I've been cubing since Aug. 09 and the cube has gone through some tremendous updates since that time. Instead of it being merely a bunch of cards I already had in my collection, it has become a fairly honed machine, with lots of planning and thoughts going into the viability of aggro, mid-range, control as well as more specific archetypes. Don't get me wrong, I still have a few cards I wish were other things, but now it all seems within grasp with the exception of the original duals and power.
Power: No
Snow: No
Un cards: No
Cube size: 490 cards
66 of each color
45 multicolor
55 lands
60 artifacts and colorless
CMC of each color(needs a little updating, but should be close):
White: 3.09
Blue: 3.15
Black: 3
Red: 3(counting x spells at 5ish)
Green: 3.13
I tried to make Green a utility and fat color primarily, but it certainly has its aggro cards to add to the mix. It has the most high-end creatures but it also the only non artifact mana ramp and plenty of it, imo, so that hopefully evens it out.
I'm pretty excited about these changes. I think that many of them help push aggro and prison archetypes, both of which have been lacking, in my opinion.
These are some the archetypes I'm trying to support: W, R, and B aggro; midrange/ramp green; tempo blue; control decks of any color, including 5cc; and Prison decks.
Thoughts on these changes? Will edit first post when I actually have these cards in hand.
I wouldn't add in High Market. This card wasn't even playable before M10, but the no damage on the stack ruling completely ruined this card for good. Miren, the Moaning Well is much better than this card, but it's still struggling in the post M10 environment.
I'd leave Viridian Shaman in the cube. You just added in a bunch of good artifacts... you don't want to take out the answers for 'em. Plus, Viridian Shaman is solid anyways. Weatherseed Treefolk is pretty meh. 2GGG is rough, and he's pretty much completely outclassed by Kodama of the North Tree at that casting cost.
I wouldn't cut Psychatog. He's amazing, and you just added in Upheaval! The best two card combo in the cube.
I wouldn't remove Glare of Subdual either. It's a fantastic card for that color combination... much better than Aura Shards. If you need a WG card to help deal with artifacts and enchantments, I'd look to Qasali Pridemage first.
Good call on Miren. I know that these got severely neutered with the rules change, but I still think that it has enough useful interactions in the cube to warrant a slot. It warrants a try at least.
Kodama is definitely better than Weatherseed, so that will be going in instead.
Viridian Shaman has been only ok recently, but I guess that you're right about it not making sense to add a bunch of artifacts and drop some artifact removal. What do you think I should drop instead? I'd like it to be somewhat close in the curve.
I know Psychatog is good, but some of my fellow drafters don't so it usually ends up unused in somebody's sideboard. I figured that Moroii is an obviously good card, so that would make a better addition, but I suppose I could drop Recoil instead.
I'm running into the same problem with Glare. I know it's good, but it seems to go unused in a sb, where Aura Shards is obviously good(and I actually think it's better than Glare anyway). I'm already rocking Pridemage; I just wanted to supplement the artifact/enchantment removal.
You just need to force draft it for yourself a few times and crush them with it... then they'll start drafting it too, and you won't need to cut it!
Topan Ascetic. Speaking of Ascetics that don't belong in the cube... where's the one that does? (Troll Ascetic)
Alright, I'll try to curb stomp them with Psychatog.
Lol, yeah Topan Ascetic is a guilty pleasure; I really like the design of the card despite it not actually being very good. It's overstayed its welcome, I'm sure.
@ Donald_McDonald: Currently, I like Infiltrator since I'm trying to push aggro a little more in the cube. Typically, I'm a control player, but I like to have the option to go aggro. I feel control has enough finishers right now, but Oona was on my short list of cards to purchase for the cube and will probably make an appearance.
Grafted Wargear is highly underrated. If I'm in aggro, I'm always happy to see this in a pack. It's also great with token strategies. There was one game I played where I had wargear, bitterblossom, and loxodon warhammer on the field as the same time. Good times.
Topan Ascetic is a neat card but not cube worthy. As mentioned, the Troll is and plays nicely with the Wargear.
I like most of the changes your making. The red ones are particularly good. I'm not excited by Wee Dragonauts in cube, but it's probably better than the noggle. I'd suggest running Fire/Ice and/or Electrolyze instead of the Dragonauts. While you're at it, cut Swerve.
You should add a "Cube Stats" section to make it easier for yourself (and others) to see how large your cube is, how many per section, common stats like average cmc per section, and then whether or not you allow snow/un/p9.
Cards I think your missing that aren't terribly expensive:
White: Elite Vanguard - Another Savannah Lions, which you also are missing. Mother of Runes - I hear giving protection to attacks and in response to blocks, kill spells, burn, bounce is pro. She's an all star w/e she's on the board. Soltari Monk - Shadow is a great ability for the same reason Horsemanship is, not very many creatures possess it in this format, not to mention it has protection from a color thats heavy with targeted removal. Soltari Trooper - A bit more splashable than the other shadow creatures allows it to fit into a wider array of decks. Knight of Meadowgrain - First Strike/Lifelink on a 2/2 for 2? Amazing. Flickerwisp - Adds another utility creature that blinks things. Soltari Champion - Another unblockable anthem effect. Celestial Crusader - Messes up combat math and adds to anthem effects. Journey to Nowhere - O-Ring is great. O-ring that only targets creatures for 1 less? Still great.
BLUE: Jushi Apprentice - One of the best blue creatures in the cube. Don't underestimate reusable draw.
(Willbender) - Yes it's in your cube, but shouldn't it be located in the 3 cmc area? Myself and alot of others on the forums use the most common casting cost, whether it be it's morph (using whichever cost is the highest ie. morph cost or flip cost), kicker (see Goblin Ruinblaster) etc. Man-O-War - For it's cost you get a 2/2 with unsummon attached to it. Great in general but it's synergy with blinking effects and shard effects put it way over the top in cube. Glen Elendra Archmage - The card is crazy good as a x2 pseudo counter not to mention she's cheap on the wallet. Meloku the Clouded Mirror - A staple finisher in control. Morphling - I know I know he isnt cheap, but cube is the perfect place to utilize one of the best creatures ever printed. Aeon Chronicler - I'd move him to your X spells as you will almost always cast him as such. Dismiss - A pretty good counterspell that could replace some of the mediocre ones you have. Miscalculation - Makes Mana Leak a little jealous
RED:
Ok, I think wtwlf summed up what each red card should be in cube: If it doesn't have haste, destroy artifacts, burn, or destroy lands it doesn't belong there. Magus of the Scroll - Cursed Scroll on a creature is still good. Goblin Guide - Not sure how much this is worth, but it's drawback doesn't negate it's extraordinary ability to deal tons of damage during the first few turns. Plated Geopede - Alot of people harp on its uselessness late game, but it's ability to be a 3/1 First Striker for 2 for the first couple turns its out makes it great in my book. Even if it hits only twice, the damage to mana ratio is still in your favor. Blistering Firecat - This is good for obvious reasons and I think its pretty cheap nowadays. Keldon Champions - Bolting the opponent when it hits play mixed with haste gives you 6 damage for 4 mana, which is pretty good. I think echo works very well here because there are times when you want to pay and times when you don't. Kiki-Jiki, Mirror Breaker - Pretty abusable with the plethora of ETB creatures in cube. Kumano, Master Yamabushi - A good finisher for red because it gives you tools to finish off your opponent while being attached to a big body and having a worthwhile effect that disrupts graveyard shenanigans. Hellkite Charger / Rorix Bladewing - These can be your end turn finishers in red and g/r ramp. The fact that they can attack right out of the gates on a large body with evasion makes them all stars in a lot of decks. Chain Lightning / Burst Lightning - Both great early burn, one being modular and the other being practically another copy of LB, which is always great. Smash to Smithereens - The perfect artifact destruction spell. It kills the opponents accelerators and deals damage to their face all in the same go. Volcanic Hammer - Not an all star, but it holds its own most of the time and it's certainly good enough to be included in a cube this large. Flame Javelin - This card is a must in every cube in my opinion. It's modular cost allows it to be played in any deck and the fact that you can pay RRR for 4 damage allows red to take care of midrange fat or finish off their opponent. Char - More great burn. It's drawback is negligible in agro and should be another auto include. Words of War - Another great finisher for red. Why wish every draw was burn when you can make it happen with this on the board. Beacon of Destruction - A Recycling 5 damage to target creature or player? Sign me up! Starstorm - Cycling ensures this will never be a dead card in your hand.
BLACK: Nezumi Graverobber - Not sure if you wanted to try reanimation in black, but this card certainly helps in and against it. Dauthi Horror - Another shadow black creature for ya. Sacromancy - 1 for a 2/2 is almost always a good deal, especially when the requirement is something that black does well. Nezumi Shortfang - Reusable discard is pro! Bane of the Living - Another playable morph that can infest the whole field at split second speed and is a sizable body in its own right. Bone Shredder - Very useful ETB effect on an evasive body. Hypnotic Specter - Staple for the mere fact that it makes your opponent discard things at random. Vampire Nighthawk - Wow, most aggressive flying creature I've seen a long time. Lifelink is key here as there are alot of effects in black that make you pay life. Mirri the Cursed - Ummm, why isn't this in here Ink-Eyes, Servant of Oni - Surprises alot of players and works very well with your evasive attackers with flying/shadow/fear. Kokusho, the Evening Star - I know this guy is somewhat expensive, but seriously... he is an f'in beating. Great as a finisher and just becomes broken when combined with Recurring Nightmare or any other reanimation effects. Snuff Out - I'll gladly pay 4 life to destroy a creature and catch my opponent off guard. Disfigure - Great removal by itself along with messing up combat math. Chainer's Edict - The fact this card has flashback more than makes up for it being a sorcery. Some like this more than Diabolic actually. Night's Whisper - Cheap card draw is welcome anytime. Yawgmoth's Bargain - A bomb enchantment that gives you more than enough to fuel to finish off your opponent.
GREEN: Fyndhorn Elves - Another mana elf never hurts. Twinblade Slasher - Drops early and has relevant abilities that help you curve out better and wither ensures it will stay relevant until it dies. Wall of Roots - A great accelerator that staves off agro in the early turns Wall of Blossoms - A cantriping wall. Nuff said. Wild Mongrel - Powers reanimators and is semi resilient against some black kill spells (able to change colors). Phantom Centaur - More or less just a pain the ass to kill. He will often net you card advantage just because of how much your opponent has to give up to wipe him from the board. Blastoderm - Aggressively costed, shroud gives it a good chance that it will die from fading and not some angry opponents spell. Kodama of North Tree - I know one of the above posters brought this card up. It's a heavy beater that protects itself well from your opponents while still being able to be enchanced by you. Thornling - Not as good as Morphling, but still great. This is a threat your opponent needs to answer ASAP or its game over. Rancor - The best enchant creature ever? Recurrable and relevant to it's color, this is a staple in almost every cube I've seen because it doesn't create a disadvantageous situation for you when used. Vines of the Vastwood - A great spell that saves your creatures from almost all removal and can be used to pump it as well. Very flexible imo. Regrowth - Not sure if this is expensive, but its so good!! Constant Mists - A great fog spell that can be used multiple times till you find an answer to your problem. Krosan Grip - One of the best disenchant spell variations. Your opponent not being able to respond to you blowing their stuff up is HUGE and well worth the extra mana. Elephant Guide - Another Enchant creature that replaces itself with something equally as useful. Stonewood Invocation - Players can't respond to it, makes your creature huge, and it protects them from almost anything for the rest of the turn at a very reasonable cost. Plow Under - The tempo advantage you get from this card is outrageous. You essentially set them back two turns land wise and draw wise. Rude Awakening - THE finisher for any sort of ramp deck or control utilizing green.
Multicolor:
U/W-
-Azorius Guildmage - Probably the strongest of the guildmages. He has the rare abilty to counter potentially irritating activated abilitys along with tapping down creatures which is very helpful when playing control.
-Iridiscent Angel - A huge evasive beater that is pretty much immune to everything.
-Wall of Denial - Essentially the ultimate wall. Most removal fails, it blocks flyers, and it has a HUGE butt. If this hits play, expect it to be there for the most of the game bar mass removal.
B/U-
-Soul Manipulation - Just a good spell that does alot for it's cost and shouldn't ever be a "dead" card.
-Oona, Queen of the Fae - With Lorwyn/Shadowmoor cycling out of standard, this should drop a bit making it affordable for more people. She is one of my favorite cards in cube and would P1P1 it all day long.
B/R-
-Good Job on this section I have Fulminator Mage in my section but Torrent is pretty good too.
R/G-
-Not bad, I would include Giant Solifuge if you can get your hands on him. Also, I lump Kird Ape as a R/G card because that is what you would play it in if you drafted it. It's never going to make the cut w/o forests in your deck.
G/W-
-Again you did a pretty good job on this section. As I'm sure you know, G/W has a crazy amount of good cards to pick from. I think your missing out if you don't have Mirari's Wake though as the game just becomes a blowout the turn after it's played. I personally choose Wilt-Leaf Liege because I think anthem effects are very relevant in those colors along with it being an awesome foil to discard.
B/W-
-Unfortunately the majority of great cards in this color cost a bit of money atm (Stillmoon Cavalier, Vindicate) but I think you should try to acquire Angel of Despair and Debtor's Knell. The angel is just gruesome with blink effects and works as a finisher herself. The knell is another great finisher.
B/G-
-See above reason (Pernicious Deed, Spiritmonger, Maelstrom Pulse) Other cards to look for: Creakwood Liege and Putrefy. The liege puts 3/3's into play every turn Putrefy is, well, another kill spell / disenchant effect, ensuring there will most likely ALWAYS be a target for it.
U/G-
-All good, though I don't agree with the Coatl. I would play Snakeform or Temporal Spring instead. They both act as pseudo removal at a resonable cost.
U/R-
-Swerve could be Fire/Ice and the hedge-mage could be Gelectrode which has great synergy with counter burn (the archetype this would be played in).
Hmmm, why do you have so many tri color cards? This may result in alot of late picked cards/dead cards in draft which isn't what you want. I would try to knock that section down to 1-2 per shard and redistribute the other slots to each color pair.
Artifacts:
As I've run outa time, at a glance everything looks fine. I may return later to do a more in depth look at it. Same for lands.
Thanks for the comments Altaurus321. I will update the first post with relevant information as time goes on and after I get this most recent bunch of cards in.
That is certainly a lot of card suggestions. Some of them are already being added to the cube as evidenced by my latest addition, and still more will be added after your suggestions. I'm not going to add all of them(hell, I'm not even going to address all of the suggestions), I don't think, because I'm fairly happy with the cube's progression and many of the cards in it. As far as listing cards like Willbender in the more common cc slots: My brain just won't let me do it. I understand what everyone is saying, that Willbender and similar creatures will very rarely be cast for their lower mc, but I just can't seem to bring myself to list them in those sections. Annoying sure, but it's not a huge deal.
Edit: rantipole and anyone else: Should Fire/Ice or Electrolyze replace Swerve? I'm still sticking with Wee Dragonauts until it's gone through at least a couple of drafts, because the card looks super fun.
Thanks for the comments Altaurus321. I will update the first post with relevant information as time goes on and after I get this most recent bunch of cards in.
No problem man, thats what this forum is all about.
Great additions for sure, but I think you should keep Prison Term. You have other stuff that should be taken out first like Cover of Winter and Lapse of Certainty. If your group really doesn't like Prison Term, see Arrest.
Quote from Drahcir_Nagrom »
Edit: rantipole and anyone else: Should Fire/Ice or Electrolyze replace Swerve? I'm still sticking with Wee Dragonauts until it's gone through at least a couple of drafts, because the card looks super fun.
Both would be a major upgrade to Swerve, but Fire/Ice is better than Electrolyze because it fits into more decks.
Jep, nice changes, even if I don' think Back to Basics will be that good, since everybody has only an average of 4 nonbasic in his/her deck.
Well on average, sure. The thing is that some people, myself included sometimes, force more colors by grabbing nearly every multicolor producing land. It's meant to be a strong hoser against those specific players and weak everywhere else. Besides, I'm looking to up the land count by another 11 sometime soon.
Thanks for the responses guys; it's been a big help.
I'd use Magus of the Moon first. Control decks are going to be the ones trying to abuse the nonbasics, and the Magus is at least a maindeck-able card. It's a better effect for red to have anyways, and Back to Basics will be an exclusively sideboard card... which NO cube card should be.
I'd use Magus of the Moon first. Control decks are going to be the ones trying to abuse the nonbasics, and the Magus is at least a maindeck-able card. It's a better effect for red to have anyways, and Back to Basics will be an exclusively sideboard card... which NO cube card should be.
Agreed completely. Additionaly, moon effects shut down all ten fetches, whereas they function fully under B2B.
Magus of the Moon is already in my list and I don't have any actual fetches yet, so that's irrelevant, as of now. Will probably remove B2B, but it does fit in the prison aspect of the cube that I'm trying to develop. Some people push reanimator--I'm pushing prison. Once I have prison decks where I want them(they can be aggro prison, or control prison), I will move on to reanimator and other niche strategies. Any helpful replacements cube-wise(not necessarily color-wise) for B2B would be appreciated.
Magus of the Moon is already in my list and I don't have any actual fetches yet, so that's irrelevant, as of now. Will probably remove B2B, but it does fit in the prison aspect of the cube that I'm trying to develop. Some people push reanimator--I'm pushing prison. Once I have prison decks where I want them(they can be aggro prison, or control prison), I will move on to reanimator and other niche strategies. Any helpful replacements cube-wise(not necessarily color-wise) for B2B would be appreciated.
Added the cards mentioned in the second post(with Kodama Over Weatherseed and keeping Viridian Shaman) and + Future Sight, + Stillmoon Cavalier, - Magus of the Jar, - Castigate
I originally had Future Sight in the cube, but it was rarely picked because people were afraid of the triple blue in the cost(and some just didn't think it was that good). I think we've drafted enough times, that I feel comfortable trying to convince them how ridiculous it is.
Apparently, I have a whole set of Stillmoon Cavaliers in my collection. Seems like a no-brainer.
I don't have all the cards yet, but what does everyone think of these changes?
- Mangara of Corondor, - Magus of the Moat, - Graceful Reprieve, - Reaping the Graves, + Cataclysm, + Land Tax, + Limited Resources, + Victimize
I know these are good changes, but I'm wondering if maybe I might be pushing the Prison thing too hard... I'm also going to drop Mobilization for an Elspeth whenever I can snag one.
Pretty soon I will be starting on reanimator. Can anyone think of another odd archetype I can push after that?
I originally had Future Sight in the cube, but it was rarely picked because people were afraid of the triple blue in the cost(and some just didn't think it was that good). I think we've drafted enough times, that I feel comfortable trying to convince them how ridiculous it is.
Apparently, I have a whole set of Stillmoon Cavaliers in my collection. Seems like a no-brainer.
I don't have all the cards yet, but what does everyone think of these changes?
- Mangara of Corondor, - Magus of the Moat, - Graceful Reprieve, - Reaping the Graves, + Cataclysm, + Land Tax, + Limited Resources, + Victimize
I know these are good changes, but I'm wondering if maybe I might be pushing the Prison thing too hard... I'm also going to drop Mobilization for an Elspeth whenever I can snag one.
Pretty soon I will be starting on reanimator. Can anyone think of another odd archetype I can push after that?
Cataclysm & Land Tax are fantastic. Victimize isn't that exciting and I don't have any experience with Limited Resources. You aren't losing anything from the stuff you are cutting though so I would say go ahead and try out some new stuff.
Power: No
Snow: No
Un cards: No
Cube size: 490 cards
66 of each color
45 multicolor
55 lands
60 artifacts and colorless
CMC of each color(needs a little updating, but should be close):
White: 3.09
Blue: 3.15
Black: 3
Red: 3(counting x spells at 5ish)
Green: 3.13
Lands:55
Manafixing:46
Terramorphic Expanse
Evolving Wilds
Rupture Spire
Reflecting Pool
Grand Coliseum
City of Brass
Vivid Meadow
Vivid Creek
Vivid Marsh
Vivid Crag
Vivid Grove
Jungle Shrine
Seaside Citadel
Savage Lands
Crumbling Necropolis
Arcane Sanctum
Adarkar Wastes
Brushland
Shivan Reef
Caves of Koilos
Yavimaya Coast
Underground River
Llanowar Wastes
Karplusan Forest
Sulfurous Springs
Battlefield Forge
Azorius Chancery
Boros Garrison
Dimir Aqueduct
Golgari Rot Farm
Gruul Turf
Izzet Boilerworks
Orzhov Basilica
Rakdos Carnarium
Selesmya Sanctuary
Simic Growth chamber
Utility:9
Strip Mine
Tectonic Edge
Dust Bowl
Urza's Factory
Gargoyle Castle
Desert
Ancient Tomb
Stalking Stones
Mishra's Factory
Artifacts and cl:60
Creatures:10
4--Solemn Simulacrum
4--Juggernaut
4--Lodestone Golem
4--Masticore
6--Molten-Tail Masticore
5--Razormane Masticore
6--Wurmcoil Engine
6--Triskelion
7--Myr Battlesphere
8--Sundering Titan
Noncreatures:49
0--Lotus Petal
0--Chrome Mox
1--Mana Vault
1--Sol Ring
1--Black Vise
1--Skullclamp
1--Sensei's Divining Top
1--Relic of Progenitus
1--Bonesplitter
1--Pithing Needle
1--Cursed Scroll
2--Ratchet Bomb
2--Scroll Rack
2--Umezawa's Jitte
2--Armillary Sphere
2--Grim Monolith
2--Mind Stone
2--Boros Signet
2--Gruul Signet
2--Simic Signet
2--Azorious Signet
2--Golgari Signet
2--Orzhov Signet
2--Izzet Signet
2--Selesnya Signet
2--Rakdos Signet
2--Dimir Signet
2--Ankh of Mishra
2--Winter Orb
3--Coalition Relic
3--Darksteel Ingot
3--Tangle Wire
3--Chimeric Idol
3--Loxodon Warhammer
3--Grafted Wargear
3--Sword of Light and Shadow
3--Sword of Fire and Ice
3--Sword of Vengeance
3--Crucible of Worlds
3--Ring of Gix
3--Crystal Ball
3--Mimic Vat
3--Oblivion Stone
4--Nevinyrral's Disk
4--Smokestack
4--Erratic Portal
4--Icy Manipulator
4--Phyrexian Processor
5--Memory Jar
7--All is Dust
White:66
Creatures:33
W--Savannah Lions
W--Elite Vanguard
W--Isamaru, Hound of Konda
W--Mother of Runes
W--Steppe Lynx
W--Student of Warfare
1W--Accorder Paladin
1W--Lone Missionary
1W--Stormfront Pegasus
1W--Soltari Trooper
1W--Kor Skyfisher
1W--Wall of Omens
WW--Soltari Priest
WW--Knight of Meadowgrain
WW--White Knight
2W--Mirror Entity
1WW--Paladin en-Vec
1WW--Pianna, Nomad Captain
1WW--Mystic Crusader
1WW--Mirran Crusader
WWW--Spectral Procession
2WW--Kor Sanctifiers
2WW--Calciderm
2WW--Hero of Bladehold
2WW--Exalted angel
4W--Reveillark
3WW--Cloudgoat Ranger
3WW--Karmic Guide
3WW--Baneslayer Angel
4WW--Yosei, the Morning Star
4WW--Sun Titan
5WW--Eternal Dragon
5WWW--Akroma, Angel of Wrath
Noncreatures:33
Land- Kjeldoran Outpost
W--Condemn
W--Path to Exile
W--Swords to Plowshares
W--Oust
W--Harm's Way
W--Mana Tithe
W--Land Tax
1W--Tariff
1W--Balance
1W--Temporal Isolation
1W--Disenchant
1W--Seal of Cleansing
1W--Revoke Existence
XWW--Martial Coup
2W--Sacred Mesa
2W--Ghostly Prison
2W--Oblivion Ring
2W--Griffin Guide
1WW--Glorious Anthem
1WW--Prison Term
1WW--Scepter of Dominance
3W--Armageddon
3W--Faith's Fetters
2WW--Wrath of God
2WW--Day of Judgment
2WW--Cataclysm
2WW--Ajani Goldmane
2WW--Elspeth, Knight-Errant
XX2WW--Decree of Justice
3WW--Gideon Jura
3WW--Rout
4WW--Austere Command
Blue:66
Creatures:21
U--Enclave Cryptologist
1U--Waterfront Bouncer
1U--Looter il-Kor
1U--Merfolk Looter
1U--Gilded Drake
3--Willbender
2U--Man-O'-War
2U--Wake Thrasher
1UU--Vendilion Clique
1UU--Kira, Great Glass-Spinner
1UU--Aether Adept
3U--Glen Elendra Archmage
2UU--Sower of Temptation
2UU--Venser, Shaper Savant
2UU--Thieving Magpie
4U--Mulldrifter
4U--Meloku the Clouded Mirror
3UU--Morphling
5U--Keiga, the Tide Star
4UU--Sphinx of Jwar Isle
7UU--Inkwell Leviathan
Noncreatures:44
Land- Academy Ruins
Land- Faerie Conclave
Land- Tolarian Academy
0--Force of Will
U--Brainstorm
U--Ponder
U--Preordain
U--Ancestral Vision
U--Force Spike
U--Mystical Tutor
XU--Repeal
XU--Condescend
XU--Power Sink
1U--Remand
1U--Remove Soul
1U--Into the Roil
1U--Impulse
1U--Mana Leak
1U--Miscalculation
1U--Arcane denial
UU--Counterspell
3--Vedalken Shackles
3--Crystal Shard
2U--Thirst for Knowledge
2U--Complicate
2U--Frantic Search
2U--Compulsive Research
2U--Tinker
1UU--Capsize
1UU--Jace Beleren
1UU--Forbid
3U--Fact or Fiction
3U--Deep Analysis
3U--Gifts Ungiven
2UU--Control Magic
2UU--Dismiss
2UU--Jace, the Mind Sculptor
1UUU--Cryptic Command
3UU--Tidings
3UU--Treachery
3UU--Bribery
3UU--Desertion
3UU--Tezzeret the Seeker
3UU--Time Warp
4UU--Upheaval
Black:66
Creatures:33
B--Vampire Lacerator
B--Carnophage
B--Sarcomancy
B--Fume Spitter
1B--Dark Confidant
1B--Oona's Prowler
1B--Dauthi Horror
1B--Nezumi Graverobber
1B--Bitterblossom
1B--Wretched Anurid
BB--Dauthi Slayer
BB--Bloodghast
BB--Nantuko Shade
3--Bane of the Living
2B--Dauthi Marauder
2B--Fleshbag Marauder
2B--Coffin Queen
1BB--Arrogant Bloodlord
1BB--Hypnotic Specter
1BB--Liliana's Specter
1BB--Vampire Nighthawk
2BB--Skinrender
2BB--Mirri the Cursed
2BB--Braids, Cabal Minion
2BB--Graveborn Muse
2BB--Plague Sliver
2BB--Nekrataal
4B--Shriekmaw
3BB--Ob Nixilis, the Fallen
3BB--Thrashing Wumpus
4BB--Kokusho, the Evening Star
4BB--Grave Titan
6BB--Tombstalker
Noncreatures:33
Land- Volrath's Stronghold
0/3B--Snuff Out
B--Duress
B--Inquisition of Kozilek
B--Thoughtseize
B--Disfigure
B--Reanimate
B--Dark Ritual
B--Vampiric Tutor
XB--Mind Twist
1B--Animate Dead
1B--Doom Blade
1B--Go for the Throat
1B--Demonic Tutor
1B--Diabolic Edict
1B--Night's Whisper
1B--Exhume
1B--Chainer's Edict
BB--Hymn to Tourach
XBB--Profane Command
0/B--Slaughter Pact
2B--Yawgmoth's Will
2B--Stupor
2B--Recurring Nightmare
2B--Necromancy
1BB--Phyrexian Arena
1BB--Sudden Death
3B--Makeshift Mannequin
3B--Consuming Vapors
2BB--Barter in Blood
2BB--Damnation
3BB--Liliana Vess
4BB--Yawgmoth's Bargain
Red:66
Creatures:32
R--Jackal Pup
R--Goblin Patrol
R--Goblin Guide
R--Mogg Fanatic
R--Goblin Welder
R--Spikeshot Elder
R--Greater Gargadon
R--Grim Lavamancer
1R--Keldon Marauders
1R--Plated Geopede
1R--Hellspark Elemental
1R--Fireslinger
1R--Dwarven Blastminer
RR--Ember Hauler
RR--Blood Knight
RR--Kargan Dragonlord
3--Blistering Firecat
2R--Cunning Sparkmage
2R--Ghitu Slinger
2R--Manic Vandal
2R--Sulfur Elemental
1RR--Hell's Thunder
3R--Avalanche Riders
3R--Flametongue Kavu
2RR--Rakka Mar
2RR--Goblin Ruinblaster
3RR--Siege-Gang Commander
2RRR--Thunderblust
4RR--Inferno Titan
4RR--Hellkite Charger
4RR--Crater Hellion
6RR--Bogardan Hellkite
Noncreatures:34
Land- Ghitu Encampment
0--Fireblast
R--Lightning Bolt
R--Firebolt
R--Flame Slash
R--Burst Lightning
R--Rift Bolt
R--Forked Bolt
XR--Banefire
XR--Earthquake
1R--Arc Trail
1R--Incinerate
1R--Pyroclasm
1R--Magma Jet
1R--Sudden Shock
1R/R--Boom // Bust
XRR--Starstorm
XRR--Comet Storm
2R--Staggershock
2R--Arc Lightning
2R--Char
2R--Puncture Blast
2R--Stone Rain
2R--Wheel of Fortune
1RR--Pillage
1RR--Sulfuric Vortex
1RR--Volcanic Fallout
1RR--Molten Rain
RRR--Flame Javelin
2RR--Aftershock
2RR--Koth of the Hammer
3RR--Chandra Nalaar
3RR--Arc Blade
4RR--Wildfire
I tried to make Green a utility and fat color primarily, but it certainly has its aggro cards to add to the mix. It has the most high-end creatures but it also the only non artifact mana ramp and plenty of it, imo, so that hopefully evens it out.
Green:66
Creatures:44
G--Noble Hierarch
G--Llanowar Elves
G--Birds of Paradise
G--Joraga treespeaker
G--Jungle Lion
G--Wild Dogs
G--Basking Rootwalla
G--Twinblade Slasher
G--Pouncing Jaguar
1G--Sakura-Tribe Elder
1G--Sylvan Ranger
1G--Wild Mongrel
1G--River Boa
1G--Mire Boa
1G--Tarmogoyf
1G--Beastbreaker of Bala Ged
1G--Lotus Cobra
1G--Wall of Blossoms
1G--Fauna Shaman
GG--Viridian Zealot
3--Sylvok Replica
3--Nantuko Vigilante
2G--Viridian Shaman
2G--Call of the Herd
1GG--Ohran Viper
1GG--Eternal Witness
1GG--Yavimaya Elder
1GG--Great Sable Stag
1GG--Troll Ascetic
3G--Wickerbough Elder
2GG--Obstinate Baloth
2GG--Chameleon Colossus
2GG--Blastoderm
2GG--Phantom Centaur
2GG--Vengevine
4G--Indrik Stomphowler
4G--Genesis
3GG--Acidic Slime
3GG--Thornling
3GG--Deranged Hermit
2GGG--Kodama of the North Tree
4GG--Rampaging Baloths
5GG--Krosan Tusker
4GGG--Pelakka Wurm
6GG--Terastodon
5GGG--Woodfall Primus
Noncreatures:21
Land- Treetop Village
G--Worldly Tutor
G--Vines of Vastwood
G--Rancor
1G--Life from the Loam
1G--Seal of Primordium
1G--Regrowth
1G--Survival of the Fittest
1G--Sylvan Library
2G--Kodama's Reach
2G--Cultivate
2G--Harrow
2G--Elephant Guide
2G--Krosan Grip
2G--Fallow Earth
1GG--Winter's Grasp
2GG--Garruk Wildspeaker
2GG--Harmonize
2GG--Creeping Mold
3GG--Plow Under
Multicolor: 45
WU
Creatures:
WU--Deft Duelist
2WU--Grand Arbiter Augustin IV
Noncreatures:
1W/3U--Momentary Blink
3WU--Teferi's Moat
UB
Creatures:
1UB--Shadowmage Infiltrator
1UB--Psychatog
2UB--Moroii
Noncreatures:
UB--Agony Warp
BR
Creatures:
2:symbr::symbr:--Murderous Redcap
2BR--Blazing Specter
Noncreatures:
BR--Terminate
3BR--Bituminous Blast
RG
Creatures:
R--Kird Ape
1R--Tin Street Hooligan
2RG--Bloodbraid Elf
Noncreatures:
1RG--Stormbind
GW
Creatures:
W--Loam Lion
GW--Qasali Pridemage
1:symgw::symgw:--Kitchen Finks
5GW--Phantom Nishoba
Noncreatures:
WB
Creatures:
1:symwb::symwb:--Stillmoon Cavalier
3BBWW--Desolation Angel
Noncreatures:
1WB--Mortify
1WB--Vindicate
BG
Creatures:
BG--Putrid Leech
3BG--Spiritmonger
Noncreatures:
1BG--Maelstrom Pulse
1BG--Putrefy
GU
Creatures:
1GU--Trygon Predator
1GUU--Mystic Snake
5GU--Simic Sky Swallower
Noncreatures:
1GU--Temporal Spring
UR
Creatures:
1UR--Gelectrode
Noncreatures:
1R/U--Fire // Ice
1UR--Electrolyze
3UR--Prophetic Bolt
RW
Creatures:
:symwr:--Figure of destiny
Noncreatures:
RW--Lightning Helix
1RW--Goblin Trenches
2RW--Ajani Vengeant
GWU
Creatures:
1GWU--Rafiq of the Many
Noncreatures:
WUB
Creatures:
4WUB--Magister Sphinx
Noncreatures:
UBR
Creatures:
Noncreatures:
4UBBR--Nicol Bolas, Planeswalker
BRG
Creatures:
3BRG--Broodmate Dragon
Noncreatures:
RGW
Creatures:
G--Wild Nacatl
Noncreatures:
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Lands: - Keldon Megaliths, + Keldon Necropolis, + Windbrisk Heights, + High Market, + Grand Coliseum
Artifacts: - Leonin Bola, - Whispersilk Cloak, - Moonglove Extract, + Bonesplitter, + Sigil of Distinction, + Ankh of Mishra, + Temporal Aperture, + Winter Orb, + Chimeric Idol, + Tangle Wire
White: - Loyal Sentry, - Knight of the Skyward Eye, - Loxodon Mystic, + Elite Vanguard, + Kor Sanctifiers, + World Queller
Blue: - Resounding Wave, - Put Away, - Sift, - Aeon Chronicler, + Rushing River, + Forbid, + Evacuation, + Upheaval
Black: - Festering Goblin, - Mortivore, + Vampire Lacerator, + Plague Sliver
Red: - Storm Entity, - Pyre Charger, - Flamewave Invoker, - Guerrilla Tactics, - Soul's Fire, + Magus of the Scroll, + Plated Geopede, + Dwarven Blastminer, + Burst Lightning, + Char
Green: - Tangle Asp, - Viridian Shaman, - Kamahl, Fist of Krosa, - Protean Hulk, - Journey of Discovery, - Rootgrapple, + Kavu Titan, + Blastoderm, + Weatherseed Treefolk, + Cloudthresher, + Harrow, + Overrun
Multicolor: - Cautery Sliver, - Psychatog, - Noggle Hedge-Mage, - Glare of Subdual, - Punish Ignorance, + Goblin Legionaire, + Wee Dragonauts, + Moroii, + Aura Shards, + Dromar's Charm, + Stoic Angel
I'm pretty excited about these changes. I think that many of them help push aggro and prison archetypes, both of which have been lacking, in my opinion.
These are some the archetypes I'm trying to support: W, R, and B aggro; midrange/ramp green; tempo blue; control decks of any color, including 5cc; and Prison decks.
Thoughts on these changes? Will edit first post when I actually have these cards in hand.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Only a few recommendations:
I wouldn't add in High Market. This card wasn't even playable before M10, but the no damage on the stack ruling completely ruined this card for good. Miren, the Moaning Well is much better than this card, but it's still struggling in the post M10 environment.
I'd leave Viridian Shaman in the cube. You just added in a bunch of good artifacts... you don't want to take out the answers for 'em. Plus, Viridian Shaman is solid anyways. Weatherseed Treefolk is pretty meh. 2GGG is rough, and he's pretty much completely outclassed by Kodama of the North Tree at that casting cost.
I wouldn't cut Psychatog. He's amazing, and you just added in Upheaval! The best two card combo in the cube.
I wouldn't remove Glare of Subdual either. It's a fantastic card for that color combination... much better than Aura Shards. If you need a WG card to help deal with artifacts and enchantments, I'd look to Qasali Pridemage first.
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Kodama is definitely better than Weatherseed, so that will be going in instead.
Viridian Shaman has been only ok recently, but I guess that you're right about it not making sense to add a bunch of artifacts and drop some artifact removal. What do you think I should drop instead? I'd like it to be somewhat close in the curve.
I know Psychatog is good, but some of my fellow drafters don't so it usually ends up unused in somebody's sideboard. I figured that Moroii is an obviously good card, so that would make a better addition, but I suppose I could drop Recoil instead.
I'm running into the same problem with Glare. I know it's good, but it seems to go unused in a sb, where Aura Shards is obviously good(and I actually think it's better than Glare anyway). I'm already rocking Pridemage; I just wanted to supplement the artifact/enchantment removal.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Topan Ascetic. Speaking of Ascetics that don't belong in the cube... where's the one that does? (Troll Ascetic)
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Alright, I'll try to curb stomp them with Psychatog.
Lol, yeah Topan Ascetic is a guilty pleasure; I really like the design of the card despite it not actually being very good. It's overstayed its welcome, I'm sure.
@ Donald_McDonald: Currently, I like Infiltrator since I'm trying to push aggro a little more in the cube. Typically, I'm a control player, but I like to have the option to go aggro. I feel control has enough finishers right now, but Oona was on my short list of cards to purchase for the cube and will probably make an appearance.
Another minor update: - Culling Scales, - Silkbind Faerie, + Grafted Wargear, + Grand Arbiter Augustin IV
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Topan Ascetic is a neat card but not cube worthy. As mentioned, the Troll is and plays nicely with the Wargear.
I like most of the changes your making. The red ones are particularly good. I'm not excited by Wee Dragonauts in cube, but it's probably better than the noggle. I'd suggest running Fire/Ice and/or Electrolyze instead of the Dragonauts. While you're at it, cut Swerve.
Cheers,
rant
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Another great change.
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Cards I think your missing that aren't terribly expensive:
White:
Elite Vanguard - Another Savannah Lions, which you also are missing.
Mother of Runes - I hear giving protection to attacks and in response to blocks, kill spells, burn, bounce is pro. She's an all star w/e she's on the board.
Soltari Monk - Shadow is a great ability for the same reason Horsemanship is, not very many creatures possess it in this format, not to mention it has protection from a color thats heavy with targeted removal.
Soltari Trooper - A bit more splashable than the other shadow creatures allows it to fit into a wider array of decks.
Knight of Meadowgrain - First Strike/Lifelink on a 2/2 for 2? Amazing.
Flickerwisp - Adds another utility creature that blinks things.
Soltari Champion - Another unblockable anthem effect.
Celestial Crusader - Messes up combat math and adds to anthem effects.
Journey to Nowhere - O-Ring is great. O-ring that only targets creatures for 1 less? Still great.
BLUE:
Jushi Apprentice - One of the best blue creatures in the cube. Don't underestimate reusable draw.
(Willbender) - Yes it's in your cube, but shouldn't it be located in the 3 cmc area? Myself and alot of others on the forums use the most common casting cost, whether it be it's morph (using whichever cost is the highest ie. morph cost or flip cost), kicker (see Goblin Ruinblaster) etc.
Man-O-War - For it's cost you get a 2/2 with unsummon attached to it. Great in general but it's synergy with blinking effects and shard effects put it way over the top in cube.
Glen Elendra Archmage - The card is crazy good as a x2 pseudo counter not to mention she's cheap on the wallet.
Meloku the Clouded Mirror - A staple finisher in control.
Morphling - I know I know he isnt cheap, but cube is the perfect place to utilize one of the best creatures ever printed.
Aeon Chronicler - I'd move him to your X spells as you will almost always cast him as such.
Dismiss - A pretty good counterspell that could replace some of the mediocre ones you have.
Miscalculation - Makes Mana Leak a little jealous
RED:
Ok, I think wtwlf summed up what each red card should be in cube: If it doesn't have haste, destroy artifacts, burn, or destroy lands it doesn't belong there.
Magus of the Scroll - Cursed Scroll on a creature is still good.
Goblin Guide - Not sure how much this is worth, but it's drawback doesn't negate it's extraordinary ability to deal tons of damage during the first few turns.
Plated Geopede - Alot of people harp on its uselessness late game, but it's ability to be a 3/1 First Striker for 2 for the first couple turns its out makes it great in my book. Even if it hits only twice, the damage to mana ratio is still in your favor.
Blistering Firecat - This is good for obvious reasons and I think its pretty cheap nowadays.
Keldon Champions - Bolting the opponent when it hits play mixed with haste gives you 6 damage for 4 mana, which is pretty good. I think echo works very well here because there are times when you want to pay and times when you don't.
Kiki-Jiki, Mirror Breaker - Pretty abusable with the plethora of ETB creatures in cube.
Kumano, Master Yamabushi - A good finisher for red because it gives you tools to finish off your opponent while being attached to a big body and having a worthwhile effect that disrupts graveyard shenanigans.
Hellkite Charger / Rorix Bladewing - These can be your end turn finishers in red and g/r ramp. The fact that they can attack right out of the gates on a large body with evasion makes them all stars in a lot of decks.
Chain Lightning / Burst Lightning - Both great early burn, one being modular and the other being practically another copy of LB, which is always great.
Smash to Smithereens - The perfect artifact destruction spell. It kills the opponents accelerators and deals damage to their face all in the same go.
Volcanic Hammer - Not an all star, but it holds its own most of the time and it's certainly good enough to be included in a cube this large.
Flame Javelin - This card is a must in every cube in my opinion. It's modular cost allows it to be played in any deck and the fact that you can pay RRR for 4 damage allows red to take care of midrange fat or finish off their opponent.
Char - More great burn. It's drawback is negligible in agro and should be another auto include.
Words of War - Another great finisher for red. Why wish every draw was burn when you can make it happen with this on the board.
Beacon of Destruction - A Recycling 5 damage to target creature or player? Sign me up!
Starstorm - Cycling ensures this will never be a dead card in your hand.
BLACK:
Nezumi Graverobber - Not sure if you wanted to try reanimation in black, but this card certainly helps in and against it.
Dauthi Horror - Another shadow black creature for ya.
Sacromancy - 1 for a 2/2 is almost always a good deal, especially when the requirement is something that black does well.
Nezumi Shortfang - Reusable discard is pro!
Bane of the Living - Another playable morph that can infest the whole field at split second speed and is a sizable body in its own right.
Bone Shredder - Very useful ETB effect on an evasive body.
Hypnotic Specter - Staple for the mere fact that it makes your opponent discard things at random.
Vampire Nighthawk - Wow, most aggressive flying creature I've seen a long time. Lifelink is key here as there are alot of effects in black that make you pay life.
Mirri the Cursed - Ummm, why isn't this in here
Ink-Eyes, Servant of Oni - Surprises alot of players and works very well with your evasive attackers with flying/shadow/fear.
Kokusho, the Evening Star - I know this guy is somewhat expensive, but seriously... he is an f'in beating. Great as a finisher and just becomes broken when combined with Recurring Nightmare or any other reanimation effects.
Snuff Out - I'll gladly pay 4 life to destroy a creature and catch my opponent off guard.
Disfigure - Great removal by itself along with messing up combat math.
Chainer's Edict - The fact this card has flashback more than makes up for it being a sorcery. Some like this more than Diabolic actually.
Night's Whisper - Cheap card draw is welcome anytime.
Yawgmoth's Bargain - A bomb enchantment that gives you more than enough to fuel to finish off your opponent.
If you want to push reanimation in your cube, see the following cards: Reanimate, Animate Dead, Corpse Dance, Necromancy, Recurring Nightmare, Diabolic Servitude, Beacon of Unrest, and Living Death. All these are highly cubable (yes thats a word).
GREEN:
Fyndhorn Elves - Another mana elf never hurts.
Twinblade Slasher - Drops early and has relevant abilities that help you curve out better and wither ensures it will stay relevant until it dies.
Wall of Roots - A great accelerator that staves off agro in the early turns
Wall of Blossoms - A cantriping wall. Nuff said.
Wild Mongrel - Powers reanimators and is semi resilient against some black kill spells (able to change colors).
Phantom Centaur - More or less just a pain the ass to kill. He will often net you card advantage just because of how much your opponent has to give up to wipe him from the board.
Blastoderm - Aggressively costed, shroud gives it a good chance that it will die from fading and not some angry opponents spell.
Kodama of North Tree - I know one of the above posters brought this card up. It's a heavy beater that protects itself well from your opponents while still being able to be enchanced by you.
Thornling - Not as good as Morphling, but still great. This is a threat your opponent needs to answer ASAP or its game over.
Rancor - The best enchant creature ever? Recurrable and relevant to it's color, this is a staple in almost every cube I've seen because it doesn't create a disadvantageous situation for you when used.
Vines of the Vastwood - A great spell that saves your creatures from almost all removal and can be used to pump it as well. Very flexible imo.
Regrowth - Not sure if this is expensive, but its so good!!
Constant Mists - A great fog spell that can be used multiple times till you find an answer to your problem.
Krosan Grip - One of the best disenchant spell variations. Your opponent not being able to respond to you blowing their stuff up is HUGE and well worth the extra mana.
Elephant Guide - Another Enchant creature that replaces itself with something equally as useful.
Stonewood Invocation - Players can't respond to it, makes your creature huge, and it protects them from almost anything for the rest of the turn at a very reasonable cost.
Plow Under - The tempo advantage you get from this card is outrageous. You essentially set them back two turns land wise and draw wise.
Rude Awakening - THE finisher for any sort of ramp deck or control utilizing green.
Multicolor:
U/W-
-Azorius Guildmage - Probably the strongest of the guildmages. He has the rare abilty to counter potentially irritating activated abilitys along with tapping down creatures which is very helpful when playing control.
-Iridiscent Angel - A huge evasive beater that is pretty much immune to everything.
-Wall of Denial - Essentially the ultimate wall. Most removal fails, it blocks flyers, and it has a HUGE butt. If this hits play, expect it to be there for the most of the game bar mass removal.
B/U-
-Soul Manipulation - Just a good spell that does alot for it's cost and shouldn't ever be a "dead" card.
-Oona, Queen of the Fae - With Lorwyn/Shadowmoor cycling out of standard, this should drop a bit making it affordable for more people. She is one of my favorite cards in cube and would P1P1 it all day long.
B/R-
-Good Job on this section I have Fulminator Mage in my section but Torrent is pretty good too.
R/G-
-Not bad, I would include Giant Solifuge if you can get your hands on him. Also, I lump Kird Ape as a R/G card because that is what you would play it in if you drafted it. It's never going to make the cut w/o forests in your deck.
G/W-
-Again you did a pretty good job on this section. As I'm sure you know, G/W has a crazy amount of good cards to pick from. I think your missing out if you don't have Mirari's Wake though as the game just becomes a blowout the turn after it's played. I personally choose Wilt-Leaf Liege because I think anthem effects are very relevant in those colors along with it being an awesome foil to discard.
B/W-
-Unfortunately the majority of great cards in this color cost a bit of money atm (Stillmoon Cavalier, Vindicate) but I think you should try to acquire Angel of Despair and Debtor's Knell. The angel is just gruesome with blink effects and works as a finisher herself. The knell is another great finisher.
B/G-
-See above reason (Pernicious Deed, Spiritmonger, Maelstrom Pulse) Other cards to look for: Creakwood Liege and Putrefy. The liege puts 3/3's into play every turn Putrefy is, well, another kill spell / disenchant effect, ensuring there will most likely ALWAYS be a target for it.
U/G-
-All good, though I don't agree with the Coatl. I would play Snakeform or Temporal Spring instead. They both act as pseudo removal at a resonable cost.
U/R-
-Swerve could be Fire/Ice and the hedge-mage could be Gelectrode which has great synergy with counter burn (the archetype this would be played in).
Hmmm, why do you have so many tri color cards? This may result in alot of late picked cards/dead cards in draft which isn't what you want. I would try to knock that section down to 1-2 per shard and redistribute the other slots to each color pair.
Artifacts:
As I've run outa time, at a glance everything looks fine. I may return later to do a more in depth look at it. Same for lands.
(CubeTutor & MTGS)
360 Peasant Cube!
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That is certainly a lot of card suggestions. Some of them are already being added to the cube as evidenced by my latest addition, and still more will be added after your suggestions. I'm not going to add all of them(hell, I'm not even going to address all of the suggestions), I don't think, because I'm fairly happy with the cube's progression and many of the cards in it. As far as listing cards like Willbender in the more common cc slots: My brain just won't let me do it. I understand what everyone is saying, that Willbender and similar creatures will very rarely be cast for their lower mc, but I just can't seem to bring myself to list them in those sections. Annoying sure, but it's not a huge deal.
Another minor change I've made: - Vulshock Sorcerer, - Walker of the Groves, + Rampaging Baloths, + Countryside Crusher
Other changes I plan on making: - Barbed Lightning, - Reality Acid, - Prison Term, - Jund Battlemage, - Brine Elemental, + Meloku the Clouded Mirror + Sulfur Elemental, + Parallax Wave, + Parallax Tide, + Sulfuric Vortex
Edit: rantipole and anyone else: Should Fire/Ice or Electrolyze replace Swerve? I'm still sticking with Wee Dragonauts until it's gone through at least a couple of drafts, because the card looks super fun.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
No problem man, thats what this forum is all about.
Looks great to me.
Great additions for sure, but I think you should keep Prison Term. You have other stuff that should be taken out first like Cover of Winter and Lapse of Certainty. If your group really doesn't like Prison Term, see Arrest.
Both would be a major upgrade to Swerve, but Fire/Ice is better than Electrolyze because it fits into more decks.
(CubeTutor & MTGS)
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White: - Icatian Javelineers, - Knight of the Holy Nimbus, - Twilight Shepherd, - Cover of Winter, - Balancing Act, + Savannah Lions, + Knight of Meadowgrain, + Exalted Angel, + Balance, + Parallax Wave
Blue: - Wings of Velis Vel, - Muddle the Mixture, - Reality Acid, - Scattering Stroke, + Gilded Drake, + Remand, + Back to basics, + Parallax Tide
Black: - Nightshade Assassin, - Incremental Blight, + Tombstalker, + Barter in Blood
Red: - Scourge Devil, - Barbed Lightning, + Hell's Thunder, + Sulfuric Vortex
Green: - Cloudcrown Oak, + Ravenous Baloth
Multicolor: - Punish Ignorance, + Dromar's Charm
Edited list to reflect these changes.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
(CubeTutor & MTGS)
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Well on average, sure. The thing is that some people, myself included sometimes, force more colors by grabbing nearly every multicolor producing land. It's meant to be a strong hoser against those specific players and weak everywhere else. Besides, I'm looking to up the land count by another 11 sometime soon.
Thanks for the responses guys; it's been a big help.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
My 630 Card Powered Cube
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Agreed completely. Additionaly, moon effects shut down all ten fetches, whereas they function fully under B2B.
Ahh, a couple months ago those words seemed so foreign and unlikely
(CubeTutor & MTGS)
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Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Winter Orb serves a somewhat similar function.
Also added. It was listed in the second post. I just got that bunch of cards in actually, so I will edit the op.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Apparently, I have a whole set of Stillmoon Cavaliers in my collection. Seems like a no-brainer.
I don't have all the cards yet, but what does everyone think of these changes?
- Mangara of Corondor, - Magus of the Moat, - Graceful Reprieve, - Reaping the Graves, + Cataclysm, + Land Tax, + Limited Resources, + Victimize
I know these are good changes, but I'm wondering if maybe I might be pushing the Prison thing too hard... I'm also going to drop Mobilization for an Elspeth whenever I can snag one.
Pretty soon I will be starting on reanimator. Can anyone think of another odd archetype I can push after that?
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Cataclysm & Land Tax are fantastic. Victimize isn't that exciting and I don't have any experience with Limited Resources. You aren't losing anything from the stuff you are cutting though so I would say go ahead and try out some new stuff.