Playstyle: Focus on sealed deck play -> Compared to a „regular“ cube that means more redundancy in certain effects and less different archetypes are supported. Another design focus is „interaction“.
Banned list: Black Lotus, Original Moxen, Chrome Mox, Mox Diamond, Sol Ring, Mana Vault, Mana Crypt, Library of Alexandria, Ancestral Recall, Time Walk, Mind Twist, Wheel of Fortune, Dark Ritual, Sylvan Library, Winter Orb, Moat, Channel
Watch list: Mana Drain, Time Twister
W: White supports aggro and control with essential parts. Creatures with pump effects or evasion, armies in a can and the Wrath & Geddon effects are the defining parts of whites identity.
U: Blue supports mostly the classical draw-go style. Counterspells, card draw/selection and resilient finishers are the defining parts of blues identity.
B: Black supports aggro and control with disruption and removals. Discard, creature destruction and engine cards (Recurring Nightmare) are defining parts of blacks identity.
R: Red supports aggro and Wildfire. Burn is the defining part of reds identity.
G: Green supports midrange and ramp. Mana dorks, etb creatures, heavy beaters and creature tutoring are the defining parts of greens identity.
:azorius:: Azorius is usually control, sometimes tempo-control. Signature deck: UW Super Friends, draft priorities: 1. walkers, 2. sweepers, 3. mana rocks. moat is insane in this deck.
:orzhov:: Orzhov can be aggro, midrange or control. Signature deck: BW Stax, draft priorities: 1. mana denial (geddon, braids, stax, tangle wire, winter orb), 2. recurring threats/token generators, 3. mana rocks.
:boros:: Boros is usually aggro, sometimes midrange, rarely control. Signature deck: RW Beatdown, draft priorities: 1. geddon/vortex/equipment, 2. burn spells, 3. agressive one and two drops. The shadow creatures are great in this deck.
:selesnya:: Selesnya is usually midrange, sometimes ramp-control. Signature deck: GW Midrange, draft priorities: 1. geddon/equipment, 2. mana dorks, ETBs, fatties 3. white spot removal. Stone Forge Mystic fits perfectly in this kind of deck. If you have a higher curve, Natural Order is great.
:dimir:: Dimir is usually control, sometimes tempo-control. Signature deck: UB Artifacts, draft priorities: 1. Artifact fatties, tinker, upheaval 2. mana rocks, removal 3. tutors. This is THE deck for Tinker and Upheavel, in combination with the available tutors and mana rocks in these colours.
:izzet:: Izzet is usually counter-burn, sometimes tempo-control. Signature deck: UR Counter-Burn, draft priorities: 1. Resilient finishers, 2. counterspells/card draw/card selection, 3. mass burn/instant burn.
:simic:: Simic is usually ramp-control, sometimes tempo-control. Signature deck: UG Ramp, draft priorities: 1. fatties/equipment, 2. mana dorks, 3. control magic effects. This is THE deck for Natural Order.
:rakdos:: Rakdos is usually aggro, sometimes midrange, rarely control. RB Aggro, important picks: 1. targeted discard/equipment, 2. agressive one and two drops, 3. burn/removal.
:golgari:: Golgari is usually midrange, sometimes ramp-control. Signature deck: GB SurRec, important picks: 1. engines (Recurring Nightmare, Survival of the Fittest etc), 2. etb creatures, 3. tutors
:gruul:: Gruul is usually midrange or ramp-control. Signature deck: RG Wildfire, important picks: 1. Wildfire/Earthquake, 2. walkers/5+ toughness finishers, 3. ramp.
The freestyle section allows to find space for cards that don't fit in a traditional section. Cards like Hybrid, Phybrid, Squee, colour aligned artifacts, the Zoo creatures, off colour flashback/kicker/split go into this section. To keep a rough balance, each colour should have +- the same number of "aligned" cards in the freestyle section. This section gives more design freedom, while it is still possible to keep the colours more or less balanced.
Colourless cards fit into more decks and there is never a "colour screw" happening when you play them. This design concept helps to increase the number of playable cards for a sealed deck.
As to your list, at first glance it looks, well... sloppy: abbreviations, truncated or wrong card names, lack of links...
A second glance I didn't take because of the above. If you want people to take the time to look at your cube, analyse it and give sensible suggestions, please take the time to present a readable list.
Yeah, it is pretty hard to read. I'm not familiar with some of your abbreviations. The amount of input you receive has a lot to do with how much information you give and how clearly you give it (i.e. Usman's cube)
I will suggest though, that you give multicolor cards a shot. If you don't want to muddle up the quality of each pick, then you don't have to add tons of them. I have 5 of each pair in mine, that may be too many, but I like it. You could simply add 2 of each color pair. Multi-color cards can be extremely powerful and helpful and help to bridge the gaps between colors. stuff like Penicious Deed, Vindicate, and lightning helix add power to the cube and are easy to splash. In my experience, they are pretty high picks. It would also help to weed out some of the suboptimal monocolor choices. (reciprocate, ertai, confiscate, etc...)
I don't understand how hybrid and split cards are an exception to multicolor cards. What ultimately makes you decide that you want to include Wilt-Leaf Leige in your white section instead of your green section? It's not a white card, it's a white/green card. I think if you're going to run cards like that, then you need a multicolor section. I also think if you're not going to have a multicolor section, then you shouldn't support multicolor cards.
@eidolon: Thanks a lot for your in-depth analysis of my cube. I will go through it as soon as I have more time. Most of your recommendations are waiting in my side pile, the hardest is to decide what to replace.
@calibretto: hybrid and split cards have a main difference compared to multicolour cards, they can be played by only one colour, thus fit into more decks. And my logic of the hybrid/dual distribution in the different colours is how strong a colour is "concerned about mana", green is the best mana colour so the green hybrids symbolise green beeing able to cast spells from other colours, therefore all green hybrids are in the other colour. On the other end of the spectrum is red who doesn't care about mana, therefore all red hybrids/duals are in red.
@calibretto: hybrid and split cards have a main difference compared to multicolour cards, they can be played by only one colour, thus fit into more decks. And my logic of the hybrid/dual distribution in the different colours is how strong a colour is "concerned about mana", green is the best mana colour so the green hybrids symbolise green beeing able to cast spells from other colours, therefore all green hybrids are in the other colour. On the other end of the spectrum is red who doesn't care about mana, therefore all red hybrids/duals are in red.
Well, yeah, but I'm not looking to have the multicolor vs no multicolor debate with you again. I like gold cards in the cube, you don't. 'Nuff said.
But why not have a multicolor section to include all your hybrids and splits, instead of taking up valuable slots and arbitrarily including them in one of their color? I'd rather have Wilt-Leaf Liege in my GW section and also have room for Yosei in my white section. I see your reasoning behind why you went with white as the color to get the liege instead of green, but I'd rather free up that white slot and include a better creature in white. That way you kind of get to have your cake and eat it too.
Like I said, I'm not trying to debate the matter of gold cards, just offering up a friendly suggestion on cube organization.
Since I want to keep my cube at 360 cards, creating a multicolour section doesn't free up any space in the monocolour sections. Adding the hybrid/duals to a single colour gives me more flexibility in adding/removing them from the cube and I'm not forced to balance hybrid/dual cards over the ten combinations but can add only the ones I really like to have in the cube.
Since I want to keep my cube at 360 cards, creating a multicolour section doesn't free up any space in the monocolour sections. Adding the hybrid/duals to a single colour gives me more flexibility in adding/removing them from the cube and I'm not forced to balance hybrid/dual cards over the ten combinations but can add only the ones I really like to have in the cube.
You can still have multicolor without balancing. I know for awhile there was some debate on whether to balance the color combinations or to just add the best multi cards (i.e. ending up with more G/W and less U/R).
So cut the pain lands as eidolon suggested, move your current hybrid/split cards to a hybrid/split section (with no color balance, just a best of the best) and add in the better mono color cards that you're missing like Yosei.
Or alternatively you can just leave it the way you've got it now.
@eidolon: Thanks again for your input. Here are my explanations why those cards sit in my side pile. This is by no means an absolute judgement, just my personal thoughts why I didn't include them or why they got excluded.
Paladin en-Vec -> great creature but for 3 mana somehow underwhelming
Akroma,Angel of Wrath -> too expensive, thus very rarely seeing play besides in reanimator
Kjeldoran Outpost -> was too slow and clunky in our games
Marshal's Anthem -> no reanimation for white in my cube
Perimeter Captain -> defenders are boring IMO
Calciderm -> shroud is mainly a blue ability in my cube
Yosei, the Morning Star -> lifelink angels feel so much more white flavoured
Faith's Fetters -> versatile but too expensive
Eternal Dragon -> land search is a green ability Kor Skyfisher -> this card I will come in for stoneforge mysthic
Galepowder Mage -> needs testing, but doesn't fit the white flavour too much
Academy Rector -> only powerful when some good enchantments could be picked
Disenchant -> I don't want to add pure side board cards to my cube
Temporal Isolation -> interferes with the shadow weenies
Harm's Way -> was underwhelming in our games
Thieving Magpie -> not powerful enough Keiga, the Tide Star -> was added while you were writing your post
Memory Lapse -> VS broken ambition ?
Complicate -> no soft counter for 3 mana
Exclude -> no card specific counterspells
Dismiss -> I prefer cryptic command versatility
Desertion -> I prefere the steal effects
Inkwell Leviathan -> too expensive, only interesting as tinker target
Crystal Shard -> can be abused with cip creatures, but is a bit slow
Serendib Efreet -> not enough blue flavour, just a big dumb flier
Bribery -> I prefer the control magic effects
Palinchron -> see serendib effreet
Force Spike -> too narrow
Gifts Ungiven -> difficult to realy use the full potential in limited
Deep Analysis -> sorcery speed, no thanks
Future Sight -> too expensive, but has a great potential
Time Spiral -> no draw seven in my cube
Rite of Replication -> no copy effects in my blue flavour
Impulse -> great spell, but the filter spells I want to play turn 1
Vesuvan Shapeshifter -> see rite of replication
Wake Thrasher -> only big in your turn and lacks any blue flavour
Clone -> see rite of replication
Mystical Tutor -> blue has only artifact tutors in my cube
Wretched Anurid -> this lifeloss was often too much
Nezumi Graverobber -> has some potential but only the first few turns
Graveborn Muse -> the other pain for draw in black are better IMO
Puppeteer Clique -> situational
Disfigure -> black has much better removal
Innocent Blood -> only in the early turns realy useful
Thoughtseize -> my disruption package in black was decreased
Diabolic Edict -> see innocent blood
Chainer's Edict -> see innocent blood
Bitterblossom -> no token generators for black
Necromancy -> recurring nightmare is better and the others are cheaper
Sudden Death -> not good enough for a 3 mana removal
Makeshift Mannequin -> too expensive
Beacon of Unrest -> too expensive
Living Death -> this card goes in/out all the time
Yawgmoth's Bargain -> too expensive
Decree of Pain -> cycled not powerful enough, hardcast too expensive
Ob Nixilis, the Fallen -> no direct damage in non-red
Kokusho, the Evening Star -> see ob nixilis
Tombstalker -> big dumb flyer that can sometimes come down early, not enough flavour
Hymn to Tourach -> see thoughtseize
Mind Twist -> see thoughtseize
Nezumi Shortfang -> way too slow
Skeletal Vampire -> see bitterblossom
Duress -> see thoughtseize
Dark Ritual -> green is the colour of broken acceleration
Sorin Markov -> too expensive
Thunderblust -> only impressive when tramples
Blistering Firecat -> was cuttet for more cip burners
Keldon Champion -> burn needs to be able to hit creatures and players
Skizzik -> was ok, but not impressive
Hellkite Charger -> flavourful and powerful but I cutted the red section at five mana
Rorix Bladewing -> see hellkite charger
Stone Idol Trap -> need to test this one
Sulfur Elemental -> no red flavour
Bogardan Hellkite -> see hellkite charger
Fireblast -> I prefere shard volley
Magma Jet -> scry is not red
Urza's Rage -> better burn available at 3 mana
Banefire -> I prefere the more versatile X burn spells
Earthquake -> see banefire
Chandra Nalaar -> too weak
Starstorm -> see keldon champion
Pyroclasm -> see keldon champion
Crater Hellion -> see keldon champion, see hellkite charger
Smash to Smithereens -> no sideboard cards
Wheel of Fortune -> no draw seven
Squee, Goblin Nabob -> only good in combination with other spells that can abuse him
Treetop Village -> may replae gaea's cradle
Wall of Roots -> see perimeter captain
Yavimaya Elder -> green mana acceleration has to cost 1 or 2 mana
Oracle of Mul Daya -> too weak stats
Krosan Tusker -> see yawimaya elder
Harrow -> see yawimaya elder
Kodama's Reach -> see yawimaya elder
Rancor -> equipments fullfill this effect
Eternal Witness -> no graveyard recursion for green
Blastoderm -> greens creatures are not allowed to vanish
Genesis -> see eternal witness
Regrowth -> see eternal witness
Survival of the Fittest -> another in/out card from my cube
Sylvan Library -> this is a blue ability
Wall of Blossoms -> see perimeter captain
Call of the Herd -> another in/out card
Great Sable Stag -> protection from colours is a white ability
Wild Mongrel -> too weak
Ravenous Baloth -> life gain is white
Vines of Vastwood -> needs to be tested
Life from the Loam -> see eternal witness
Stonewood Invocation -> vines of vastwood does basically the same for half the price
Skullclamp -> clamp is just wrong
Mana Vault -> only green gets explosive acceleration
Sol Ring -> see mana vault Masticore -> will replace one of the weak mana artifacts
Black Vise -> not good enough
Coalition Relic -> too expensive
Juggernaut -> lodestone golem is much better
Crucible of Worlds -> no need for this in a cube without LD
Erratic Portal -> too expensive
Memory Jar -> no draw 7
Mindslaver -> too expensive and situational
Grim Monolith -> see mana vault
Maze of Ith -> like LoA too strong for a land because of the absence of LD
Ancient Tomb -> see mana vault
Thawing Glaciers -> too slow
To the comments about reducing the land count to create space for hybrids/duals, the increased land count was the result of a huge discussion and I want to play more with this configuration before I change it again (only two play sessions with the new configuration up to date). Since I don't see a direct gain of creating an extra section for hybrid/dual cards for the minimal number I'm running in my cube, I'll stick to my slightly weird system of "mana care" to give them a home.
Dude you seem to be putting HUGE restrictions on yourself as to what cards you add to your cube.
-Why does green acceleration have to be under 3 mana? I consider the best spell of that type to be Kodama's Reach.
-You seem to be overlooking TONS of cards because they are 'too slow'. Why do your games need to be lightning quick anyway? You are missing out on some of the most powerful and fun cards this way.
-Why do each colour's abilities have to be exclusive? There's nothing wrong with a bit of green or red card draw. For example, red is typically one of the weaker colours in cube draft. Allowing access to Wheel of Fortune can really make a positive difference for red aggro/burn.
It's pretty rare that I disagree with a post so completely as I do with the list a few posts above. ALL of those cards are really solid. I don't understand some of the rules (shroud is only in blue, no card recursion in green, etc...) and certainly don't agree with most of the comments (force spike too narrow, chandra nalaar too weak, no sweepers in red, etc). Diabolic and Chainer's edict not being good. No scry in red. No tusker, no elder, no harrow, no reach. No walls. Wow. Just... I don't know what to say.
It's pretty rare that I disagree with a post so completely as I do with the list a few posts above. ALL of those cards are really solid. I don't understand some of the rules (shroud is only in blue, no card recursion in green, etc...) and certainly don't agree with most of the comments (force spike too narrow, chandra nalaar too weak, no sweepers in red, etc). Diabolic and Chainer's edict not being good. No scry in red. No tusker, no elder, no harrow, no reach. No walls. Wow. Just... I don't know what to say.
Yea, I was thinking about doing a comment about the cards in that post, but it would be pages upon pages of text on my part if I argued why almost every card listed is worth at least consideration (and many of them worth inclusion even in a 360 cube), but that is far too much effort on my part.
Yea, I was thinking about doing a comment about the cards in that post, but it would be pages upon pages of text on my part if I argued why almost every card listed is worth at least consideration (and many of them worth inclusion even in a 360 cube), but that is far too much effort on my part.
Yeah I bascically picked 3 things then rage quit. Luckily I managed to click send first before the rage took over completely
Yea, I was thinking about doing a comment about the cards in that post, but it would be pages upon pages of text on my part if I argued why almost every card listed is worth at least consideration (and many of them worth inclusion even in a 360 cube), but that is far too much effort on my part.
Ya, just because a card costs more than 2 mana doesn't mean it's no longer an aggro support card. 5+ casting cost cards are fine for the cube to support mid-range and control strategies, so long as they don't dominate the cube. Ramp can cost 3 mana, and not affect the outcome of the ramp strategy vs a 2CC ramp card. Aggro won't suck and games won't overextend by adding in a few cards that cost more than 5 mana. Colors will still have defined qualities even if some atypical abilities find their way into other colors. Red creature sweepers are crucial. Green had the original graveyard to hand recursion.
yeah, you're missing out on some of the most powerful and fun cards, along with some of the most necessary utility. I hate to say it but, I doubt I'd even bother playing a cube without some of those cards. I definitely respect the adhesion to a monocolor aimed cube, even though it's not my thing, but jeeze dude. lol, I almost feel like you just insulted a group of my friends and my whole family, sexed my girlfriend, and maybe even kicked my dog.
-you say you reduced the disruption in black, disallowing duress, hymn to tourach, mindtwist, and thoughtseize...I have to wonder what disruption you could possibly have left?
-no kokusho? I mean, I don't run kokusho strictly because I don't own one, yet, and I've never heard of anyone failing to run him for any other reason than that.
-disenchant effects (like disenchant) are NOT sideboard cards. Take a gander at your artifact section...are there any of those you would feel okay playing against without any answers? Disenchant, smash to smithereens, etc are easily maindeckable cards in cube. they aren't just in case, I guarantee you'll be playing disenchant in 93% of your games. That's an A!
There's so much to say I don't even feel like there's a point in saying it. I literally only agree with about 3 cards you analyzed, and that's a statement I feel confident that 95% of this community agrees with. I mean...dark ritual isn't in because green is the color of broken ramp?! The boon cycle is one of the very foundations of the color pie!
After reading the few latest posts, I went back and reviewed the cube in the first few posts. I think that you guys are being too harsh. There's way more right with this cube listing than wrong, and the 'wrong' things are explicitly listed as points of difference in the original post.
I don't really see what cards all the green ramp is going to accelerate into exactly, but let us know how that plays out in practice.
the 'wrong' things are explicitly listed as points of difference in the original post.
Not really. Not all of them. There are some disagreements that are governed by the "rules" of the cube, but there are other arguments that just don't hold any water whatsoever, and have nothing to do with design parameters.
I was going to go back to the main list and remove all the comments that I have issue with that aren't related to his cube rules, but there was too much text. Most of those arguments aren't related to design issues, and I think are completely off base in regards to their actual performance and strength.
I'm not saying that his cube is bad, and I'm not saying that every cube should be the same. But I can tell by reading his post that beyond the rule limitations found here, there are some underlying issues relating to card valuation. Personally, I think he's missing out on some very powerful and flavorful cards... not because of the design criteria behind the cube, but because of incorrectly evaluated card strength.
It's cool though. I'm not upset by it or anything, I just don't understand. People can put whatever they want in their cubes... makes no difference to me, lol.
OMG do you guys feel insulted by my cube? I should stop posting in this forum, already my post in the Land discussion threst lead to such a result. LOL
Restrictions lead to colour flavour. Simple as that.
Mana acceleration for 3 or more mana is weak in my low avg cc cube. The third turn you need business or you're going to die soon after.
If you look at the mana curve of my cube, you'll notice that every colour has a lot of early business. I prefer a cube where the game begins already turn 1 with action and not draw go till turn 5 where then both players start to cast fatties.
And 95% of the cards mentioned were already once in my cube but got cutted for the reasons mentioned. Sorry, if my decisions are not MTGSalvation-cube-forums-streamlined but a card must pass the flavour and power test to stay in my cube. It's my personal preference, I'm also not telling all the people who include P9 in their cube that this leads to a terrible gradient of card power in the cube (but that's probably something these people prefere).
Could it be that a certain degree of inbreeding of cubes in these forums exist, with this I mean that peoples cubes are getting more and more streamlined to the MTGSalvation community consense (exceptions tribal/pauper/whatever)? I'm thinking this because it seems to me that new creative design standpoints are rarely taken into consideration and people prefere to stick to what is the consense.
I don't have a problem with anything you're doing here, because it's your cube and you can do what you want. I also think eidolon is right...keep in mind that as convinced as you are by your list, each of us will be by our own lists. Naturally, I (and I'm sure this is the case for others) will suggest cards that I consider tried and true in my own cube, and not cards that I haven't played with.
That said, I do have a question though.
Why would you cut Force Spike for being "too narrow" if your games are as fast as you indicate? Force Spike is probably blue's most important Stage 1 card in my opinion. It's just vital to a mono U deck's survival in an aggresive meta, and it fits in with your blue theme.
@eidolon: I agree with you. I have to remove the black protection knights, they were included in an initial "push aggro" rush and not removed since I'm trying to flavour up my cube.
@vincent: my dislike of force spike (and the player sacs a creature spells) is that against aggressive decks with lots of cheap creatures these spells become almost blanks if you draw them after turn 2.
Theme: Regular
Power: Unpowered
Playstyle: Focus on sealed deck play -> Compared to a „regular“ cube that means more redundancy in certain effects and less different archetypes are supported. Another design focus is „interaction“.
Banned list: Black Lotus, Original Moxen, Chrome Mox, Mox Diamond, Sol Ring, Mana Vault, Mana Crypt, Library of Alexandria, Ancestral Recall, Time Walk, Mind Twist, Wheel of Fortune, Dark Ritual, Sylvan Library, Winter Orb, Moat, Channel
Watch list: Mana Drain, Time Twister
U: Blue supports mostly the classical draw-go style. Counterspells, card draw/selection and resilient finishers are the defining parts of blues identity.
B: Black supports aggro and control with disruption and removals. Discard, creature destruction and engine cards (Recurring Nightmare) are defining parts of blacks identity.
R: Red supports aggro and Wildfire. Burn is the defining part of reds identity.
G: Green supports midrange and ramp. Mana dorks, etb creatures, heavy beaters and creature tutoring are the defining parts of greens identity.
:orzhov:: Orzhov can be aggro, midrange or control. Signature deck: BW Stax, draft priorities: 1. mana denial (geddon, braids, stax, tangle wire, winter orb), 2. recurring threats/token generators, 3. mana rocks.
:boros:: Boros is usually aggro, sometimes midrange, rarely control. Signature deck: RW Beatdown, draft priorities: 1. geddon/vortex/equipment, 2. burn spells, 3. agressive one and two drops. The shadow creatures are great in this deck.
:selesnya:: Selesnya is usually midrange, sometimes ramp-control. Signature deck: GW Midrange, draft priorities: 1. geddon/equipment, 2. mana dorks, ETBs, fatties 3. white spot removal. Stone Forge Mystic fits perfectly in this kind of deck. If you have a higher curve, Natural Order is great.
:dimir:: Dimir is usually control, sometimes tempo-control. Signature deck: UB Artifacts, draft priorities: 1. Artifact fatties, tinker, upheaval 2. mana rocks, removal 3. tutors. This is THE deck for Tinker and Upheavel, in combination with the available tutors and mana rocks in these colours.
:izzet:: Izzet is usually counter-burn, sometimes tempo-control. Signature deck: UR Counter-Burn, draft priorities: 1. Resilient finishers, 2. counterspells/card draw/card selection, 3. mass burn/instant burn.
:simic:: Simic is usually ramp-control, sometimes tempo-control. Signature deck: UG Ramp, draft priorities: 1. fatties/equipment, 2. mana dorks, 3. control magic effects. This is THE deck for Natural Order.
:rakdos:: Rakdos is usually aggro, sometimes midrange, rarely control. RB Aggro, important picks: 1. targeted discard/equipment, 2. agressive one and two drops, 3. burn/removal.
:golgari:: Golgari is usually midrange, sometimes ramp-control. Signature deck: GB SurRec, important picks: 1. engines (Recurring Nightmare, Survival of the Fittest etc), 2. etb creatures, 3. tutors
:gruul:: Gruul is usually midrange or ramp-control. Signature deck: RG Wildfire, important picks: 1. Wildfire/Earthquake, 2. walkers/5+ toughness finishers, 3. ramp.
1 Dauntless Bodyguard
1 Dragon Hunter
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Giver of Runes
1 Kytheon, Hero of Akros
1 Mardu Woe-Reaper
1 Mother of Runes
1 Skymarcher Aspirant
1 Student of Warfare
1 Soldier of the Pantheon
1 Venerable Knight
1 Accorder Paladin
1 Adorned Pouncer
1 Glory-Bound Initiate
1 Relic Seeker
1 Selfless Spirit
1 Stoneforge Mystic
//3CC
1 Blade Splicer
1 Brimaz, King of Oreskos
1 Hallowed Spiritkeeper
1 Monastery Mentor
1 Hero of Bladehold
1 Leonin Warleader
1 Restoration Angel
//5CC
1 Angel of Invention
1 Archangel Avacyn
1 Baneslayer Angel
1 Lyra Dawnbringer
1 Path to Exile
1 Swords to Plowshares
//2CC
1 Balance
1 Winds of Abandon
//3CC
1 Gideon Blackblade
1 Gideon of the Trials
1 Oblivion Ring
1 Council's Judgment
1 Banishing Light
1 Grasp of Fate
1 Armageddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Gideon, Ally of Zendikar
1 Ravages of War
1 Serra the Benevolent
1 Wrath of God
1 Gideon Jura
1 Jace, Vryn's Prodigy
1 Looter il-Kor
1 Snapcaster Mage
//3CC
1 Brazzen Borrower
1 True-Name Nemesis
1 Vendilion Clique
1 Glen Elendra Archmage
1 God-Eternal Kefnet
1 Sower of Temptation
//5CC
1 Cavalier of Gales
1 Mulldrifter
1 Consecrated Sphinx
1 Torrential Gearhulk
1 Force of Will
//1CC
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Portent
1 Preordain
1 Personal Tutor
1 Serum Visions
//2CC
1 Arcane Denial
1 Chart a Course
1 Condescend
1 Counterspell
1 Impulse
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Negate
1 Remand
1 Search for Azcanta
1 Jace Beleren
1 Timetwister
1 Tinker
1 Vedalken Shackles
//4CC
1 Control Magic
1 Cryptic Command
1 Fact or Fiction
1 Jace, the Mind Sculptor
//5CC
1 Mystic Confluence
1 Treachery
1 Tezzeret, Artifice Master
1 Upheaval
//8CC
1 Dig Through Time
1 Bloodsoaked Champion
1 Carnophage
1 Diregraf Ghoul
1 Dread Wanderer
1 Gnarled Scarhide
1 Gravecrawler
1 Gutterbones
1 Sarcomancy
1 Tormented Hero
1 Vampire Lacerator
1 Bloodghast
1 Dark Confidant
1 Kitesail Freebooter
1 Oona's Prowler
1 Pack Rat
1 Relentless Dead
1 Scrapheap Scrounger
//3CC
1 Flesh Carver
1 Liliana, Heretical Healer
1 Murderous Rider
1 Ophiomancer
1 Nekrataal
1 Ravenous Chupacabra
1 Skinrender
//5CC
1 Shriekmaw
1 Doom Whisperer
//6CC
1 Grave Titan
1 Snuff Out
1 Volrath's Stronghold
//1CC
1 Defile
1 Duress
1 Fatal Push
1 Imperial Seal
1 Inquisition of Kozilek
1 Thoughtseize
1 Vampiric Tutor
1 Bitterblossom
1 Demonic Tutor
1 Ultimate Price
1 Go For the Throat
1 Hymn to Tourach
//3CC
1 Liliana, the Last Hope
1 Liliana of the Veil
1 Recurring Nightmare
1 Toxic Deluge
1 Damnation
1 Languish
//5CC
1 Liliana, Death's Majesty
1 Falkenrath Gorger
1 Firedrinker Satyr
1 Goblin Glory Chaser
1 Goblin Guide
1 Grim Lavamancer
1 Jackal Pup
1 Stromkirk Noble
1 Zurgo Bellstriker
1 Borderland Marauder
1 Goblin Cratermaker
1 Kari Zev, Skyship Raider
1 Stormblood Berserker
1 Thriving Grubs
1 War-name Aspirant
1 Young Pyromancer
//3CC
1 Bonecrusher Giant
1 Goblin Rabblemaster
1 Krenko, Tin Street Kingpin
1 Hanweir Garrison
1 Legion Warboss
1 Najeela, the Blade-Blossom
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
//6CC
1 Inferno Titan
1 Burst Lightning
1 Chain Lightning
1 Firebolt
1 Lightning Bolt
//2CC
1 Abrade
1 Arc Trail
1 Lightning Strike
1 Magma Jet
1 Incinerate
1 Searing Spear
1 Arc Lightning
1 Collective Defiance
1 Flames of the Firebrand
1 Sulfuric Vortex
//4CC
1 Chandra, Torch of Defiance
1 Fiery Confluence
1 Koth of the Hammer
1 Sarkhan, the Dragonspeaker
//6CC
1 Wildfire
1 Burning of Xinye
//XCC
1 Earthquake
1 Rolling Earthquake
1 Arbor Elf
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Elves of Deep Shadow
1 Elvish Mystic
1 Fyndhorn Elves
1 Hexdrinker
1 Joraga Treespeaker
1 Kessig Prowler
1 Llanowar Elves
1 Noble Hierarch
//2CC
1 Fauna Shaman
1 Lotus Cobra
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Sylvan Caryatid
1 Tarmogoyf
1 Wildborn Preserver
1 Eternal Witness
1 Reclamation Sage
1 Tireless Tracker
1 Troll Ascetic
1 Yavimaya Elder
//4CC
1 Master of the Wild Hunt
1 Nightpack Ambusher
1 Polukranos, World Eater
1 Thrun, The Last Troll
1 Wickerbough Elder
//5CC
1 Conclave Naturalists
1 Deep Forest Hermit
1 Deranged Hermit
1 Indrik Stomphowler
1 Thragtusk
1 Vorapede
1 Carnage Tyrant
//7CC
1 Hornet Queen
//XCC
1 Voracious Hydra
1 Worldly Tutor
1 Sylvan Tutor
1 Once upon a Time
1 Survival of the Fittest
1 Garruk Relentless
1 Garruk Wildspeaker
1 Natural Order
1 Green Sun's Zenith
1 Fractured Identity
1 Tundra
1 Hallowed Fountain
1 Flooded Strand
1 Celestial Colonnade
//Orzhov
1 Sorin, Lord of Innistrad
1 Scrubland
1 Godless Shrine
1 Marsh Flats
1 Silent Clearing
//Boros
1 Ajani Vengeant
1 Plateau
1 Sacred Foundry
1 Arid Mesa
1 Sunbaked Canyon
//Selesnya
1 Knight of Autumn
1 Savannah
1 Temple Garden
1 Windswept Heath
1 Horizon Canopy
1 Hostage Taker
1 Underground Sea
1 Watery Grave
1 Polluted Delta
1 Creeping Tar Pit
//Izzet
1 Dack Fayden
1 Scalding Tarn
1 Volcanic Island
1 Steam Vents
1 Fiery Islet
//Simic
1 Nissa, Steward of Elements
1 Tropical Island
1 Breeding Pool
1 Misty Rainforest
1 Waterlogged Grove
//Rakdos
1 Daretti, Ingenious Iconoclast
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Lavaclaw Reaches
1 Pernicious Deed
1 Bayou
1 Overgrown Tomb
1 Verdant Catacombs
1 Nurturing Peatland
//Gruul
1 Domri, Anarch of Bolas
1 Taiga
1 Stomping Ground
1 Wooded Foothills
1 Raging Ravine
1 Figure of Destiny
1 Kitchen Finks
1 Murderous Redcap
1 Rakdos Cackler
//Tribrid
1 Alesha, Who Smiles at Death
1 Tasigur, the Golden Fang
1 Warden of the First Tree
1 Yasova Dragonclaw
1 Dismember
1 Porcelain Legionnaire
//Hybrid Artifact
1 Talisman of Conviction
1 Talisman of Creativity
1 Talisman of Curiosity
1 Talisman of Dominance
1 Talisman of Hierarchy
1 Talisman of Impulse
1 Talisman of Indulgence
1 Talisman of Progress
1 Talisman of Resilience
1 Talisman of Unity
1 Phyrexian Revoker
//4CC
1 Solemn Simulacrum
//5CC
1 Precursor Golem
1 Wurmcoil Engine
//7CC
1 Myr Battlesphere
//8CC
1 Sundering Titan
1 Ancient Stone Idol
//XXCC
1 Walking Ballista
1 Hangarback Walker
1 Bonesplitter
1 Skullclamp
//2CC
1 Umezawa's Jitte
1 Grafted Wargear
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Sinew and Steel
1 Sword of Truth and Justice
1 Sword of War and Peace
1 Coldsteel Heart
1 Everflowing Chalice
1 Grim Monolith
1 Mind Stone
1 Prismatic Lens
1 Coalition Relic
1 Worn Powerstone
//4CC
1 Hedron Archive
1 Thran Dynamo
1 Cursed Scroll
1 Pithing Needle
1 Sensei's Divining Top
//2CC
1 Ratchet Bomb
1 Scroll Rack
1 Sorcerous Spyglass
1 Mimic Vat
1 Oblivion Stone
//4CC
1 Karn, Scion of Urza
1 Nevinyrral's Disk
1 Karn Liberated
//8CC
1 Ugin, the Spirit Dragon
//XCC
1 Engineered Explosives
1 Prismatic Vista
1 Evolving Wilds
1 Fabled Passage
1 Terramorphic Expanse
1 Ash Barrens
1 City of Brass
1 Gemstone Mine
1 Grand Coliseum
1 Mana Confluence
1 Ancient Tomb
1 Blast Zone
1 Mishra's Factory
1 Mutavault
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
As to your list, at first glance it looks, well... sloppy: abbreviations, truncated or wrong card names, lack of links...
A second glance I didn't take because of the above. If you want people to take the time to look at your cube, analyse it and give sensible suggestions, please take the time to present a readable list.
agreed, trying to use the {Cards} (use regular brackets) and what nots to make the links appear.
it be a lot easier for any of us to give you suggestions/thoughts once u clean it up a bit
Opm's Cube on MTGS
Wife's Etsy Store (Hair Accessories for Girls)
I will suggest though, that you give multicolor cards a shot. If you don't want to muddle up the quality of each pick, then you don't have to add tons of them. I have 5 of each pair in mine, that may be too many, but I like it. You could simply add 2 of each color pair. Multi-color cards can be extremely powerful and helpful and help to bridge the gaps between colors. stuff like Penicious Deed, Vindicate, and lightning helix add power to the cube and are easy to splash. In my experience, they are pretty high picks. It would also help to weed out some of the suboptimal monocolor choices. (reciprocate, ertai, confiscate, etc...)
Cube list thread
Cubetutor
And no, I don't want to add multicoloured cards. I got convinced to add duals but not multicoloured cards (exception: hybrid or split cards).
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
MTGS Average Peasant Cube 2023 Edition
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@calibretto: hybrid and split cards have a main difference compared to multicolour cards, they can be played by only one colour, thus fit into more decks. And my logic of the hybrid/dual distribution in the different colours is how strong a colour is "concerned about mana", green is the best mana colour so the green hybrids symbolise green beeing able to cast spells from other colours, therefore all green hybrids are in the other colour. On the other end of the spectrum is red who doesn't care about mana, therefore all red hybrids/duals are in red.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
Well, yeah, but I'm not looking to have the multicolor vs no multicolor debate with you again. I like gold cards in the cube, you don't. 'Nuff said.
But why not have a multicolor section to include all your hybrids and splits, instead of taking up valuable slots and arbitrarily including them in one of their color? I'd rather have Wilt-Leaf Liege in my GW section and also have room for Yosei in my white section. I see your reasoning behind why you went with white as the color to get the liege instead of green, but I'd rather free up that white slot and include a better creature in white. That way you kind of get to have your cake and eat it too.
Like I said, I'm not trying to debate the matter of gold cards, just offering up a friendly suggestion on cube organization.
MTGS Average Peasant Cube 2023 Edition
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Azorius Guildmage
Oona, Queen of the Fae
Murderous Redcap
Giant Solifuge
Kitchen Finks
Stillmoon Cavalier or Debtors' Knell
Figure of Destiny
Fire // Ice
Snakeform or Spitting Image
Life // Death or Creakwood Liege
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!
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
You can still have multicolor without balancing. I know for awhile there was some debate on whether to balance the color combinations or to just add the best multi cards (i.e. ending up with more G/W and less U/R).
Or alternatively you can just leave it the way you've got it now.
MTGS Average Peasant Cube 2023 Edition
Follow me. I tweet.
Paladin en-Vec -> great creature but for 3 mana somehow underwhelming
Akroma,Angel of Wrath -> too expensive, thus very rarely seeing play besides in reanimator
Kjeldoran Outpost -> was too slow and clunky in our games
Marshal's Anthem -> no reanimation for white in my cube
Perimeter Captain -> defenders are boring IMO
Calciderm -> shroud is mainly a blue ability in my cube
Yosei, the Morning Star -> lifelink angels feel so much more white flavoured
Faith's Fetters -> versatile but too expensive
Eternal Dragon -> land search is a green ability
Kor Skyfisher -> this card I will come in for stoneforge mysthic
Galepowder Mage -> needs testing, but doesn't fit the white flavour too much
Academy Rector -> only powerful when some good enchantments could be picked
Disenchant -> I don't want to add pure side board cards to my cube
Temporal Isolation -> interferes with the shadow weenies
Harm's Way -> was underwhelming in our games
Thieving Magpie -> not powerful enough
Keiga, the Tide Star -> was added while you were writing your post
Memory Lapse -> VS broken ambition ?
Complicate -> no soft counter for 3 mana
Exclude -> no card specific counterspells
Dismiss -> I prefer cryptic command versatility
Desertion -> I prefere the steal effects
Inkwell Leviathan -> too expensive, only interesting as tinker target
Crystal Shard -> can be abused with cip creatures, but is a bit slow
Serendib Efreet -> not enough blue flavour, just a big dumb flier
Bribery -> I prefer the control magic effects
Palinchron -> see serendib effreet
Force Spike -> too narrow
Gifts Ungiven -> difficult to realy use the full potential in limited
Deep Analysis -> sorcery speed, no thanks
Future Sight -> too expensive, but has a great potential
Time Spiral -> no draw seven in my cube
Rite of Replication -> no copy effects in my blue flavour
Impulse -> great spell, but the filter spells I want to play turn 1
Vesuvan Shapeshifter -> see rite of replication
Wake Thrasher -> only big in your turn and lacks any blue flavour
Clone -> see rite of replication
Mystical Tutor -> blue has only artifact tutors in my cube
Wretched Anurid -> this lifeloss was often too much
Nezumi Graverobber -> has some potential but only the first few turns
Graveborn Muse -> the other pain for draw in black are better IMO
Puppeteer Clique -> situational
Disfigure -> black has much better removal
Innocent Blood -> only in the early turns realy useful
Thoughtseize -> my disruption package in black was decreased
Diabolic Edict -> see innocent blood
Chainer's Edict -> see innocent blood
Bitterblossom -> no token generators for black
Necromancy -> recurring nightmare is better and the others are cheaper
Sudden Death -> not good enough for a 3 mana removal
Makeshift Mannequin -> too expensive
Beacon of Unrest -> too expensive
Living Death -> this card goes in/out all the time
Yawgmoth's Bargain -> too expensive
Decree of Pain -> cycled not powerful enough, hardcast too expensive
Ob Nixilis, the Fallen -> no direct damage in non-red
Kokusho, the Evening Star -> see ob nixilis
Tombstalker -> big dumb flyer that can sometimes come down early, not enough flavour
Hymn to Tourach -> see thoughtseize
Mind Twist -> see thoughtseize
Nezumi Shortfang -> way too slow
Skeletal Vampire -> see bitterblossom
Duress -> see thoughtseize
Dark Ritual -> green is the colour of broken acceleration
Sorin Markov -> too expensive
Thunderblust -> only impressive when tramples
Blistering Firecat -> was cuttet for more cip burners
Keldon Champion -> burn needs to be able to hit creatures and players
Skizzik -> was ok, but not impressive
Hellkite Charger -> flavourful and powerful but I cutted the red section at five mana
Rorix Bladewing -> see hellkite charger
Stone Idol Trap -> need to test this one
Sulfur Elemental -> no red flavour
Bogardan Hellkite -> see hellkite charger
Fireblast -> I prefere shard volley
Magma Jet -> scry is not red
Urza's Rage -> better burn available at 3 mana
Banefire -> I prefere the more versatile X burn spells
Earthquake -> see banefire
Chandra Nalaar -> too weak
Starstorm -> see keldon champion
Pyroclasm -> see keldon champion
Crater Hellion -> see keldon champion, see hellkite charger
Smash to Smithereens -> no sideboard cards
Wheel of Fortune -> no draw seven
Squee, Goblin Nabob -> only good in combination with other spells that can abuse him
Treetop Village -> may replae gaea's cradle
Wall of Roots -> see perimeter captain
Yavimaya Elder -> green mana acceleration has to cost 1 or 2 mana
Oracle of Mul Daya -> too weak stats
Krosan Tusker -> see yawimaya elder
Harrow -> see yawimaya elder
Kodama's Reach -> see yawimaya elder
Rancor -> equipments fullfill this effect
Eternal Witness -> no graveyard recursion for green
Blastoderm -> greens creatures are not allowed to vanish
Genesis -> see eternal witness
Regrowth -> see eternal witness
Survival of the Fittest -> another in/out card from my cube
Sylvan Library -> this is a blue ability
Wall of Blossoms -> see perimeter captain
Call of the Herd -> another in/out card
Great Sable Stag -> protection from colours is a white ability
Wild Mongrel -> too weak
Ravenous Baloth -> life gain is white
Vines of Vastwood -> needs to be tested
Life from the Loam -> see eternal witness
Stonewood Invocation -> vines of vastwood does basically the same for half the price
Skullclamp -> clamp is just wrong
Mana Vault -> only green gets explosive acceleration
Sol Ring -> see mana vault
Masticore -> will replace one of the weak mana artifacts
Black Vise -> not good enough
Coalition Relic -> too expensive
Juggernaut -> lodestone golem is much better
Crucible of Worlds -> no need for this in a cube without LD
Erratic Portal -> too expensive
Memory Jar -> no draw 7
Mindslaver -> too expensive and situational
Grim Monolith -> see mana vault
Maze of Ith -> like LoA too strong for a land because of the absence of LD
Ancient Tomb -> see mana vault
Thawing Glaciers -> too slow
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
-Why does green acceleration have to be under 3 mana? I consider the best spell of that type to be Kodama's Reach.
-You seem to be overlooking TONS of cards because they are 'too slow'. Why do your games need to be lightning quick anyway? You are missing out on some of the most powerful and fun cards this way.
-Why do each colour's abilities have to be exclusive? There's nothing wrong with a bit of green or red card draw. For example, red is typically one of the weaker colours in cube draft. Allowing access to Wheel of Fortune can really make a positive difference for red aggro/burn.
Juju Alters - Altered MTG Cards
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!
Yea, I was thinking about doing a comment about the cards in that post, but it would be pages upon pages of text on my part if I argued why almost every card listed is worth at least consideration (and many of them worth inclusion even in a 360 cube), but that is far too much effort on my part.
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
Yeah I bascically picked 3 things then rage quit. Luckily I managed to click send first before the rage took over completely
Juju Alters - Altered MTG Cards
Ya, just because a card costs more than 2 mana doesn't mean it's no longer an aggro support card. 5+ casting cost cards are fine for the cube to support mid-range and control strategies, so long as they don't dominate the cube. Ramp can cost 3 mana, and not affect the outcome of the ramp strategy vs a 2CC ramp card. Aggro won't suck and games won't overextend by adding in a few cards that cost more than 5 mana. Colors will still have defined qualities even if some atypical abilities find their way into other colors. Red creature sweepers are crucial. Green had the original graveyard to hand recursion.
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!
-you say you reduced the disruption in black, disallowing duress, hymn to tourach, mindtwist, and thoughtseize...I have to wonder what disruption you could possibly have left?
-no kokusho? I mean, I don't run kokusho strictly because I don't own one, yet, and I've never heard of anyone failing to run him for any other reason than that.
-disenchant effects (like disenchant) are NOT sideboard cards. Take a gander at your artifact section...are there any of those you would feel okay playing against without any answers? Disenchant, smash to smithereens, etc are easily maindeckable cards in cube. they aren't just in case, I guarantee you'll be playing disenchant in 93% of your games. That's an A!
There's so much to say I don't even feel like there's a point in saying it. I literally only agree with about 3 cards you analyzed, and that's a statement I feel confident that 95% of this community agrees with. I mean...dark ritual isn't in because green is the color of broken ramp?! The boon cycle is one of the very foundations of the color pie!
I just...I just don't even know
Cube list thread
Cubetutor
I don't really see what cards all the green ramp is going to accelerate into exactly, but let us know how that plays out in practice.
p.s. Bone Splitter > Bone Splinter
Not really. Not all of them. There are some disagreements that are governed by the "rules" of the cube, but there are other arguments that just don't hold any water whatsoever, and have nothing to do with design parameters.
I was going to go back to the main list and remove all the comments that I have issue with that aren't related to his cube rules, but there was too much text. Most of those arguments aren't related to design issues, and I think are completely off base in regards to their actual performance and strength.
I'm not saying that his cube is bad, and I'm not saying that every cube should be the same. But I can tell by reading his post that beyond the rule limitations found here, there are some underlying issues relating to card valuation. Personally, I think he's missing out on some very powerful and flavorful cards... not because of the design criteria behind the cube, but because of incorrectly evaluated card strength.
It's cool though. I'm not upset by it or anything, I just don't understand. People can put whatever they want in their cubes... makes no difference to me, lol.
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!
Restrictions lead to colour flavour. Simple as that.
Mana acceleration for 3 or more mana is weak in my low avg cc cube. The third turn you need business or you're going to die soon after.
If you look at the mana curve of my cube, you'll notice that every colour has a lot of early business. I prefer a cube where the game begins already turn 1 with action and not draw go till turn 5 where then both players start to cast fatties.
And 95% of the cards mentioned were already once in my cube but got cutted for the reasons mentioned. Sorry, if my decisions are not MTGSalvation-cube-forums-streamlined but a card must pass the flavour and power test to stay in my cube. It's my personal preference, I'm also not telling all the people who include P9 in their cube that this leads to a terrible gradient of card power in the cube (but that's probably something these people prefere).
Could it be that a certain degree of inbreeding of cubes in these forums exist, with this I mean that peoples cubes are getting more and more streamlined to the MTGSalvation community consense (exceptions tribal/pauper/whatever)? I'm thinking this because it seems to me that new creative design standpoints are rarely taken into consideration and people prefere to stick to what is the consense.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
That said, I do have a question though.
Why would you cut Force Spike for being "too narrow" if your games are as fast as you indicate? Force Spike is probably blue's most important Stage 1 card in my opinion. It's just vital to a mono U deck's survival in an aggresive meta, and it fits in with your blue theme.
Cube and EDH are pretty much the best Magic formats in the world. If you aren't playing them, you should be.
@vincent: my dislike of force spike (and the player sacs a creature spells) is that against aggressive decks with lots of cheap creatures these spells become almost blanks if you draw them after turn 2.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309