Cube Tutor: Monsieur-Beefy³
Cube Size: 540
Breakdown: ~70 per color, 112 multicolor, 50 colorless, and 27 lands
Peasant (only cards with an actual common or uncommon symbol on them are included, regardless of previous rarities)
Here is my long chat. Probably a good idea to read it.
Firstly, my cube contains several oddities. Black and Red are the control colors. Blue, Green, and White are the aggro colors. My multicolor section is ~100 cards large.
I will adress these in order. Black and Red have been chosen as control colors due to their excellent removal. I have seen people run decks that are like 5 pingers, 2 finishers, 16 removal spells. These decks don't dominate the format though so I'm O.k with letting them be. They are really fun to play, and they're not easy to win with. Games can get really grindy with these two colors, and I like that. I like to think that this cube emphasizes play skill (in addition to drafting skill and deck-building skill). I have played many, many games where the match lasts forever and has a ton of decision points. I love that kind of game. I strive to play that kind of game every game. In my humble opinion, you have never enjoyed pauper cube to the fullest until you've Mind Controlled an Artisan of Kozilek or beaten the thirdPelakka Wurmof the game. I have witnessed both these things happen in this cube, and they were fun. When I first built this cube, I looked closely at the way blue (mainly) played and decided I wasn't a fan. That's pretty much just a personal preference, but I like blue much better as an aggro color built on aggressively costed fliers. U/G aggro and U/W fliers are both awesome archtypes for me and I love playing them. Blue does a really good job at being an aggro color, so it's going to stay that way. Finally, my humungous multicolor section warrants discussion. The reason I don't cut the multicolor for other cards is that they only cost about ~4 picks per player and no one is ever hurting for playables anyways. I love that cube lets you play with more powerful cards, but I want my experience to be closer to a real draft. Scrambling for playables is part of that and having large multicolor sections is an easy way to have that happen. It also places a greater importance on signaling, and the majority of the multicolor cards are very powerful and unique (like Izzet Guildmage). They pretty much always get played when people are in their colors. My cube probably has the worst mana ever (ever) but I find that it helps promote skillful drafting and deckbuilding more than good mana does. I like it that Grixis control decks can't always (correctly at least) play their Victim of Night or their Rolling Thunder. So, those are the three major oddities of this cube.
Now I will discuss some of the philosophy behind my choices. As I previously mentioned, I make an effort to promote play skill, drafting skill, deckbuilding skill, and, of course, fun.
I'm going to start off by talking about something people commonly have different opinions on: Loxodon Warhammer. This card might seem the epitome of unfun and play skill killing. Yeah, sometimes. Personally, I find the games where Loxodon Warhammer gets beaten to be incredibly fun. My cube has the tools to let that happen, and it is cool for both players when it does. In order to promote the four things I stated earlier I actually encourage variance to a degree because it means players have a responsibility to fix it (both through their play and through their deck). Bad mana means making deckbuilding choices that would otherwise be too easy. Huge gold sections means signaling is important and playables are harder to come by. Ridiculously grindy matches and matches that stabilize on both sides of the board before breaking mean more decision points. For me, playing magic gets more fun the harder I have to work to win. I don't even mind losing when the games are really sick. Anyways, that was a rant, and I will refer to it on occasion when I try to justify my card choices. Thanks.
- Built for 6 and 8 person team drafts
- Preference for modern card borders
- Aiming for interactive games, not power level
- Symmetry is really not an issue
- Ashes to Ashes and Volcanic Hammer are the only white bordered cards
- I don't like Library or Sol Ring
- I might cut the tri-colored cards
- Omitted: Transform, Infect, Morph (mostly)
- I dislike hard counters
- U/G Midrange
- B/R Answers Control
- W/U Skies Aggro
- W/R Aggro Burn
- U/R Burn Tempo
- U/B Legit Control
- W/B Value Control
- B/G Goodstuff Rock
- G/R Midrange Aggro
- G/W Midrange Aggro
Thanks for your response
Yeah, there are a lot. Roughly ~25 of them go undrafted/last picks each draft but it is worth it because they are so fun (and immensely skillful in regards to signaling).
Your suggestions have been marked down, and I agree with them. I didn't think the Otherworldly Journey / Test of Faith pick was that close either, so that is resolved for me. I'll also definitely go for Seal of Cleansing and Revoke Existence as soon as I can pick up a promo seal.
Hedron Crab seems really out of place with no other mill cards in the cube.
You have very few counterspells; is that intentional?
Your black section is not pretty. There is way too much removal, in my opinion. Black decks in your cube must be incredibly grindy. I'd suggest cutting a bunch of the removal and replacing them with aggressive creatures.
It seems like you might want more aggressive creatures (i.e. one drops) in your red section.
You don't have as much ramp in your green section as I'd want. Mana elves are really good.
If that many multicolor cards are going undrafted, then why not cut them for things that people might actually play? I think you could cut three cards from each multicolor section, replace them with monocolor cards, and that your drafting experience would improve (and your multicolor section would still be bigger than anyone else's on this forum).
Hedron Crab is really awesome against the Red or Black control decks when you are playing aggro. Turn 1 hedron crab can mill like 15+ cards and they can't always afford to remove it in case they die to damage. That being said, it is more of a sideboard card and will probably be cut as soon as I find something better.
The lack of counterspells is intentional. I don't like how the play out generally. The problem with them is that they are not very interactive and they are often more powerful than removal because of all the ETB triggers. Because U is an aggro color more than a control color, they tend to shut out games that could otherwise stabilize into grueling battles (I would rather have grueling wars of attrition).
In regards to my Black and Red sections: These are my cube's two main control colors. Blue is an aggro / midrange color in my cube. U/G midrange is actually the strongest archtype right now. Yes, the black and red decks are super grindy. I have seen people run decks that are like 5 pingers, 2 finishers, 16 removal spells. These decks don't dominate the format though so I'm O.k with letting them be. They are really fun to play, and they're not easy to win with. Black is going to lose some of it's removal and Red is going to get more aggro support (so it is closer to 50/50 aggro/control) as soon as they print the cards that I want Do you have any suggestions for good Red aggro creatures?
The reason I don't cut the multicolor for other cards is that they only cost about ~4 picks per player and no one was hurting for playables anyways. I love that cube lets you play with more powerful cards, but I want my experience to be closer to a real draft. Scrambling for playables is part of that and having large multicolor sections is an easy way to have that happen. It also places a greater importance on signaling, and the majority of the multicolor cards are very powerful and unique (like Izzet Guildmage). They pretty much always get played when people are in their colors. All that being said, the tri colored cards haven't been making it into decks nearly as often, so those are on the chopping block if the continue to underperform. My cube probably has the worst mana ever (ever) but I find that it helps promote skillful drafting and deckbuilding more than good mana does. I like it that Grixis control decks can't always (correctly at least) play their Victim of Night or their Rolling Thunder. This is also one of the reasons why my WW cards are so abundant. Besides, with RTR on the way I'm going to have a much easier time of updating this cube than all of you guys will
To make myself more clear, there will certainly be some cuts in the multicolor section (aiming for around 100 cards for the section) but that's all. I'm pretty adamant on this one.
Yeah, it's really good. It hasn't been unfun for us yet, although I only recently added a lot of the token generators. It is only really broken in Wx and sometimes in Gx I think. It's certainly on my cut-list though, and I can see it going real soon.
So anyways, thanks immensely for your post. You have given me lots of things to think about, and I'm certain the cube will improve as a result.
You'll be happy to see I have started using the guild system for the Arctic Aven and friends cycle and flashback costs.
I have some questions about some things though. First, l I have to cut 2 UW cards. Second, Auger Spree or Wrecking Ball?
Also, feel free to point out cards that you think are awful so we can argue about them
@ Leelue : Thanks for the feedback. The rakdos cards you mentioned aren't better necessarily, they just fill a different role. R/B is very much a control archetype in this cube so aggro cards like those you mentioned aren't ideal. I haven't tried Fire Covenant, so I will. I'm still on the fence about the keyrunes. I don't think any of the cards you mentioned are bad, just unusual because of the archetype they go in. Deepfire Elemental is actually an all-star though. He nerfs tokens so hard, and does a great job of locking down games. Harbor Bandit doesn't do what I want it to, and I already play Ribbons of Night (classifies as black, because it goes into all the black decks). I'll definitely try the others you mentioned. Any opinion on cuts for U/W?
Merfolk Looter < Thought Courier is a creature type thing. Not relevant yet anyways.
Overgrown Battlement isn't usually better than vine trellis here, but I'll put both of them in when I find room.
I think Homicidal Seclusion is going to be awesome, but a lot of that has to do with the way my black is set up for control instead of aggro. Demonic Taskmaster is already very good here, and Homicidal Seclusion works well in very similar decks.
And I'm seriously thinking about adding thought courier anyway. I love looters in blue more than I love mana elves in green.
I can't imagine playing less than 3 of the ones I listed above, as I have a hard time imagining my cube making decks that arent ok with the time investment.