flames of the Firebrand
Molten Rain
Pillage
Wheel of Fortune
Wildfire
Devil's Play
Earthquake
//Lands
Ghitu Encampment
Birds of Paradise
Fyndhorn Elves
Joraga Treespeaker
Jungle Lion
Llanowar Elves
Noble Hierarch
Pouncing Jaguar
Twinblade Slasher
Ulvenwald Tracker
Wild Dogs
Wild Nacatl
Wolfbitten Captive (Krallenhorde Killer)
Fauna Shaman
Lotus Cobra
River Boa
Rofellos, Llanowar Emissary
Sakura-Tribe Elder
Scavenging Ooze
Skinshifter
Strangleroot Geist
Tarmogoyf
Wall of Blossoms
Wild Mongrel
Eternal Witness
Troll Ascetic
Uktabi Orangutan
Viridian Shaman
Wolfir Avenger
Yavimaya Elder
Deadbridge Goliath
Master of the Wild Hunt
Phantom Centaur
Thrun, the Last Troll
Vengevine
Wickerbough Elder
Acidic Slime
Deranged Hermit
Genesis
Indrik Stomphowler
Thragtusk
Vorapede
Primeval Titan
Hornet Queen
Woodfall Primus
Rancor
Survival of the Fittest
Sylvan Library
Worldly Tutor
Garruk Wildspeaker
Garruk, Primal Hunter
Garruk Relentless (Garruk, the Veil-Cursed)
Life from the Loam
Regrowth
Cultivate
Kodama's Reach
Bramblecrush
Plow Under
Green Sun's Zenith
Genesis Wave
//Lands
Treetop Village
W/U (5)
Detention Sphere
Geist of Saint Traft
Wall of Denial
Supreme Verdict
Venser, the Sojourner
U/B (5)
Baleful Strix
Forbidden Alchemy
Psychatog
Recoil
Shadowmage Infiltrator
B/R (5)
Rakdos Cackler
Rakdos Shred-Freak
Dreadbore
Murderous Redcap
Falkenrath Aristocrat
R/G (5)
Kird Ape
Flinthoof Boar
Stormbind
Bloodbraid Elf
Huntmaster of the Fells
G/W (5)
Dryad Militant
Loam Lion
Qasali Pridemage
Kitchen Finks
Armada Wurm
W/B (5)
Gerrard's Verdict
Lingering Souls
Mortify
Vindicate
Sorin, Lord of Innistrad
W/R (5)
Figure of Destiny
Lightning Helix
Duergar Hedge-Mage
Ajani Vengeant
Slayers' Stronghold
U/R (5)
Fire / Ice
Izzet Charm
Electrolyze
Prophetic Bolt
Desolate Lighthouse
B/G (5)
Abrupt Decay
Lotleth Troll
Maelstrom Pulse
Pernicious Deed
Vraska the Unseen
U/G (5)
Coiling Oracle
Edric, Spymaster of Trest
Trygon Predator
Mystic Snake
Simic Sky Swallower
//Artifact Creatures (11)
Phyrexian Revoker
Lodestone Golem
Masticore
Molten-Tail Masticore
Solemn Simulacrum
Precursor Golem
Razormane Masticore
Wurmcoil Engine
Myr Battlesphere
Sundering Titan
Kozilek, Butcher of Truth
//Colorless Creatures (1):
Squee, Goblin Nabob
//Equipment (11):
Bonesplitter
Mortarpod
Skullclamp
Umezawa's Jitte
Sword of Body and Mind
Sword of Feast and Famine
Sword of Fire and Ice
Sword of Light and Shadow
Sword of War and Peace
Grafted Wargear
Batterskull
//Planeswalker
Karn Liberated
//Mana (9):
Everflowing Chalice
Mox Diamond
Coldsteel Heart
Mind Stone
Prismatic Lens
Basalt Monolith
Chromatic Lantern
Coalition Relic
Worn Powerstone
//Utility (17):
Black Vise
Cursed Scroll
Pithing Needle
Sensei's Divining Top
Ankh of Mishra
Ratchet Bomb
Scroll Rack
Winter Orb
Crucible of Worlds
Mimic Vat
Oblivion Stone
Tangle Wire
Erratic Portal
Icy Manipulator
Nevinyrral's Disk
Smokestack
Memory Jar
Badlands
Bayou
Plateau
Savannah
Scrubland
Taiga
Tropical Island
Tundra
Underground Sea
Volcanic Island
Blood Crypt
Breeding Pool
Godless Shrine
Hallowed Fountain
Overgrown Tomb
Sacred Foundry
Steam Vents
Stomping Ground
Temple Garden
Watery Grave
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Polluted Delta
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Celestial Colonnade
Creeping Tar Pit
Blackcleave Cliffs
Copperline Gorge
Horizon Canopy
Caves of Koilos
Battlefield Forge
Sulfur Falls
Hinterland Harbor
Llanowar Wastes
Multi-colored Lands (7)
City of Brass
Gemstone Mine
Grand Coliseum
Reflecting Pool
Terramorphic Expanse
Thawing Glaciers
Undiscovered Paradise
Colorless Lands (8):
Ancient Tomb
Dust Bowl
Mishra's Factory
Maze of Ith
Mutavault
Rishadan Port
Strip Mine
Wasteland
I want to put these cards in my cube [ or should I include them? ]:
Decree of Pain
Life From the Loam
I've heard the arguments for these cards, but what should I cut?
Life from the Loam I would leave out, but if you simply had to have it, I would cut Fastbond.
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
Since both of you basically agree, I'll leave out the LftL. Although, I did try to find space for Fastbond ( I cut Search For Tomorrow) because it made the top 20 Green Cube cards in the official rankings and with the landfall mechanic coming up, I thought i'd be preeemptive by adding it.
Thank you very much for that. Fixed!
I agree that Whipcorder is sub-par, I partially kept it in here because of the morph theme, but come to think of it, when it was played, no one ever really morphed it and it rarely made any decks. Maybe swap for Silver Knight?
I've drafted Sleep twice and it was just average. It's been on my 'watch' list since then. It'll probably come out for something in Zendikar. Lava Dart fills a role in red decks since there are many X/1 creatures peppered throughout the cube. I know that this card is not going to survive the Zendi-pocalypse because Burst Lightning will most likely replace it. I was probably the only one that used this card though. In summary, both of these cards are leaving once ZEN hits, so they aren't cube staples by any means.
Yes. I like to have at least 1 X-spell or huge casting cost spell in every color so that mana ramp decks and big mana decks have something to do with all that mana. Mind Twist was too swingy. If I ran power, Mind Twist would most certainly be in.
Man, this forum is awesome. Trying to come up with a preliminary list of what cards to cut come ZEN, you guys have nailed all of them. Kavu Titan was going to come out for Lotus Cobra. I guess for now I could replace the card with Ant Queen, as she's been sitting on the sidelines just waiting to come in. Thanks for another great suggestion.
Maybe you missed it, but I do have Words of War in my cube... I wouldn't want to piss off Wtwlf now.. LOL.
I think Sleep is an amazing spell if it can be used correctly. It can really give you the win if you can set it up right. What it should say is "Target player gets two unblockable attack phases." You cast Sleep and tap down their team, swing with you big blue fatties. They take their turn and assuming they don't play a blocker, you get a-whole-nother freebie attack step on your turn. I like this card a lot.
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I disagree with cutting Living Death. Sometimes it's just a 5CC wrath for black. Other times, it's the most busted, game-changing card that can be resolved.
If you're running Mind Twist, I'd cut the Mind Shatter for Decree of Pain.
I love Life From the Loam. It does so much stuff in the cube...
- Abuses sac lands, man lands and fetch lands
- Protects from LD
- Protects from Discard
- Enables nasty interactions with discard effect cards
- Supports Welder/Reanimation strategies
- Chains Wasteland, Strip Mine, Barbarian Ring & Dust Bowl
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
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Conqueror's Pledge -> Shining Shoal
More tokens seems good for WW, albeit at a 2WWW casting cost. Shining Shoal has practically been replaced by Harm's Way. I dont think I need 2 of those effects.
Day of Judgement -> Austere Command
This choice was a toss up between Austere Command and Rout. i happen to like the instant-ability of Rout, so for now it seems Austere Command gets the boot.
World Queller ->
Should I even be considering this card? The other 5-drops are much better than this.
Journey to Nowhere-> Momentary Blink
Momentary Blink hasn't really performed well in my cube. Does my white section need more creature control?
Into the Roil ->
This looks like it might have a home in the cube. Not so sure what to remove.
Rite of Replication -> Mystical Tutor
Does blue really need a tutor with all it's card draw? Sure Mystical Tutor is great, but should I give Rite of Replication a chance in it's stead?
Bloodchief Ascension ->
Terrible top deck, but this seems like the most playable Quest. Not sure if I want/need this in my cube.
Ob Nixilis, the Fallen ->
I haven't had the pleasure of playing with this guy yet, but preliminary reports have already said he's pretty good.
Sorin Markov ->
I think Black needs this planeswalker. Not too sure what to take out.
Vampire Lacerator -> Plague Sliver
Seem I have a lot of 4 drops in black and since I already have Juzam Djinn, Plague Sliver goes out for Vampire Lacerator. Hopefully this is the beginning of Mono-black Aggro.
Vampire Nighthawk -> Coffin Queen
Mono-black aggro, Coffin Queen was a bit slow, might have a shot in bigger cubes though.
Burst Lightning -> Lava Dart
Burst Lightning has better late game.
Chandra Ablaze -> Puncture Blast
I think Puncture Blast has had it's run. It's been surprisingly solid at slowing creatures with it's wither ability, but I think Chandra Ablaze might be better.
Goblin Guide - Goblin Patrol
Pure upgrade. Although, I'd like to keep both to make red really aggressive, but I dont know what else to remove.
Goblin Ruinblaster -> Tauren Mauler
Goblin Ruinblaster is great on tempo, while the Mauler was so-so. Although, the Mauler was a must kill when he started to grow...
Hellkite Charger - Flameblast Dragon
This is an upgrade in my opinion. Flameblast Dragon was too slow for red decks. No one liked to draft it despite it's pretty awesome triggered ability. Hellkite Charger should be much better.
Lotus Cobra -> Fastbond
A better tempo card, although easier to kill.
Mold Shambler -> Acidic Slime
is this correct?
Oracle of Mul Daya ->
Seems promising..
Rampaging Baloths -> Silvos, Rogue Elemental
Players were scared off by the GGG in the casting cost for Silvos. Hopefully Rampaging Baloths provides green players with the beef they need.
Scute Mob -> Viridian Shaman
Already have 3 creatures for destroying artifacts in green.
Vines of Vastwood -> Might of Oaks
I think this is a great upgrade.
( Enemy Fetches for the Shards Tri-lands )
Arid Mesa -> Arcane Sanctum
Misty Rainforest -> Crumbling Necropolis
Marsh Flats -> Jungle Shrine
Scalding Tarn -> Savage Lands
Verdant Catacombs -> Seaside Citadel
Smokestack -> Darksteel Colossus
DSC was only feasibly casted off of a Tinker, it was a dead card in all other situations. Inkwell Leviathan fills the same role, but was often hardcasted.
Conqueror's Pledge-> Momentary Blink
I kept Shining Shoal because it's a favorite for 2 of my players, so instead I swapped Momentary Blink for Conqueror's Pledge.
Into the Roil -> Rushing River
Rite of Replication -> Careful Consideration
Yeah, you're right, Eidolon. Although, I think Careful Consideration is a really good spell, If I want to try out Rite of Replication, it looks like this card could leave.
Sorin Markov -> Terror
I decided that I might be able to remove Terror [ hopefully the spot removal is not missed ] for Sorin since he can remove some threats with toughness < 2.
Vampire Lacerator -> Plague Sliver
I like Juzam much better than Plague Sliver. If for anything, nostalgia. I hear your points about being able to randomly hurt opponents with changelings, but it's balanced by the fact that it could hurt you if you had the same changeling.
Vampire Nighthawk -> Coffin Queen
Burst Lightning -> Lava Dart
Chandra Ablaze -> Puncture Blast
Goblin Guide - Goblin Patrol
Goblin Ruinblaster -> Tauren Mauler
I love Zo-Zu personally, he routinely does 6+ damage if you get him out early enough, or he eats up removal. I think the correct call is for the Mauler to leave. He's only possibly a big dude that attacks and blocks.
Hellkite Charger -> Flameblast Dragon
I think Flameblast Dragon is the card that's best suited to leave for Hellkite Charger. Kumano is a great mana sink for red decks to finish off an opponent and Akroma, although never really hard casted around here has been morphed up once in a while. I'm also still trying to preserve my morph theme, as slowly they've been falling off lately - only 9 morphs left.
Lotus Cobra -> Fastbond
I'd like to try the Cobra in this slot, if only to see how he plays in the cube.
Oracle of Mul Daya -> Hystrodon
Nice call on the card draw, you've convinced me Eidolon.
Rampaging Baloths -> Silvos, Rogue Elemental
Yeah, they haven't really had GGGG either for a hardcasted Cloudthresher, but no one was really giving Silvos a try. If the Baloths dont work out, I know that Silvos will be returning.
Scute Mob -> Viridian Shaman
Vines of Vastwood -> Might of Oaks
Arid Mesa -> Arcane Sanctum
Misty Rainforest -> Crumbling Necropolis
Marsh Flats -> Jungle Shrine
Scalding Tarn -> Savage Lands
Verdant Catacombs -> Seaside Citadel
Smokestack -> Darksteel Colossus
Most of your other cuts seem reasonable enough. Some of the cards like Careful Consideration, Flameblast Dragon, and Austere Command have been pretty heavily played around here, but I can understand needing to make room. I do think cutting Terror is probably wrong though. Cheap, efficient removal is pretty essential to black's gameplan. I think Nether Void or Imperial Seal are probably safer cuts.
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Agreed. Blinking FTK, Reveillark, Venser, or Shriekmaw is just so dirty. Even something so simple as foiling the removal aimed at your fattie is golden.
I'd try to find a way to run Goblin Guide and Goblin Patrol. I'd cut the Slith instead, as I've found it to be inconsistent.
Cheers,
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I also think the patrol rox. A really nice card for red. And an aggrocolor as red, becomes better the more 2/x creature for one there is. 2 is better than 1, 3 is better than 2, and so forth. It will be a long time before I start removing a 1-drop to add another 1-drop. Instead I always remove a more expensive card, to lower reds curve, and thus making the worse cube color a little better each time.
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I've found the Slith inconsistent too. I don't know when the last time the Slith was used. The problem then becomes that I don't have much of a curve in red. Maybe removing a 4-drop? For now, I'll put Goblin Patrol instead of the Slith, and see how it plays out - curve wise.
Goblin Patrol -> Slith Firewalker
This is what I initially thought of cutting, but everyone on the boards keeps talking about "black armageddon", it just never happened that way when we played. So I thought that I should give it a chance.
Terror -> Nether Void
DerBK, tell me what you think I should cut and I'll put back Momentary Blink on your behalf. [ it was awesome when I blinked my Draining Whelk with it last weekend ]
Yeah, I'm really concerned about aggro, I'm starting to think I might have too many sweepers. Maybe it's because we only draft with 6 on average that aggro can't really be drafted much? I've been keeping an eye about this and it seem that mid-range and control are much stronger. I think if this keeps up, I'll have to do something to give more help for aggro strategies in the future - cutting some of the sweepers and such.
Thanks for all your help guys.
Here's some suggestions:
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Agreed. Ideally, I'd like to add 2 more in my 2cc slot: Blood Knight and Slith Firewalker, but I'm at a loss as to what to remove. I'm thinking a 3-drop and a 4-drop should be removed. Sulfur Elemental, maybe?
( several cubes already making this swap )
Academy Rector -> Pianna, Nomad Captain
( I missed 'Grandma' too much, and some cubes removing Pianna because it only pumps up once - which I find true here too )
Kor Sanctifiers -> Flickerwisp
( Who am I to argue with the Cubists here? )
Bloodghast -> Thrashing Wumpus
( trying to help out Black Aggro )
Blood Knight -> Sulfur Elemental
( I think Zo-Zu is still doing a pretty good job so I choose to remove Sulfur Elemental )
Summoning Trap -> Lotus Cobra
( Lotus Cobra was a dream, I think Summoning Trap deserves some experimentation )
Flickerwisp was satisfactory, and with other cube managers switching Flickerwisp for the Santifiers seemed like a good choice.
I have the same reservations that you did with Temporal Isolation. I thought it was perfectly capable of doing what it has been, except like with the change above other cubes were changing it for Journey to Nowhere. The instant part is nice, but to be able to shut down a creature, activated abilities and all probably makes up for it. If Journey doesnt pan out, I can always change it back.
Well, how about i remove Zo-Zu and see how the cube is without him [ I do have Ankh of Mishra so the effect is not at all lost ].
He is awesome against U Control as well. Flash and being uncounterable while packing three power for three mana is very, very good there.
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Ya, I really like the Sulfur Elemental a lot. Not only does it hose W aggro and tokens, but it's flash and uncounterable-ness makes it good against control too. I also used it IN WR decks quite often (using only white creatures with 2 or more toughness) to give my X/2 attackers more of a boost. Not to mention that it's a 3/2 beater for 2R, which isn't so bad on its own, really. If it was a 2/2, I wouldn't play it I don't think... but as a 3/2 I think it's efficient enough for the cube.
It's one of the only ways that red can remove Mother of Runes and the like.
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LOL, I totally thought you were being snippy with me. Regardless, I'm starting to think he might be a bit better than Zo-Zu at this point now.
Thanks for all your help guys.
Blade of the Sixth Pride -> Mobilization
Stormfront Pegasus -> Silver Knight
( Reformatting WW to 1W )
Repulse -> Misdirection
( Misdirection ususally sees sideboard play, I would think Repulse might be better )
Vampire Hexmage -> Dauthi Slayer
( Trying out the Hexmage, as it's just as aggro as the Slayer, but has additional ability )
Zo-Zu, the Punisher -> Sulfur Elemental
( Switching back to Zo-Zu, I think my playgroup likes it much better - and so do I )
Oracle of Mul-daya -> Summoning Trap
( The Oracle seems better than Summoning Trap, but I don't know what I'd remove for Summoning Trap)
Nantuko Vigilante -> Ant Queen
( Trying to get back some Morph anonymity )
Erratic Portal -> Ring of Gix
( Ring of Gix gets no play over here, Erratic Portal should be better )
Both should be good enough to include. They are two very different cards, but the Ring is definatly worth it. If people in your playgroup don't play with it it's because they underestimate it. Grab it late and play with it. I for one can't think of a deck where i wouldn't want to play Ring of Gix.
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