Hello. I'm Jordan, and this is my cube. I'm pretty happy with it.
I would love feedback and suggestions!
My only request is that you go the extra step with feedback. Don't: "Moldervine Cloak sucks." Do: "Moldervine Cloak sucks. I'd cut it for Boar Umbra. You essentially keep the same spell but add a more relevant ability."
Cube Info
Theme of Cube: The Best Legacy-Legal Cards (omitting cards that are only good in certain decks). This is also my cube, so the cards will tend to be the cards that I value as the best, and sometimes cards that are more fun > cards that are slightly better. Cube Origin: Spring 2009 Cube Size: 540 Max # of Drafters: 12 Breakdown: 73 of Each Color, 105 Multicolor & Fixing, 70 Colorless & Lands Multicolor Breakdown: 5 Spells / 5 Fixers of each Dual-Color Guild (a mix of gold and hybrid), Tri-Color Cards based on power level of cards How packs are constructed: We separate each section (white, blue, artifact, etc.) into a # of piles (# of piles = 3 x the # of players). We then shuffle each pile and deal out 15 cards from each pile. The 15 card piles are now evenly-distributed packs. Basic Lands: A mix of Full Art Unglued, Full Art Unhinged, and Full Art Zendikar Average # Players: 5 - 10, depending on the week How Often Drafted: On a temporary hiatus (until I finish school December 2013) Revisions Basis: # of times the card has been omitted from a main deck (taking into account cards that are sideboard cards such as artifact and enchantment hate) Revisions Frequency: After the release of a new set and as needed
The Testing Zone:
1. Will be up to 14 cards (2 for each section) -- but not necessarily always have 14 cards in them
2. Will include cards that haven't proven themselves to be worthy of inclusion in my cube
3. Will only include cards to be tested -- it will not be a holding area for cards that can't fit into the cube
4. Will be included in every draft until results are found
Jace, Memory Adept ---> Tamiyo, the Moon Sage (I know. I know. Jace 3? I finally got to play with him, and he's just too good. He doesn't interact. He just hits the table and you die a couple turns later if unanswered.)
Instead of having there be 65 Artifacts and 65 Land, I'm just going to have Lands + Artifacts = 130. This will let me adjust the signets later, and remove Zoetic Cavern for Phyrexian Revoker now.
12-13-2010 Exchanges (10): Trusty Machete ---> Mask of Memory (machete always seemed cool, then put in the sideboard. I loved the mask in constructed, and I think it brings what I wanted machete to.) Isochron Scepter ---> Winter Orb (I was talking with a friend about how in all the cubes we've played, we can only remember 2 times when the scepter was really good. Most other times, it just ate a kill spell or caused the drafter to draft heavy <3cc spells to support it. I cut Aether Vial for the same reason a while back, and it was only a matter of time until I made this change) Boomerang ---> Perilous Research (this just looks fun) Threads of Disloyalty ---> Vedalken Shackles Zephid's Embrace ---> Upheaval (I might bring the embrace back if I add more aggro support, but it's not that great with my cube right now. I've also seen a few games where I thought "Wow, Upheaval would be broken right now!") Slaughter ---> Sudden Spoiling (Split second is just fun. This card is just fun.) Bog Down ---> Wrench Mind Frenzied Goblin ---> Fireslinger (this guy is really popular... I must be missing something) Fire Imp ---> Ghitu Slinger (I haven't tested Fire Imp enough, but it seems like people are hesitate about him because he doesn't go for the head. Thoughts?) Kumano, Master Yamabushi ---> Crater Hellion
Nath of the Gilt-Leaf (Let me explain... First, my sideboard statistics agreed: Nath has been in the sideboard more than drain or canker. Second, Drain and canker are more easily played. Third, my playgroup loves drain and canker... but I guess time will tell)
6-29-10 Exchanges (4): Humble ---> Journey to Nowhere Serra Avenger ---> Blade of the Sixth Pride (realized that Serra Avenger isn't an aggro creature, and is therefore an awkward control creature who can be easily bolted) Seething Song ---> Staggershock (I refuse to cut Dead / Gone. It takes care of little ones and has an answer for fatties, as well as setting them back a turn) Spectral Force ---> Wild Mongrel (forgot that I needed to keep a reanimator facilitator in green, and spectral force was the weakest link of what I wanted him to do)
It was late game, and player B was at about 60 or so life because of a Celestial Mantle on a creature going through.
Player A: Swamp. Play Sorin Markov. Bring your life down to 10. Hidetsugu's Second Rite.
Armageddon
Me: Land, 1 drop creature, pass.
Player B: Land, pass. "Damnit! Everything in my hand is amazing, but costs 4+ mana."
Me: Land, attack, 2 drop creature, pass.
Player B: Land, pass.
Me: Land, attack, 3 drop creature, pass.
Player B: Land, Pass.
Me: Land, Armageddon, attack.
Player B: "...I didn't understand how Armageddon worked until right now."
Rite of Replication
It's extremely late game:
Player A is at 18 life with a Thrashing Wumpus and Wall of Reverence on the board.
Player B is at 15 life with nothing on the board.
Player A plays a Kokusho, the Evening Star and passes the turn, ending the turn at 23 life.
Player B plays a kicked Rite of Replication on the Kokusho, the Evening Star blowing up all Kokushos:
-Player A gains 5 life and loses 25 life, ending up at 3 life
-Player B loses 5 life and gains 25 life, ending at 35 life
After figuring out what the hell just happened, Player A draws and passes, going back up to 6 life because of the Wall of Reverence.
Player B draws, casts Psionic Blast then Sign in Blood on Player A for the win.
Realizing that I had to deal with the Spiritmonger before it got too many counters, I made the following play on my turn:
-Cast Necromancy on Ernham Djinn.
-Cast Misdirection (pitching a blue card), changing the target of my own Necromancy.
-Mana Drain the Misdirection.
-Things resolve, I have an Ernham Djinn, -4 cards, and 5 mana coming to me during my next turn.
My turn comes around and I use the 5 mana gained from Mana Drain to pump into Bane of the Living's morph ability to blow up the board for 9.
Since my opponent had already extended getting all those things out, he couldn't recover as quickly as I could. I played Zuran Orb and got a creature out to come back and win that game.
2) i've had it both ways and that much multicolor just dilutes the cube and makes it harder to build decks. it's not as much of a problem if you put certain amounts of each color in your packs (rather than totally randomizing) but even then it's still a problem because multicolor cards have to be good enough for you to want to use them, and most multicolor will end up wasting space in your pack. artifacts can be played in any deck and monocolor cards can be played in many, many deck types (red can go in red/green, red/black, red/blue, etc) but multicolor can only go in the combination of colors printed on it. the cube has worked much more smoothly since i cut my multicolor down to 66 cards instead of 120+ (i run 70 cards in each color).
rootwater thief - how has this been? wonder - i like this card but it seems like it has a very niche use. reanimator will be prepared to discard it but won't really need it because most finishers have flying. might be good if you do green/blue with wild mongrel, but i think it would end up being mediocre too much of the time. hesitation rhystic study zephid's embrace
phyrexian plaguelord - most people don't run this anymore because of the demise of damage on the stack. sudden spoiling - its uses seem limited.
frenzied goblin hissing iguanar suq'ata lancer - the flanking is cool but it doesn't convert to damage to players, so this is still a 2/2 for 3 in red, which isn't great. skullscorch - what i don't like about this is that it basically lets your opponent pay 4 life to make you discard a card until later in the game when they're low on life, and then it gives them an out to stop you from winning. soul's fire - too dependant on other factors to be reliable. browbeat - see skullscorch. goblin assault galvanic arc
slith predator - it's color intensive, and its ability will only matter later if you manage to deal enough damage to a player without haste or evasion. it's essentially a difficult to cast 1/1. timbermare - i like timbermare but the tapping all your guys thing REALLY sucks. tangle - i like green control cards but this isn't that great, i think. try constant mists instead.
i don't necessarily dislike these cards, i just think you would be better off cutting down at least to 6 for each pair and these are the ones i'd cut:
for the shards i'd cut to one of each pair, but which cards you keep would depend on what you wanted to push (empyrial archangel if you want to push reanimator, ramp, and control, or rafiq of the many if you want to push aggro or midrange more, that sort of thing). i don't think you need the wedge cards (doran, the siege tower, etc).
wayfarer's bauble howling mine - this is good in control in multiples and with milling backup. as a single card in your deck it's merely card disadvantage (you spend a card, next turn they gain a card, and from then on you draw equal cards). citanul flute - seems too slow. memnarch - too expensive to cast and too expensive to do anything with it. trusty machete moonglove extract
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Amazing advice! Thanks for taking the time to go through it!
Here are my thoughts:
I was looking at your cube's thread, and how you ended up cutting a bunch of multi color, so it makes sense that you would suggest a massive cut in that area =)
My playgroup and I, however, haven't run into any problems, even now with the cube being 124 Multi cards. I think I have enough fixing to support it, and the multi cards I'm running... I LOVE.
So, we might just have to agree to disagree on how much multi should be in my cube. Maybe someday (if I ever play another cube and find out how it can be with less multi) I might cut some; but for now, I'm happy as is. =)
As for the card suggestions...
jungle lion - I like it. I just am having trouble finding things to cut. Maybe after I cut a few gold cards, I can just throw him in. pouncing jaguar - Iffy, but I'd be willing to put him in to support the aggro curve. fyndhorn elves - I already have Llanowar, BoP, Hierarch, and Joraga Treespeaker... Is 4 1cc mana men in green enough? One could argue that it would be fyndhorn vs. joraga, in which case, I'd vote for joraga (only leveling up once). twinblade slasher - AMAZING! I don't know how I missed this card before! I'm currently trying to make room wild dogs - I started the cube with Ghazbán Ogre, and was unimpressed, so I cut him. skyshroud elite - Meh... sometimes would only be useful until about turn 4 or 5... people are fine waiting to play their nonbasics.
as for the cards you didn't think made the cut...
loxodon gatekeeper - This is one of those cards that you just have to see to believe. In theory he seems mediocre, but I've gotten one of my friends to start hate drafting him because he hates seeing him hit the board. He's actually pretty amazing, regardless if you're going W/X aggro or control. saltblast - Yeah, this is one of those cards that I added when I added Maze of Ith... I wanted to give each color more LD, but this was the best I could find =(... suggestions?
rootwater thief - I added this card after the popularity of Hide / Seek... It would be a turn 2: Get your best win condition RFG, gain 6 life. I've only seen this card hit play once, and it was against a deck where removing 2 cards wasn't detrimental (because I had more win cons in my hand)... so I'd say it's still in the playtesting phase. wonder - Yeah, your assessment was pretty much spot on. It's never critical enough to make the mainboard, so it always remains a card that everyone sees and thinks "cool, but not for this deck." hesitation - hasn't disappointed yet... especially when the drafter gets this AND standstill rhystic study - I've already been good and cut another ugly baby, rhystic deluge, but this one is actually really good. It doesn't see play EVERY cube, but when it sees play, it draws at least 3 cards or forces the opponent into different plays. zephid's embrace - I've been criticized online for running this card elsewhere. My only thought is: try it. There have been so many times where you'll think "I can get rid of that guy next turn," only to have ZE thrown on him. It turns the game around.
phyrexian plaguelord - Threw it in on a request from a friend in my playgroup. It's still in playtesting =) sudden spoiling - For the games that it's seen so far: At worst, it's a 3 mana fog. At best, it can be a 3 mana plague wind. I like it, for now.
frenzied goblin - Threw it in to support the aggro curve. It's been alright. Suggestions on a replacement? hissing iguanar - Actually, the last cube we ran, I had tons of fun with this guy + Kiki-Jiki. My opponent would attack, then end up losing as much life as I did because of the way I'd copy and block. I think it'll take a few more playthroughs to figure if this guy deserves a slot. suq'ata lancer - I like that he has haste, and the fact that he has flanking usually lets him get through. Suggestions on a replacement? skullscorch - you make a very convincing argument for this. I threw it in because it went great in a burn deck I had, but it really should be cut. soul's fire - Exactly! Every time I'd draft this card, I'd look at my decklist and be like "Well, I really only have about 7 creatures this card would be good with..." so I'd cut it. browbeat - I'm still married to this card for a while. We'll see =) goblin assault - Seemed alright, but is actually way too slow. Suggestions? galvanic arc - It's been fine. Nothing amazing. Sometimes I have to enchant their creature just to do the 3 damage to it. I think I'm running all the other efficient burn, so this one's just one of X more I could be running that aren't any better or worse...
slith predator - it's color intensive, and its ability will only matter later if you manage to deal enough damage to a player without haste or evasion. it's essentially a difficult to cast 1/1. timbermare - i like timbermare but the tapping all your guys thing REALLY sucks. tangle - i've been trying to find a slot for constant mists. Are 2 fog effects alright, or should I run more?
Given what I said above, I'm not comfortable yet cutting as much as you suggest with multi. I like gold, and my cube has been running smoothly as is. I think with my next update, I will either cut 1 or 2 cards from each shards tri-color, and maybe 1 from each dual guild. Baby steps =)
wayfarer's bauble - Rampant Growth for any color? Amazing! howling mine - Yeah, when I was building the cube, this just seemed like a card that needed to be in here, but I don't think I've ever seen it played (or at least helped someone win) citanul flute - Jut threw him in. We'll see. memnarch - yeah... I just wanted more artifact creatures. Suggestions? (Keeping in mind I'm not a fan of Juggernaut) trusty machete - it's staying =) moonglove extract - I thought "colorless removal is good"... any suggestions?
Thanks again for all the advice! I'd love to hear more!
I would cut Tangle for Constant Mists. You really only need that one spell. Especially if its Constant Mists. Its basically a Fog for each land you own. If you have crucible of worlds, it gets out of hand and you almost can't loose unless you're going to deck yourself.
Sudden Spoiling is a 3 mana fog unless you have a bunch of creatures on the board to take advantage of weakening their critters.
Loxodon Gatekeeper is good stuff but you are going to want to cut it at some point. Its slow to get started, small body, and easy to kill. I played it for a while and it did hurt the opponent from time to time, it usually just ate some sort of cheap removal and wasn't really worth it.
The 5th mana elf is worth it. A typical deck runs 4 of them and if you are drafting with a bunch of people you might not even end up with 1. Putting as many in as you can will ensure you get them when you need them and that they actually make a difference.
alright, i'll try to respond to all of this in order.
how do you cube? how do you make packs? how random are your packs? how many cards are in them? what kinds of decks do people usually build?
all of those questions are relevant to multicolor and the negative effects it has on your experience, but without knowing the answer i can still reiterate that you should cut it down. you don't THINK it's causing any problems, but without playing a cube with <70 multicolor, you have no way of knowing the difference.
i'm not sure what you mean when you say i 'cut multicolor, so of course i would recommend cutting it'. i had a multicolor section exactly like yours. i know you like those cards, i liked them and cubed with them. they were fun. but since i cut my section down the cube has worked so much better! and this experience is mirrored by most of the experienced players on here (many of whom told me to cut multicolor). so yes, i recommend doing something that helped my cube since i've had a cube just like yours to compare it with, and now i find that it plays better. it's not a pet cause for me, in fact quite the opposite. cutting multicolor was hard for me and i put it off even when i understood and agreed with the reasons for dropping it.
on top of the personal experience, it's just logical. you have a pack with a green card, an artifact, and a red/black card. the green card can go in a green deck, a green/white deck, a green/blue deck, a green/black deck, and a green/red deck. the artifact can go in literally any deck whatsoever. the red/black card can go in red/black and nothing else. you have to have red and black sources in the deck to play the card. the multicolor card is limited in a more severe way than you probably realize. when that very limited card in your pack is vindicate, you're more than happy to make black/white work or splash for it. when that very limited card in your pack is double negative, it's a different story. i would not splash for double negative, or deft duelist, or omnibian. i ran all these cards and they sat on the sidelines game after game, taking up a spot in my packs that could have been a card i actually put in the deck.
pouncing jaguar isn't iffy, it's straight up awesome. turn two you play another one drop or a cheap equipment or something.
you don't have to add fyndhorn elves but think about how awesome llanowar elves is. if you don't want more of that awesome in your cube, that's up to you.
the difference between wild dogs and ghazban ogre is that when wild dogs would be bad (later in the game) you just cycle it away. i've tried it and it's awesome.
skyshroud elite...yeah i don't run it. some people love it, others find it to be inconsistent. i don't think it's a must.
saltblast - Yeah, this is one of those cards that I added when I added Maze of Ith... I wanted to give each color more LD, but this was the best I could find =(... suggestions?
my suggestion is leave LD to the colors that are good at it. every color has natural strengths and weaknesses. white has a LOT of strengths. i wouldn't worry about forcing a mediocre card to shore up a perfectly normal weakness.
frenzied goblin - Threw it in to support the aggro curve. It's been alright. Suggestions on a replacement?
jackal pup and goblin patrol. you will feel the urge to dismiss both of these but believe me: they are awesome. there's a decent article here explaining why these and cards like wild dogs are good. it's a very good read.
memnarch - yeah... I just wanted more artifact creatures. Suggestions? (Keeping in mind I'm not a fan of Juggernaut)
you don't need a lot of artifact creatures, just the best ones. the artifact section shouldn't be like the regular color sections. artifacts can be played in any color deck so to maximize the benefits of that you should design it as a support section with a lot of cards anyone would want to play. memnarch isn't a card anyone would want to play, and in fact it's not even an artifact. it's a blue card (and a color intensive one at that), because if you play it with any other color it's a terribly overcosted vanilla 4/5.
moonglove extract - I thought "colorless removal is good"... any suggestions?
well, every color except green has better removal than this and i think green could live without it. you're not going to put this in your deck over swords to plowshares, snuff out, capsize, control magic, lightning bolt, or any of the other cards in those colors. so in that sense it kind of becomes an alright green card, and green would rather just run another color and get better removal from them.
overall the list is really solid. if you cut down the multicolor to start with it would be on par with a lot of the good lists on the site.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
The problem with running a lot of multicolored cards is that after the 4-5 best cards in each combination the card quality starts to take a nosedive. Also, as quitequieter mentioned, multicolored cards are much more narrow which decreases pack quality.
All of the suggestions are great but at some point, you will want YOUR cube to feel YOURS. If you don't keep a personal touch in the matter you will end up with the same cube as the other guy.
As for a suggestion: if you got too much gold cards, you will force people into multicolored archtypes and will completely block any possibilities of monocolored decks. I've been drafting with 4 to 8 people each time and at 4 to 6, sometimes, a color can be left completely open. Gold cards tend to be picked later than soon (I had 7 per color pair before cutting it to 5) which makes all the later picks multicolored. You don't really need an agro theme for green since you can mostly skip the early game. For 1 drops only get mana critters and start your agro curve at 2+.
You don't really need an agro theme for green since you can mostly skip the early game.
you don't need any theme in the cube. you don't need LD in red or green, you don't need aggro in white (or control in white). you don't need reanimator in black and blue.
green aggro is powerful and fun, so i think it's worth trying out. better to try it out and remove it than never know what it's like. it's something green is good at so it's not like it will go counter to the color.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Major first update on this site to my cube!
Changes:
1. Cut Multicolor by 31 cards
2. Exchanged 19 cards
3. Added "Memorable War Stories"
4. Updated Changelog
5. Added some info to "Cube Info"
mortify: this card is so good. unquestionably better than unmake and death grasp, arguably better than angel of despair and debtor's knell. it kills a creature without restriction for 3, which will always be useful, and in the event that you are losing to an enchantment (oblivion ring, faith's fetters, moat, future sight) it is extremely welcome. white/black is hard to cut because the list of playables is so much longer than a lot of other color pairs. i don't dislike any of the cards in your white/black section, but i think unmake is undoubtedly the weakest one there.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Quitequieter again offers really solid advice. I thin Mortify is the third best BW card, so you run it if your mulicolor section is larger than two cards. Really, it's awesome.
mortify: this card is so good. unquestionably better than unmake and death grasp, arguably better than angel of despair and debtor's knell. it kills a creature without restriction for 3, which will always be useful, and in the event that you are losing to an enchantment (oblivion ring, faith's fetters, moat, future sight) it is extremely welcome. white/black is hard to cut because the list of playables is so much longer than a lot of other color pairs. i don't dislike any of the cards in your white/black section, but i think unmake is undoubtedly the weakest one there.
you could afford to drop more multicolor but then again, so should i. sometimes it helps to do it a little at a time.
Points taken, action taken.
I originally wanted to keep unmake > mortify because it removes from the game (take that, Keiga, the Tide Star!), but you're right... mortify is just... better.
I was going to keep Bull Cerodon over Brion Stoutarm, but after doing some rational thinking, I already have enough beefy finishers for Red or White. Brion plays tricks and goes to the head, which are both fun.
Overbeing of Myth was fun for the first few cubes when we were all really excited to get him into a deck with Lorescale Coatl, but I don't think he's seen any play after that.
It killed me to cut Rafiq of the Many, but I wanted to leave versatility... one of my friends swears by the charms, so I want to keep them.
you don't have to add fyndhorn elves but think about how awesome llanowar elves is. if you don't want more of that awesome in your cube, that's up to you.
Replace "fyndhorn elves" with "stunted growth", and replace "llanowar elves" with "plow under" =)
1. I like parameters. I like setting up rules to follow when building this cube, rather than "whatever's good." I like to think of it like drafting archetypes instead of cards.
2. Legacy is my favorite format. Enough broken cards are banned where the games are more fun than frustrating. Also, it's also a format where a deck with little to no rares can still beat face.
It killed me to cut Rafiq of the Many, but I wanted to leave versatility... one of my friends swears by the charms, so I want to keep them.
bant charm is a fine card. i miss running it, actually.
Replace "fyndhorn elves" with "stunted growth", and replace "llanowar elves" with "plow under" =)
not even close. plow under ruins their draws AND sets them back two turns on resources. it will never lack for targets, either. stunted growth isn't going to be nearly as awesome a fair amount of the time because some decks will just empty their hand by the time you play it, and they get to pick the cards. that said, growth does look really cool and i'm interested in trying it out (if i see one in a shop i will pick it up).
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Agree with wtwlf on Tezz and with qq's list of things you could cut instead two of green's best creatures. Seriously, every card qq lists could come out of cube and not be missed.
Update! Exchanges (4): Humble ---> Journey to Nowhere Serra Avenger ---> Blade of the Sixth Pride (realized that Serra Avenger isn't an aggro creature, and is therefore an awkward control creature who can be easily bolted) Seething Song ---> Staggershock (I refuse to cut Dead / Gone. It takes care of little ones and has an answer for fatties, as well as setting them back a turn) Spectral Force ---> Wild Mongrel (forgot that I needed to keep a reanimator facilitator in green, and spectral force was the weakest link of what I wanted him to do)
Lanxal's the best at banners. Thank you!
Hello. I'm Jordan, and this is my cube. I'm pretty happy with it.
I would love feedback and suggestions!
My only request is that you go the extra step with feedback.
Don't: "Moldervine Cloak sucks."
Do: "Moldervine Cloak sucks. I'd cut it for Boar Umbra. You essentially keep the same spell but add a more relevant ability."
Cube Info
Theme of Cube: The Best Legacy-Legal Cards (omitting cards that are only good in certain decks). This is also my cube, so the cards will tend to be the cards that I value as the best, and sometimes cards that are more fun > cards that are slightly better.
Cube Origin: Spring 2009
Cube Size: 540
Max # of Drafters: 12
Breakdown: 73 of Each Color, 105 Multicolor & Fixing, 70 Colorless & Lands
Multicolor Breakdown: 5 Spells / 5 Fixers of each Dual-Color Guild (a mix of gold and hybrid), Tri-Color Cards based on power level of cards
How packs are constructed: We separate each section (white, blue, artifact, etc.) into a # of piles (# of piles = 3 x the # of players). We then shuffle each pile and deal out 15 cards from each pile. The 15 card piles are now evenly-distributed packs.
Basic Lands: A mix of Full Art Unglued, Full Art Unhinged, and Full Art Zendikar
Average # Players: 5 - 10, depending on the week
How Often Drafted: On a temporary hiatus (until I finish school December 2013)
Revisions Basis: # of times the card has been omitted from a main deck (taking into account cards that are sideboard cards such as artifact and enchantment hate)
Revisions Frequency: After the release of a new set and as needed
Creatures (40)
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Savannah Lions
1 Soldier of the Pantheon
1 Steppe Lynx
1 Student of Warfare
1 Accorder Paladin
1 Cloistered Youth
1 Imposing Sovereign
1 Knight of Meadowgrain
1 Kor Skyfisher
1 Lone Missionary
1 Precinct Captain
1 Soltari Monk
1 Soltari Priest
1 Soltari Trooper
1 Stormfront Pegasus
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Flickerwisp
1 Mirran Crusader
1 Mirror Entity
1 Soltari Champion
1 Spectral Procession
1 Exalted Angel
1 Hero of Bladehold
1 Kor Sanctifiers
1 Restoration Angel
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Karmic Guide
1 Reveillark
1 World Queller
1 Yosei, the Morning Star
1 Elesh Norn, Grand Cenobite
1 Eternal Dragon
Non-Creatures (33)
1 Enlightened Tutor
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
1 Disenchant
1 Journey to Nowhere
1 Seal of Cleansing
1 Revoke Existence
1 Temporal Isolation
1 Unexpectedly Absent
1 Oblivion Ring
1 Spear of Heliod
1 Ajani Goldmane
1 Armageddon
1 Cataclysm
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Faith's Fetters
1 Moat
1 Parallax Wave
1 Ravages of War
1 Wrath of God
1 Rout
1 Austere Command
1 Catastrophe
1 Elspeth, Sun's Champion
1 Decree of Justice
1 Kjeldoran Outpost
1 Kor Haven
Creatures (29)
1 Gilded Drake
1 Looter il-Kor
1 Merfolk Looter
1 Phantasmal Image
1 Snapcaster Mage
1 Waterfront Bouncer
1 Aether Adept
1 Calcite Snapper
1 Kira, Great Glass-Spinner
1 Man-o'-War
1 Pestermite
1 Sea Gate Oracle
1 Serendib Efreet
1 True-Name Nemesis
1 Vendilion Clique
1 Willbender
1 Glen Elendra Archmage
1 Lu Xun, Scholar General
1 Master of Waves
1 Sower of Temptation
1 Venser, Shaper Savant
1 Meloku the Clouded Mirror
1 Morphling
1 Mulldrifter
1 Consecrated Sphinx
1 Palinchron
Non-Creatures (44)
1 Force Spike
1 Ponder
1 Preordain
1 Spell Pierce
1 Stifle
1 Arcane Denial
1 Counterspell
1 Impulse
1 Into the Roil
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Standstill
1 Compulsive Research
1 Crystal Shard
1 Exclude
1 Forbid
1 Jace Beleren
1 Propaganda
1 Psionic Blast
1 Thassa, God of the Sea
1 Vedalken Shackles
1 Control Magic
1 Cryptic Command
1 Deep Analysis
1 Fact or Fiction
1 Gifts Ungiven
1 Jace, the Mind Sculptor
1 Opposition
1 Rite of Replication
1 Desertion
1 Tamiyo, the Moon Sage
1 Treachery
1 Time Spiral
1 Upheaval
1 Condescend
1 Academy Ruins
1 Daze
1 Faerie Conclave
1 Force of Will
Creatures (39)
1 Carrion Feeder
1 Diregraf Ghoul
1 Gravecrawler
1 Sarcomancy
1 Tormented Hero
1 Vampire Lacerator
1 Bloodghast
1 Blood Scrivener
1 Dark Confidant
1 Dauthi Horror
1 Fledgling Djinn
1 Nezumi Graverobber
1 Oona’s Prowler
1 Pack Rat
1 Reassembling Skeleton
1 Vampire Hexmage
1 Vampire Interloper
1 Dauthi Marauder
1 Geralf's Messenger
1 Hypnotic Specter
1 Lifebane Zombie
1 Liliana's Specter
1 Ophiomancer
1 Vampire Nighthawk
1 Braids, Cabal Minion
1 Liliana's Reaver
1 Graveborn Muse
1 Nekrataal
1 Sewer Nemesis
1 Skinrender
1 Drana, Kalastria Bloodchief
1 Shriekmaw
1 Grave Titan
1 Kokusho, the Evening Star
1 Massacre Wurm
1 Tombstalker
Non-Creatures (34)
1 Duress
1 Entomb
1 Inquisition of Kozilek
1 Reanimate
1 Thoughtseize
1 Animate Dead
1 Bitterblossom
1 Chainer’s Edict
1 Diabolic Edict
1 Doom Blade
1 Exhume
1 Go for the Throat
1 Hymn to Tourach
1 Sinkhole
1 Smallpox
1 Dismember
1 Hero's Downfall
1 Liliana of the Veil
1 Necromancy
1 Phyrexian Arena
1 Recurring Nightmare
1 Stupor
1 Toxic Deluge
1 Consuming Vapors
1 Damnation
1 Diabolic Servitude
1 Liliana of the Dark Realms
1 Nether Void
1 Profane Command
1 Snuff Out
1 Volrath's Stronghold
Creatures (37)
1 Goblin Guide
1 Greater Gargadon
1 Grim Lavamancer
1 Jackal Pup
1 Mogg Fanatic
1 Reckless Waif
1 Spikeshot Elder
1 Stromkirk Noble
1 Ash Zealot
1 Hellspark Elemental
1 Gore-House Chainwalker
1 Keldon Marauders
1 Lightning Mauler
1 Plated Geopede
1 Stormblood Berserker
1 Torch Fiend
1 Young Pyromancer
1 Chandra's Phoenix
1 Fire Imp
1 Hell’s Thunder
1 Imperial Recruiter
1 Keldon Vandals
1 Manic Vandal
1 Squee, Goblin Nabob
1 Zo-Zu the Punisher
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Siege-Gang Commander
1 Thundermaw Hellkite
1 Urabrask the Hidden
1 Zealous Conscripts
1 Inferno Titan
Non-Creatures (36)
1 Chain Lightning
1 Faithless Looting
1 Firebolt
1 Forked Bolt
1 Lightning Bolt
1 Reckless Charge
1 Rift Bolt
1 Arc Trail
1 Incinerate
1 Lightning Strike
1 Magma Jet
1 Pyroclasm
1 Searing Spear
1 Shrine of Burning Rage
1 Volcanic Hammer
1 Brimstone Volley
1 Char
1 Flames of the Firebrand
1 Molten Rain
1 Pillage
1 Staggershock
1 Stone Rain
1 Sulfuric Vortex
1 Koth of the Hammer
1 Purphoros, God of the Forge
1 Sneak Attack
1 Burning of Xinye
1 Wildfire
1 Devil's Play
1 Red Sun's Zenith
1 Rolling Earthquake
1 Tempt with Vengeance
1 Fireblast
Creatures (48)
1 Basking Rootwalla
1 Birds of Paradise
1 Elvish Mystic
1 Experiment One
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Jungle Lion
1 Llanowar Elves
1 Noble Hierarch
1 Wild Dogs
1 Wolfbitten Captive
1 Fauna Shaman
1 Lotus Cobra
1 River Boa
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Strangleroot Geist
1 Sylvan Caryatid
1 Tarmogoyf
1 Vinelasher Kudzu
1 Wall of Blossoms
1 Wall of Roots
1 Wild Mongrel
1 Eternal Witness
1 Kitchen Finks
1 Ohran Viper
1 Troll Ascetic
1 Uktabi Orangutan
1 Viridian Shaman
1 Yavimaya Elder
1 Polukranos, World Eater
1 Thrun, the Last Troll
1 Vengevine
1 Acidic Slime
1 Deranged Hermit
1 Genesis
1 Kalonian Hydra
1 Thornling
1 Thragtusk
1 Vorapede
1 Wickerbough Elder
1 Krosan Tusker
1 Craterhoof Behemoth
1 Woodfall Primus
Non-Creatures (25)
1 Rancor
1 Vines of Vastwood
1 Worldly Tutor
1 Life from the Loam
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Curse of Predation
1 Harrow
1 Ice Storm
1 Kodama’s Reach
1 Snakeform
1 Birthing Pod
1 Bramblecrush
1 Garruk Relentless
1 Garruk Wildspeaker
1 Mwonvuli Acid-Moss
1 Natural Order
1 Plow Under
1 Tooth and Nail
1 Green Sun's Zenith
1 Treetop Village
Dual-Color (100)
WUAzorious (10)UW
WRBoros (10)RW
UBDimir (10)BU
BGGolgari (10)GB
RGGruul (10)GR
URIzzet (10)RU
WBOrzhov (10)BW
BRRakdos (10)RB
WGSelesnya (10)GW
UGSimic (10)GU
Tri-Color (5)
WUGBant (1)GUW
1 Empyrial Archangel
WUBEsper (0)BUW
UBRGrixis (2)RBU
BRGJund (1)GRB
1 Broodmate Dragon
WRGNaya (1)GRW
1 Wild Nacatl
WURRaka (0)RUW
WBRDega (0)RBW
WBGNecra (0)GRW
UBGAna (0)GBU
URGCeta (0)GRU
1 Ankh of Mishra
1 Crucible of Worlds
1 Crystal Ball
1 Cursed Scroll
1 Erratic Portal
1 Icy Manipulator
1 Karn Liberated
1 Mimic Vat
1 Phyrexian Processor
1 Pithing Needle
1 Ring of Gix
1 Scroll Rack
1 Sensei’s Divining Top
1 Tangle Wire
1 Winter Orb
1 Zuran Orb
Creatures
1 Lodestone Golem
1 Masticore
1 Molten-Tail Masticore
1 Myr Battlesphere
1 Perilous Myr
1 Phyrexian Metamorph
1 Phyrexian Revoker
1 Porcelain Legionnaire
1 Precursor Golem
1 Solemn Simulacrum
1 Spellskite
1 Spined Thopter
1 Sundering Titan
1 Wurmcoil Engine
1 Batterskull
1 Bonesplitter
1 Grafted Wargear
1 Lightning Greaves
1 Loxodon Warhammer
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 War and Peace
1 Umezawa’s Jitte
Removal
1 Engineered Explosives
1 Nevinyrral’s Disk
1 Oblivion Stone
1 Powder Keg
1 Ratchet Bomb
1 Smokestack
Mana
1 Chromatic Lantern
1 Chrome Mox
1 Coalition Relic
1 Coldsteel Heart
1 Everflowing Chalice
1 Grim Monolith
1 Lotus Petal
1 Mind Stone
1 Thran Dynamo
1 Worn Powerstone
1 Ancient Tomb
1 City of Brass
1 City of Traitors
1 Gemstone Mine
1 Grand Coliseum
1 Reflecting Pool
1 Thawing Glaciers
Land - Utility
1 Dust Bowl
1 Maze of Ith
1 Mishra’s Factory
1 Mutavault
1 Rishadan Port
1 Wasteland
Testing Zone
The Testing Zone:
1. Will be up to 14 cards (2 for each section) -- but not necessarily always have 14 cards in them
2. Will include cards that haven't proven themselves to be worthy of inclusion in my cube
3. Will only include cards to be tested -- it will not be a holding area for cards that can't fit into the cube
4. Will be included in every draft until results are found
The Abyss
Pox
Goblin Settler
Jinxed Choker
Dolmen Gate
Aurelia’s Fury
Swans of Bryn Argoll
Technical Links
Cube Comparison Results (thanks to eidolon232)
35 uncommon and 24 very uncommon choices in a 540 cards cube
White:
Unusual cards
World Queller !
Ghostly Prison
Excluded cards
Balance !
Land Tax
Stoneforge Mystic
Blue:
Unusual cards
Stifle !
Propaganda !
Excluded cards
Tinker
Mystical Tutor
Tezzeret the Seeker
Mana Drain
Black:
Unusual cards
Suffer the Past !
Arrogant Bloodlord !
Ogre Marauder !
Life's Finale !
Excluded cards
Graveborn Muse !
Demonic Tutor
Bone Shredder
Mind Twist
Vampiric Tutor
Red:
Unusual cards
Dead // Gone !
Incendiary Command !
Rivalry
Excluded cards
Forked Bolt
Earthquake
Wheel of Fortune
Keldon Champion
Fireball
Green:
Unusual cards
Boar Umbra !
Explosive Vegetation !
Silvos, Rogue Elemental !
Mwonvuli Acid-Moss !
Werebear !
Beastbreaker of Bala Ged !
Excluded cards
Survival of the Fittest
Indrik Stomphowler
Ohran Viper
Green Sun's Zenith
Terastodon
Harmonize
Gold:
Unusual cards
Glare of Subdual !
Goblin Legionnaire
Excluded cards
Bituminous Blast
Venser, the Sojourner
Tricolor:
Unusual cards
Slave of Bolas !
Empyrial Archangel
Artifacts:
Unusual cards
Puppet Strings !
Excluded cards
Skullclamp !
Sol Ring
Mana Vault
Black Vise
Mox Diamond
Triskelion
Memory Jar
Lands:
Unusual cards
City of Traitors !
Vesuva !
Excluded cards
Strip Mine !
Terramorphic Expanse
Evolving Wilds
The Legacy Cube on Deckstats
The Legacy Cube on Tappedout
Tokens
Aids x 20 + Smoking Hazards x 14 (Mimic Vat, Meloku, the Clouded Mirror, Rite of Replication, Kiki-Jiki, Mirror Breaker, Garruk, Primal Hunter)
Angel 4/4 x 3 (Decree of Justice)
Avatar */* x 1 (Ajani Goldmane)
Beast 3/3 x 8 (Garruk Wildspeaker, Garruk, Primal Hunter)
Dragon 4/4 x 5 (Sarkhan Vol)
Elemental */* x 1 (Voice of Resurgence)
Elephant 3/3 x 2 (Call of the Herd)
Faerie Rogue 1/1 x 6 (Bitterblossom)
Faerie Rogue 1/1 x 6 (Oona, Queen of the Fae)
Germ 0/0 x 1 (Batterskull)
Goblin 1/1 x 6 (Siege-Gang Commander)
Golem 3/3 x 2 (Blade Splicer)
Kithkin Soldier 1/1 x 3 (Cloudgoat Ranger)
Minion X/X x 5 (Phyrexian Processor)
Myr 1/1 x 4 (Myr Battlesphere)
Solder 1/1 x 8 + Soldier 1/1 x 8 + Soldier 1/1 x 4 (Elspeth, Knight-Errant, Elspeth Tirel, Decree of Justice, Hero of Bladehold, Precinct Captain)
Spirit 1/1 x 7 (Lingering Souls, Spectral Procession)
Squirrel 1/1 x 4 (Deranged Hermit)
Wolf 1/1 Deathtouch x 4 (Garruk, the Veil-Cursed)
Wolf 2/2 x 4 (Garruk Relentless, Sword of Body and Mind)
Wurm 3/3 Deathtouch x 1 (Wurmcoil Engine)
Wurm 3/3 Lifelink x 1 (Wurmcoil Engine)
Zombie 2/2 x 4 + Zombie 2/2 x 3 (Grave Titan, Sarcomancy)
My Legacy-Legal Cube <--- Draft It!
wtwlf123's Classic Cube
Lanxal's Pauper Cube
Cubers, UNITE! Don't forget to post your cube location on The Great Cube Map Thread
out ---> in
1-11-14
Mistral Charger ---> Imposing Sovereign
Keiga, the Tide Star ---> Aetherling
Nantuko Shade ---> Blood Scrivener
Arrogant Bloodlord ---> Lifebane Zombie
Goblin Patrol ---> Legion Loyalist
Kargan Dragonlord ---> Imperial Recruiter
Pouncing Jaguar ---> Elvish Mystic
Thornling ---> Natural Order
Indrik Stomphowler ---> Kalonian Hydra
Grand Arbiter Augustin IV ---> Lavinia of the Tenth
Desolate Lighthouse --->Ral Zarek
Putrefy ---> Deathrite Shaman
Kitchen Finks ---> Voice of Resurgence (finks moved to green)
Sphinx of the Steel Wind ---> Nicol Bolas, Planeswalker
Testing Zone ---> Swans of Bryn Argoll
Testing Zone ---> Dolmen Gate
Mikaeus, the Lunarch ---> (nothing)
Bellowing Tanglewurm ---> (nothing)
Shrine of Burning Rage ---> (nothing)
Colorless goes down to 70
Chimeric Idol ---> (empty)
Puppet Strings ---> (empty)
Bonehoard ---> (empty)
Palladium Myr ---> (empty)
Vesuva ---> (empty)
Each color goes up to 73
(new slot) ---> Kjeldoran Outpost
(new slot) ---> Lu Xun, Scholar General
(new slot) ---> Liliana's Reaver
(new slot) ---> Shrine of Burning Rage
(new slot) ---> Kitchen Finks
...and after that:
Knight of the White Orchid ---> Soldier of the Pantheon
Glorious Anthem ---> Spear of Heliod
Elspeth Tirel ---> Elspeth, Sun's Champion
Ronom Unicorn ---> Unexpectedly Absent
Thieving Magpie ---> Master of Waves
Misdirection ---> Thassa, God of the Sea
Repeal ---> True-Name Nemesis
Thirst for Knowledge ---> Pestermite
Sudden Death ---> Curse of Shallow Graves
Life's Finale ---> Hero's Downfall
Ogre Marauder ---> Ophiomancer
Skittering Skirge ---> Tormented Hero
Black Sun's Zenith ---> Toxic Deluge
Slagstorm ---> Sneak Attack
Legion Loyalist ---> Firedrinker Satyr
Hearth Kami ---> Lightning Strike
Chandra, the Firebrand ---> Purphoros, God of the Forge
Banefire ---> Tempt with Vengeance
Fireslinger ---> Reckless Waif
Ember Hauler ---> Young Pyromancer
Winter's Grasp ---> Curse of Predation
Chameleon Colossus ---> Polukranos, World Eater
Twinblade Slasher ---> Sylvan Caryatid
Phantom Centaur ---> Thornling
Thermokarst ---> Hornet Queen
Pelakka Wurm ---> Craterhoof Behemoth
Tattermunge Maniac ---> Xenagos, the Reveler
Prophetic Bolt ---> Steam Augury
Lightning Angel ---> Broodmate Dragon
3-4-13
Exchanges (4):
Paladin en-vec ---> Dryad Militant
Moltensteel Dragon ---> Reckless Charge
Beastbreker of Bala Ged ---> Snakeform
(empty slot) ---> Simic Charm
1-23-13
Exchanges (58):
Silver Knight --> Precinct Captain
Ghostly Prison ---> Ravages of War
Martial Coup ---> Land Tax
Scepter of Dominance ---> Ajani, Caller of the Pride
Phyrexian Metamorph ---> Crystal Shard
Coralhelm Commander --->Daze
Fume Spitter ---> Carrion Feeder
Trashing Wumpus ---> Smallpox
Liliana Vess ---> Liliana of the Dark Realms
Suffer the Past ---> Living Death
Sorin Markov ---> Reassembling Skeleton
Black Knight ---> Geralf's Messenger
Plague Sliver ---> Graveborn Muse
Night’s Whisper ---> Pack Rat
Disfigure ---> Exhume
Sheoldred, Whispering One ---> Massacre Wurm
Barter in Blood ---> Entomb
Hellkite Charger ---> Thundermaw Hellkite
Fire Ambush ---> Searing Spear
Rivalry ---> Flames of the Firebrand
Aftershock ---> Burning of Xinye
Goblin Ruinblaster ---> Ash Zealot
Crater Hellion ---> Gore-House Chainwalker
Ghitu Fire-Slinger ---> Fire Imp
Dead / Gone ---> Forked Bolt
Skizzik ---> Zealous Conscripts
Brutalizer Exarch ---> Indrik Stomphowler
Albino Troll ---> Experiment One
Obstinate Baloth ---> Deadbridge Goliath
Naturalize ---> Survival of the Fittest
Great Sable Stag ---> Basking Rootwalla
Krosan Grip ---> Birthing Pod
Mire Boa ---> Vinelasher Kudzu
Silvos, Rogue Elemental ---> Thragtusk
Creeping Mold ---> Thermokarst
Blastoderm ---> Winter's Grasp
Deadbridge Goliath ---> Green Sun's Zenith
Overrun ---> Testing Zone
Bellowing Tanglewurm ---> Testing Zone
Open Slot ---> Tooth and Nail
Open Slot ---> Rofellos, Llanowar Emissary
Basilisk Collar ---> Chromatic Lantern
Bottle Gnomes ---> Perilous Myr
Chimeric Mass ---> Palladium Myr
Brittle Effigy ---> Coldsteel Heart
Crystal Shard ---> Phyrexian Metamorph
Razormane Masticore ---> Precursor Golem
Wall of Denial ---> Detention Sphere
Absorb ---> Supreme Verdict
Grand Arbiter Augutin IV ---> Venser, the Sojourner
Goblin Legionnaire ---> Boros Charm
Nemesis of Reason ---> Baleful Strix
Recoil ---> Duskmantle Seer
Bituminous Blast ---> Rakdos Cackler
Olivia Voldaren ---> Falkenrath Aristocrat
Terminate ---> Dreadbore
Putrid Leech ---> Lotleth Troll
Spiritmonger ---> Abrupt Decay
Niv-Mizzet, the Firemind ---> Izzet Charm
Giant Solifuge ---> Tattermunge Maniac
Stormbind ---> Ghor-Clan Rampager
Stillmoon Cavalier ---> Lingering Souls
Testing Zone +8:
Mikaeus, the Lunarch
The Abyss
Pox
Goblin Settler
Shrine of Burning Rage
Overrun
Bellowing Tanglewurm
Jinxed Choker
Aurelia’s Fury
5-1-12
Exchanges (12):
Calciderm ---> Restoration Angel
Akroma's Vengeance ---> Rout
Jace, Memory Adept ---> Tamiyo, the Moon Sage (I know. I know. Jace 3? I finally got to play with him, and he's just too good. He doesn't interact. He just hits the table and you die a couple turns later if unanswered.)
Blood Knight ---> Lightning Mauler
Primal Command ---> Worldly Tutor
Moldgraf Monstrosity ---> Ohran Viper
Explosive Vegetation ---> Creeping Mold
Hurricane ---> Bellowing Tanglewurm
Plumeveil ---> Geist of Saint Traft
Goblin Trenches ---> Slayers' Stronghold
Spellbound Dragon ---> Desolate Lighthouse
Glare of Subdual ---> Sigarda, Host of Herons
3-29-12
Exchanges (5):
Repulse ---> Dungeon Geists
Bogardan Hellkite ---> Skizzik
Magus of the Scroll ---> Stromkirk Noble
Boar Umbra ---> Overrun
Werebear ---> Arbor Elf
2-16-12
Exchanges (9):
Weathered Wayfarer ---> Thalia, Guardian of Thraben
Abyssal Persecutor ---> Gravecrawler
Incendiary Command ---> Faithless Looting
Chaos Warp ---> Torch Fiend
Skizzik ---> Hellrider
Kodama of the North Tree ---> Vorapede
Skinshifter ---> Strangleroot Geist
Basking Rootwalla ---> Wolfbitten Captive // Krallenhorde Killer
Mortify ---> Sorin, Lord of Innistrad
1-6-12
Exchanges (2):
Akroma, Angel of Wrath ---> Elesh Norn, Grand Cenobite
Sphinx of Jwar Isle ---> Consecrated Sphinx
11-7-11
Exchanges (3):
Blazing Specter ---> Bituminous Blast
Words of War ---> Squee, Goblin Nabob
Viridian Zealot ---> Garruk Relentless
10-4-11
Exchanges (19):
Orim's Chant ---> Cloistered Youth
Dismiss ---> Repulse
Snap ---> Snapcaster Mage
Conundrum Sphinx ---> Exclude
Sudden Spoiling ---> Diregraf Ghoul
Wrench Mind ---> Liliana of the Veil
Geth, Lord of the Vault ---> Bloodgift Demon
Puppeteer Clique ---> Vampire Interloper
Dread Return ---> Diabolic Servitude
Comet Storm ---> Devil's Play
Puncture Blast ---> Brimstone Volley
Constant Mists ---> Acidic Slime
Gaea's Revenge ---> Moldgraf Monstrosity
Lignify ---> Bramblecrush
Restock ---> Regrowth
Stunted Growth ---> Phantom Centaur
Slave of Bolas ---> Olivia Voldaren
Nicol Bolas, Planeswalker ---> Slave of Bolas
7-18-11
Cuts (10):
Adds (10):
Exchanges (3):
Goblin Wardriver ---> Stormblood Berserker
Sudden Shock ---> Stone Rain
Beast Within ---> Beastbreaker of Bala Ged
I cut 1 from each guild, bringing each dual-color guild to 5 spells and 5 fixers.
I took the 10 cards from gold and added 2 to each color.
7-9-11
Exchanges (4):
Phyrexian Scuta ---> Sewer Nemesis
Word of Seizing ---> Chaos Warp
Mold Shambler ---> Scavenging Ooze
Lorescale Coatl ---> Edric, Spymaster of Trest
6-19-11
Exchanges (1):
Lotus Bloom ---> Bonehoard
6-5-11
Exchanges (1):
Time Warp ---> Opposition
6-2-11
Exchanges (1):
Ingot Chewer ---> Moltensteel Dragon
5-13-11
Exchanges (19):
1? ---> Batterskull
2? ---> Karn Liberated
3? ---> Porcelain Legionnaire
4? ---> Spellskite
5? ---> Spined Thopter
Duplicant ---> Sword of War and Peace
Steel Hellkite ---> Phyrexian Processor
1? ---> Blade Splicer
Captain of the Watch ---> Cloudgoat Ranger
Prison Term ---> Temporal Isolation
1? ---> Phyrexian Metamorph
1? ---> Dismember
Nezumi Shortfang ---> Sheoldred, Whispering One
1? ---> Urabrask the Hidden
Keldon Champion ---> Hero of Oxid Ridge
1? ---> Beast Within
Berserk ---> Noxious Revival
Caller of the Claw ---> Brutalizer Exarch
Terastadon ---> Gaea's Revenge
4-16-11
Exchanges(9):
Changes to blue based on wtwlf's advice:
Spiketail Drakeling ---> Waterfront Bouncer
Wake Thrasher ---> Sea Gate Oracle
Wall of Frost ---> Sower of Temptation
Hesitation ---> Repeal
Perilous Research ---> Preordain
Tidings ---> Thirst for Knowledge
Shelldock Isle ---> Faerie Conclave
Daze ---> Gifts Ungiven
...and a change of my own:
Spell Snare ---> Spell Pierce
4-15-11
Exchanges (14):
Azorious Signet ---> TBA
Boros Signet ---> TBA
Dimir Signet ---> TBA
Golgari Signet ---> TBA
Gruul Signet ---> TBA
Orzhov Signet ---> TBA
Rakdos Signet ---> TBA
Selesnya Signet ---> TBA
Boros Garrison ---> Battlefield Forge
Golgari Rot Farm ---> Llanowar Wastes
Izzet Boilerworks ---> TBA
Orzhov Basilica ---> Caves of Koilos
Simic Growth Chamber ---> TBA
Wooded Bastion ---> Horizon Canopy
4-11-11
Exchanges (5):
Eight-and-a-Half-Tails ---> Wall of Omens
Stone Idol Trap ---> Rivalry
Rampaging Baloths ---> Wild Dogs
Harmonize ---> Wall of Blossoms
Debtors' Knell ---> Gerrard's Verdict
3-24-11
Exchanges (6):
Miraculous Recovery ---> Soltari Trooper
Karakas ---> Soltari Priest
Hyena Umbra ---> Soltari Monk
Sign in Blood ---> Dauthi Horror
Gelectrode ---> Spellbound Dragon
3-22-11
Exchanges (1):
Wall of Tears ---> Conundrum Sphinx
3-18-11
Exchanges (1):
Rhystic Study ---> Coralhelm Commander
2-24-11
Exchanges (2):
Stonewood Invocation ---> Ice Storm
Fulminator Mage ---> Blazing Specter
2-7-11
Exchanges (15):
Blade of the Sixth Pride ---> Accorder Paladin (a flat upgrade)
Marshal's Anthem ---> Mirran Crusader
Loxodon Gatekeeper ---> Hero of Bladehold (I'm ready to cut the cord on Gatekeeper =/)
Treasure Hunt ---> Palinchron
Last Gasp ---> Go for the Throat
Pestilence ---> Black Sun's Zenith
Ashling the Pilgrim ---> Goblin Wardriver
Searing Blaze ---> Red Sun's Zenith
Squee, Goblin Nabob ---> Slagstorm
Briarhorn ---> Obstinate Baloth
Master of the Wild Hunt ---> Thrun, the Last Troll
Wilt-Leaf Liege ---> Loam Lion
Hide / Seek ---> Wild Nacatl
Zoetic Cavern (see below) ---> Phyrexian Revoker
All is Dust ---> Sword of Feast and Famine
Instead of having there be 65 Artifacts and 65 Land, I'm just going to have Lands + Artifacts = 130. This will let me adjust the signets later, and remove Zoetic Cavern for Phyrexian Revoker now.
1-7-11
Exchanges (9):
Mask of Memory ---> Grafted Wargear
Concentrate ---> Time Spiral
Guul Draz Assassin ---> Ogre Marauder
Okiba-Gang Shinobi ---> Arrogant Bloodlord
Smother ---> Inquisition of Kozilek
Decree of Pain ---> Dark Confidant
Withered Wretch ---> Fledgling Djinn
Ancient Craving ---> Suffer the Past
Survival of the Fittest ---> Fauna Shaman
12-13-2010
Exchanges (10):
Trusty Machete ---> Mask of Memory (machete always seemed cool, then put in the sideboard. I loved the mask in constructed, and I think it brings what I wanted machete to.)
Isochron Scepter ---> Winter Orb (I was talking with a friend about how in all the cubes we've played, we can only remember 2 times when the scepter was really good. Most other times, it just ate a kill spell or caused the drafter to draft heavy <3cc spells to support it. I cut Aether Vial for the same reason a while back, and it was only a matter of time until I made this change)
Boomerang ---> Perilous Research (this just looks fun)
Threads of Disloyalty ---> Vedalken Shackles
Zephid's Embrace ---> Upheaval (I might bring the embrace back if I add more aggro support, but it's not that great with my cube right now. I've also seen a few games where I thought "Wow, Upheaval would be broken right now!")
Slaughter ---> Sudden Spoiling (Split second is just fun. This card is just fun.)
Bog Down ---> Wrench Mind
Frenzied Goblin ---> Fireslinger (this guy is really popular... I must be missing something)
Fire Imp ---> Ghitu Slinger (I haven't tested Fire Imp enough, but it seems like people are hesitate about him because he doesn't go for the head. Thoughts?)
Kumano, Master Yamabushi ---> Crater Hellion
11-22-10
Exchanges (1):
Ball Lightning ---> Squee, Goblin Nabob
11-19-10
Moves(4):
Kor Haven ---> Moved to White section
Shelldock Isle ---> Moved to Blue section
Volrath's Stronghold ---> Moved to Black section
Treetop Village ---> Moved to Green section
Exchanges (7):
Damping Matrix ---> Pithing Needle
Sword of Vengeance ---> Mimic Vat
Wayfarer's Bauble ---> Myr Battlesphere
Eldrazi Monument ---> Ratchet Bomb
Miren, the Moaning Well ---> Academy Ruins
Draining Whelk ---> Academy Ruins
Wall of Reverence ---> Karakas
Adds(2):
Grand Coliseum
Words of War
I moved the color-specific lands to their colors, making the Land section 65 cards and each color section 69 cards.
11-16-10
Exchanges (3):
Jaya Ballard, Task Mage ---> Kargan Dragonlord
Magus of the Moon ---> Zo-Zu, the Punisher
Tooth and Nail ---> Kodama of the North Tree
11-10-10
Exchanges (3):
Viashino Slaughtermaster ---> Rift Bolt
Kazuul, Tyrant of the Cliffs ---> Goblin Patrol
Kargan Dragonlord ---> Hearth Kami
Kodama of the North Tree ---> Woodfall Primus
10-10-10
Exchanges (1):
Snake Umbra ---> Yavimaya Elder
9-29-10
Exchanges(3):
War Priest of Thune ---> Ronom Unicorn
Knight of the Holy Nimbus ---> Revoke Existence
Putrid Imp ---> Sarcomancy
9-25-10
Cuts (15) (all foils):
Deft Duelist
Deny Reality
Wrecking Ball
Boggart Ram-Gang
Behemoth Sledge
Death Grasp
Jilt
Spitemare
Temporal Spring
Canker Abomination
Esper Charm
Jund Charm
Broodmate Dragon
Bant Charm
Slave of Bolas (Moved to Rakdos section)
Adds (15):
Doom Blade (Happy, QQ?!) =)
Exchanges (17):
Karn, Silver Golem ---> Molten-Tail Masticore
Platinum Angel ---> Steel Hellkite
Relic of Progenitus ---> Wurmcoil Engine
Phyrexian Totem ---> Chimeric Mass
Shambling Remains ---> Slave of Bolas
Spellbound Dragon ---> Gelectrode
Feudkiller's Verdict ---> Elspeth Tirel
Archon of Justice ---> Mistral Charger
Emeria Angel ---> Lone Missionary
Rootwater Thief ---> Memory Lapse
Gatekeeper of Malakir ---> Skinrender
Phyrexian Plaguelord ---> Plague Sliver (this whole time, I've been trying to compare Phyrexian Scuta vs. Plague Sliver and I finally realized... why not both?)
Silent Specter ---> Geth, Lord of the Vault
Hammer of Bogardan ---> Arc Trail
Hissing Iguanar ---> Koth of the Hammer
Woodfall Primus ---> Terastodon
Momentous Fall ---> Pouncing Jaguar
This cuts my gold section down to 65 and each color up to 68. WOOHOO!
9-10-10
I was remembering what my thought process was when I was 1st making the cube... "(A) is better than (B). I will run (A) and not (B)." With that in mind...
Exchanges (4):
Barbarian Ring ---> Miren, the Moaning Well
Sunlance ---> Condemn
Sudden Spoiling ---> Decree of Pain
Viridian Shaman ---> Uktabi Orangutan (I like old face cards better)
8-14-10
Exchanges (5):
Windborn Muse ---> Flickerwisp
Scrabbling Claws ---> Zuran Orb (Thought the Orb was banned, and no one plays Claws)
Eldrazi Conscription ---> Sword of Body and Mind
Kird Ape ---> Jackal Pup
Tattermunge Maniac ---> Kird Ape
8-6-10
Cuts(18):
Nath of the Gilt-Leaf (Let me explain... First, my sideboard statistics agreed: Nath has been in the sideboard more than drain or canker. Second, Drain and canker are more easily played. Third, my playgroup loves drain and canker... but I guess time will tell)
Crumbling Necropolis (Since I'm cutting gold/tri color down even more, why do I need mediocre tri lands?)
Exchanges(21):
Invoke the Firemind ---> Jilt
Consult the Necrosages ---> Psychatog
Glory ---> Stormfront Pegasus
Jushi Apprentice ---> Wake Thrasher (I know jushi is good, he just doesn't get played)
Ethersworn Adjudicator ---> Arcane Denial (Now in by popular demand!)
Kagemaro, First to Suffer ---> Nether Void (Looks brutal!)
Avatar of Woe ---> Carnophage
Dragonmaster Outcast ---> Kargan Dragonlord
Slith Firewalker ---> Fire Imp
Browbeat ---> Word of Seizing (I wanna start stealing planeswalker ultimates!)
Garruk's Champion ---> Mire Boa (More splashable, and can attack without fear)
Ant Queen ---> Pelakka Wurm (I want to get in on this action!)
Canopy Cover ---> Woodfall Primus (I am slowly realizing that conditional cards aren't as good as bombs)
Citanul Flute ---> Grim Monolith (Unbanning! YAY!)
Stuffy Doll ---> Ankh of Mishra
Aether Vial ---> Ring of Gix
Fellwar Stone ---> Mind Stone
Mystifying Maze ---> Dust Bowl (After talking to my playgroup, I realized that almost no one thinks this is a good card. Whoops.)
Gaea's Cradle ---> Ancient Tomb
Exotic Orchard ---> City of Brass
Tomb of Urami ---> Zoetic Cavern (I need more morph confusion)
7-19-10
Exchanges (14):
Iona, Shield of Emeria ---> Sun Titan (Iona was never really tried to play unless with reanimator. Sun titan can be played with both)
Return to Dust ---> War Priest of Thune
Skeletal Vampire ---> Grave Titan
Scepter of Fugue ---> Liliana's Specter
Flameblast Dragon ---> Inferno Titan
Suq'ata Lancer ---> Ember Hauler
Volcanic Fallout ---> Fire Ambush
Slaughter Cry ---> Manic Vandal
Rampant Growth ---> Cultivate (Kodama's Reach is one of the best mana accel cards out there, and I'm stoked they reprinted it)
Moment's Peace ---> Garruk's Champion (There has never been a need/demand for fog effects, and I think that Constant Mists is enough)
Mindslaver ---> Brittle Effigy
Kitesail ---> Sword of Vengeance (Kitesail was a lot less impressive than I thought. It also follows my argument on Fires of Yavimaya... the decks that would want to run this usually would rather just run another good creature instead)
Pentavus ---> Crystal Ball (I'm not sure I've ever seen a game where someone played Pentavus (and Sundering Titan > Pent), so he's getting cut)
Windbrisk Heights ---> Mystifying Maze (Heights was hardly ever used, and usually not needed... a win more card, maybe? Anyway, I think that Maze's potential is incredible. A colorless lockdown + insurance against combat tricks? Yes, please)
6-29-10
Exchanges (4):
Humble ---> Journey to Nowhere
Serra Avenger ---> Blade of the Sixth Pride (realized that Serra Avenger isn't an aggro creature, and is therefore an awkward control creature who can be easily bolted)
Seething Song ---> Staggershock (I refuse to cut Dead / Gone. It takes care of little ones and has an answer for fatties, as well as setting them back a turn)
Spectral Force ---> Wild Mongrel (forgot that I needed to keep a reanimator facilitator in green, and spectral force was the weakest link of what I wanted him to do)
6-11-10
Exchanges (4):
Unmake ---> Mortify (I originally wanted unmake > mortify because it didn't have to be gold and it RFG, but mortify is just. too. good.)
Bull Cerodon ---> Brion Stoutarm (I already have enough red or white finishers. Stoutarm plays tricks)
Overbeing of Myth ---> Mystic Snake
Thirst for Knowledge ---> Treasure Hunt
6-9-10
(thanks to QuiteQuieter for helping me realize that I needed to cut down on gold cards, as well as more awesome suggestions)
Cuts (31):
- Hindering Light
- Augury Adept
- Wrexial, the Risen Deep
- Memory Plunder
- Torrent of Souls
- Rakdos Guildmage
- Fires of Yavimaya
(I know this is usually a staple, but almost all of the G/R decks drafted have something better than this)Exchanges (19):
Saltblast ---> Moat
Kataki, War's Wage ---> Soltari Champion (can't believe I didn't see the guy sooner)
Wonder ---> Desertion
Fog Bank ---> Wall of Frost (1 more mana for SO much better of a card... can't be bolted, punishes attacks...)
Seal of Doom ---> Slaughter
Skullscorch ---> Viashino Slaughtermaster (quitequieter convinced me that Skullscorch isn't that great)
Sulfur Elemental ---> Magus of the Scroll (Sulfur Elemental never did any detrimental combat tricks, and you would never want to hang onto him because you always had a 4 drop, a 5 drop, etc.)
Galvanic Arc ---> Arc Lightning
Soul's Fire ---> Hammer of Bogardan
Goblin Assault ---> Volcanic Hammer
Timbermare ---> Stunted Growth
Cloudthresher ---> Sylvan Library (Cloudthresher was fun at times, but always too G heavy to play)
Hidden Gibbons ---> Twinblade Slasher (Gibbons was too easily manipulated for what it should have been doing)
Tangle ---> Constant Mists
Scute Mob ---> Fyndhorn Elves
Slith Predator ---> Jungle Lion
Memnarch ---> Juggernaut (I decided to give the Jug a try. There must be a reason he's in most cubes)
Moonglove Extract ---> Bottle Gnomes (wtwlf123's argument convinced me)
Howling Mine ---> Worn Powerstone (can't go wrong with more mana accel)
Memorable War Stories
Hidetsugu's Second Rite
It was late game, and player B was at about 60 or so life because of a Celestial Mantle on a creature going through.
Player A: Swamp. Play Sorin Markov. Bring your life down to 10. Hidetsugu's Second Rite.
Me: Land, 1 drop creature, pass.
Player B: Land, pass. "Damnit! Everything in my hand is amazing, but costs 4+ mana."
Me: Land, attack, 2 drop creature, pass.
Player B: Land, pass.
Me: Land, attack, 3 drop creature, pass.
Player B: Land, Pass.
Me: Land, Armageddon, attack.
Player B: "...I didn't understand how Armageddon worked until right now."
It's extremely late game:
Player A is at 18 life with a Thrashing Wumpus and Wall of Reverence on the board.
Player B is at 15 life with nothing on the board.
Player A plays a Kokusho, the Evening Star and passes the turn, ending the turn at 23 life.
Player B plays a kicked Rite of Replication on the Kokusho, the Evening Star blowing up all Kokushos:
-Player A gains 5 life and loses 25 life, ending up at 3 life
-Player B loses 5 life and gains 25 life, ending at 35 life
After figuring out what the hell just happened, Player A draws and passes, going back up to 6 life because of the Wall of Reverence.
Player B draws, casts Psionic Blast then Sign in Blood on Player A for the win.
He cast Diabolic Edict and I had to sacrifice my Vhati il-Dal.
There was much lol-ing.
I was playing UB control/reanimate and my opponent was playing BG rock.
He dropped a first turn Black Vise and a 2nd turn River Boa, getting me down to about 5 or so life before I could stabilize by Snuff Outing the 'Boa and Capsizing then Counterspelling the Black Vise.
I have a face-down Bane of the Living with a -2-1 counter on it from Contagion and I'm looking at a freshly-played Spiritmonger as well as an Ernham Djinn. I Control Magic the Ernham Djinn and chump block the Spiritmonger. Not getting the lands I need to wipe the board with Bane of the Living, I am forced to Animate Dead the Ernham Djinn and chump once more.
Realizing that I had to deal with the Spiritmonger before it got too many counters, I made the following play on my turn:
-Cast Necromancy on Ernham Djinn.
-Cast Misdirection (pitching a blue card), changing the target of my own Necromancy.
-Mana Drain the Misdirection.
-Things resolve, I have an Ernham Djinn, -4 cards, and 5 mana coming to me during my next turn.
Ernham Djinn chumps once more, making the Spiritmonger a 9/9.
My turn comes around and I use the 5 mana gained from Mana Drain to pump into Bane of the Living's morph ability to blow up the board for 9.
Since my opponent had already extended getting all those things out, he couldn't recover as quickly as I could. I played Zuran Orb and got a creature out to come back and win that game.
Possible Additions
New Set Ideas
Kor Haven ---> Brimaz, King of Orekos
Graveborn Muse ---> Herald of Torment
To Obtain
4 Woodland Cemetery
4 Llanowar Wastes
4 Twilight Mire
4 Savage Lands
4 Smash to Smithereens
4 Price of Progress
4 Sulfuric Vortex
4 Hellspark Elemental
4 Brimstone Volley
3 Barbarian Ring
4 Vexing Devil
4 Goblin Guide
4 Mindbreak Trap
Shattering Spree
Stonewood Invocation
Revenge of the Hunted
Loxodon Smiter
Autumn's Veil
4 Elemental */*
4 M13 Soldier Tokens
Bookmarks
Walking Dead
Black Knight
Force of Nature (Beatdown)
Final Punishment
Hobbit + LOTR
My Legacy-Legal Cube <--- Draft It!
wtwlf123's Classic Cube
Lanxal's Pauper Cube
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1) jungle lion, pouncing jaguar, fyndhorn elves, twinblade slasher, wild dogs, skyshroud elite are all choices that could make green aggro function very well, if that's something you're interested in.
2) i've had it both ways and that much multicolor just dilutes the cube and makes it harder to build decks. it's not as much of a problem if you put certain amounts of each color in your packs (rather than totally randomizing) but even then it's still a problem because multicolor cards have to be good enough for you to want to use them, and most multicolor will end up wasting space in your pack. artifacts can be played in any deck and monocolor cards can be played in many, many deck types (red can go in red/green, red/black, red/blue, etc) but multicolor can only go in the combination of colors printed on it. the cube has worked much more smoothly since i cut my multicolor down to 66 cards instead of 120+ (i run 70 cards in each color).
i don't think the following make the cut:
loxodon gatekeeper - seems...mediocre.
saltblast - looks a bit too expensive considering the limitation.
rootwater thief - how has this been?
wonder - i like this card but it seems like it has a very niche use. reanimator will be prepared to discard it but won't really need it because most finishers have flying. might be good if you do green/blue with wild mongrel, but i think it would end up being mediocre too much of the time.
hesitation
rhystic study
zephid's embrace
phyrexian plaguelord - most people don't run this anymore because of the demise of damage on the stack.
sudden spoiling - its uses seem limited.
frenzied goblin
hissing iguanar
suq'ata lancer - the flanking is cool but it doesn't convert to damage to players, so this is still a 2/2 for 3 in red, which isn't great.
skullscorch - what i don't like about this is that it basically lets your opponent pay 4 life to make you discard a card until later in the game when they're low on life, and then it gives them an out to stop you from winning.
soul's fire - too dependant on other factors to be reliable.
browbeat - see skullscorch.
goblin assault
galvanic arc
slith predator - it's color intensive, and its ability will only matter later if you manage to deal enough damage to a player without haste or evasion. it's essentially a difficult to cast 1/1.
timbermare - i like timbermare but the tapping all your guys thing REALLY sucks.
tangle - i like green control cards but this isn't that great, i think. try constant mists instead.
i don't necessarily dislike these cards, i just think you would be better off cutting down at least to 6 for each pair and these are the ones i'd cut:
1 deft duelist
1 augury adept
1 thistledown liege
1 hindering light
//UB
1 deny reality
1 memory plunder
1 consult the necrosages
1 wrexial, the risen deep
//BR
1 wrecking ball
1 torrent of souls
1 ashenmoor liege
1 fulminator mage
//RG
1 shivan wurm
1 fires of yavimaya
1 boartusk liege
1 tattermunge maniac
1 selesnya guildmage
1 wilt-leaf cavaliers
1 eladamri's call
1 novablast wurm
//WB
1 deathbringer liege
1 unmake
1 death grasp
1 debtor's knell
//UR
1 invoke the firemind
1 double negative
1 jhoira of the ghitu
1 mindwrack liege
//BG
1 vhati il-dal
1 canker abomination
1 cankerous thirst
1 drain the well
1 bull cerodon
1 balefire liege
1 glory of warfare
1 goblin legionaire
//GU
1 shielding plax
1 omnibian
1 overbeing of myth
1 lorescale coatl
for the shards i'd cut to one of each pair, but which cards you keep would depend on what you wanted to push (empyrial archangel if you want to push reanimator, ramp, and control, or rafiq of the many if you want to push aggro or midrange more, that sort of thing). i don't think you need the wedge cards (doran, the siege tower, etc).
wayfarer's bauble
howling mine - this is good in control in multiples and with milling backup. as a single card in your deck it's merely card disadvantage (you spend a card, next turn they gain a card, and from then on you draw equal cards).
citanul flute - seems too slow.
memnarch - too expensive to cast and too expensive to do anything with it.
trusty machete
moonglove extract
Here are my thoughts:
I was looking at your cube's thread, and how you ended up cutting a bunch of multi color, so it makes sense that you would suggest a massive cut in that area =)
My playgroup and I, however, haven't run into any problems, even now with the cube being 124 Multi cards. I think I have enough fixing to support it, and the multi cards I'm running... I LOVE.
So, we might just have to agree to disagree on how much multi should be in my cube. Maybe someday (if I ever play another cube and find out how it can be with less multi) I might cut some; but for now, I'm happy as is. =)
As for the card suggestions...
jungle lion - I like it. I just am having trouble finding things to cut. Maybe after I cut a few gold cards, I can just throw him in.
pouncing jaguar - Iffy, but I'd be willing to put him in to support the aggro curve.
fyndhorn elves - I already have Llanowar, BoP, Hierarch, and Joraga Treespeaker... Is 4 1cc mana men in green enough? One could argue that it would be fyndhorn vs. joraga, in which case, I'd vote for joraga (only leveling up once).
twinblade slasher - AMAZING! I don't know how I missed this card before! I'm currently trying to make room
wild dogs - I started the cube with Ghazbán Ogre, and was unimpressed, so I cut him.
skyshroud elite - Meh... sometimes would only be useful until about turn 4 or 5... people are fine waiting to play their nonbasics.
as for the cards you didn't think made the cut...
loxodon gatekeeper - This is one of those cards that you just have to see to believe. In theory he seems mediocre, but I've gotten one of my friends to start hate drafting him because he hates seeing him hit the board. He's actually pretty amazing, regardless if you're going W/X aggro or control.
saltblast - Yeah, this is one of those cards that I added when I added Maze of Ith... I wanted to give each color more LD, but this was the best I could find =(... suggestions?
rootwater thief - I added this card after the popularity of Hide / Seek... It would be a turn 2: Get your best win condition RFG, gain 6 life. I've only seen this card hit play once, and it was against a deck where removing 2 cards wasn't detrimental (because I had more win cons in my hand)... so I'd say it's still in the playtesting phase.
wonder - Yeah, your assessment was pretty much spot on. It's never critical enough to make the mainboard, so it always remains a card that everyone sees and thinks "cool, but not for this deck."
hesitation - hasn't disappointed yet... especially when the drafter gets this AND standstill
rhystic study - I've already been good and cut another ugly baby, rhystic deluge, but this one is actually really good. It doesn't see play EVERY cube, but when it sees play, it draws at least 3 cards or forces the opponent into different plays.
zephid's embrace - I've been criticized online for running this card elsewhere. My only thought is: try it. There have been so many times where you'll think "I can get rid of that guy next turn," only to have ZE thrown on him. It turns the game around.
phyrexian plaguelord - Threw it in on a request from a friend in my playgroup. It's still in playtesting =)
sudden spoiling - For the games that it's seen so far: At worst, it's a 3 mana fog. At best, it can be a 3 mana plague wind. I like it, for now.
frenzied goblin - Threw it in to support the aggro curve. It's been alright. Suggestions on a replacement?
hissing iguanar - Actually, the last cube we ran, I had tons of fun with this guy + Kiki-Jiki. My opponent would attack, then end up losing as much life as I did because of the way I'd copy and block. I think it'll take a few more playthroughs to figure if this guy deserves a slot.
suq'ata lancer - I like that he has haste, and the fact that he has flanking usually lets him get through. Suggestions on a replacement?
skullscorch - you make a very convincing argument for this. I threw it in because it went great in a burn deck I had, but it really should be cut.
soul's fire - Exactly! Every time I'd draft this card, I'd look at my decklist and be like "Well, I really only have about 7 creatures this card would be good with..." so I'd cut it.
browbeat - I'm still married to this card for a while. We'll see =)
goblin assault - Seemed alright, but is actually way too slow. Suggestions?
galvanic arc - It's been fine. Nothing amazing. Sometimes I have to enchant their creature just to do the 3 damage to it. I think I'm running all the other efficient burn, so this one's just one of X more I could be running that aren't any better or worse...
slith predator - it's color intensive, and its ability will only matter later if you manage to deal enough damage to a player without haste or evasion. it's essentially a difficult to cast 1/1.
timbermare - i like timbermare but the tapping all your guys thing REALLY sucks.
tangle - i've been trying to find a slot for constant mists. Are 2 fog effects alright, or should I run more?
Given what I said above, I'm not comfortable yet cutting as much as you suggest with multi. I like gold, and my cube has been running smoothly as is. I think with my next update, I will either cut 1 or 2 cards from each shards tri-color, and maybe 1 from each dual guild. Baby steps =)
wayfarer's bauble - Rampant Growth for any color? Amazing!
howling mine - Yeah, when I was building the cube, this just seemed like a card that needed to be in here, but I don't think I've ever seen it played (or at least helped someone win)
citanul flute - Jut threw him in. We'll see.
memnarch - yeah... I just wanted more artifact creatures. Suggestions? (Keeping in mind I'm not a fan of Juggernaut)
trusty machete - it's staying =)
moonglove extract - I thought "colorless removal is good"... any suggestions?
Thanks again for all the advice! I'd love to hear more!
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Sudden Spoiling is a 3 mana fog unless you have a bunch of creatures on the board to take advantage of weakening their critters.
Loxodon Gatekeeper is good stuff but you are going to want to cut it at some point. Its slow to get started, small body, and easy to kill. I played it for a while and it did hurt the opponent from time to time, it usually just ate some sort of cheap removal and wasn't really worth it.
The 5th mana elf is worth it. A typical deck runs 4 of them and if you are drafting with a bunch of people you might not even end up with 1. Putting as many in as you can will ensure you get them when you need them and that they actually make a difference.
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how do you cube? how do you make packs? how random are your packs? how many cards are in them? what kinds of decks do people usually build?
all of those questions are relevant to multicolor and the negative effects it has on your experience, but without knowing the answer i can still reiterate that you should cut it down. you don't THINK it's causing any problems, but without playing a cube with <70 multicolor, you have no way of knowing the difference.
i'm not sure what you mean when you say i 'cut multicolor, so of course i would recommend cutting it'. i had a multicolor section exactly like yours. i know you like those cards, i liked them and cubed with them. they were fun. but since i cut my section down the cube has worked so much better! and this experience is mirrored by most of the experienced players on here (many of whom told me to cut multicolor). so yes, i recommend doing something that helped my cube since i've had a cube just like yours to compare it with, and now i find that it plays better. it's not a pet cause for me, in fact quite the opposite. cutting multicolor was hard for me and i put it off even when i understood and agreed with the reasons for dropping it.
on top of the personal experience, it's just logical. you have a pack with a green card, an artifact, and a red/black card. the green card can go in a green deck, a green/white deck, a green/blue deck, a green/black deck, and a green/red deck. the artifact can go in literally any deck whatsoever. the red/black card can go in red/black and nothing else. you have to have red and black sources in the deck to play the card. the multicolor card is limited in a more severe way than you probably realize. when that very limited card in your pack is vindicate, you're more than happy to make black/white work or splash for it. when that very limited card in your pack is double negative, it's a different story. i would not splash for double negative, or deft duelist, or omnibian. i ran all these cards and they sat on the sidelines game after game, taking up a spot in my packs that could have been a card i actually put in the deck.
you could cut scute mob, slith predator, timbermare, canopy cover, hidden gibbons, or some of the other auras.
pouncing jaguar isn't iffy, it's straight up awesome. turn two you play another one drop or a cheap equipment or something.
you don't have to add fyndhorn elves but think about how awesome llanowar elves is. if you don't want more of that awesome in your cube, that's up to you.
the difference between wild dogs and ghazban ogre is that when wild dogs would be bad (later in the game) you just cycle it away. i've tried it and it's awesome.
skyshroud elite...yeah i don't run it. some people love it, others find it to be inconsistent. i don't think it's a must.
my suggestion is leave LD to the colors that are good at it. every color has natural strengths and weaknesses. white has a LOT of strengths. i wouldn't worry about forcing a mediocre card to shore up a perfectly normal weakness.
jackal pup and goblin patrol. you will feel the urge to dismiss both of these but believe me: they are awesome. there's a decent article here explaining why these and cards like wild dogs are good. it's a very good read.
you don't need a lot of artifact creatures, just the best ones. the artifact section shouldn't be like the regular color sections. artifacts can be played in any color deck so to maximize the benefits of that you should design it as a support section with a lot of cards anyone would want to play. memnarch isn't a card anyone would want to play, and in fact it's not even an artifact. it's a blue card (and a color intensive one at that), because if you play it with any other color it's a terribly overcosted vanilla 4/5.
well, every color except green has better removal than this and i think green could live without it. you're not going to put this in your deck over swords to plowshares, snuff out, capsize, control magic, lightning bolt, or any of the other cards in those colors. so in that sense it kind of becomes an alright green card, and green would rather just run another color and get better removal from them.
overall the list is really solid. if you cut down the multicolor to start with it would be on par with a lot of the good lists on the site.
As for a suggestion: if you got too much gold cards, you will force people into multicolored archtypes and will completely block any possibilities of monocolored decks. I've been drafting with 4 to 8 people each time and at 4 to 6, sometimes, a color can be left completely open. Gold cards tend to be picked later than soon (I had 7 per color pair before cutting it to 5) which makes all the later picks multicolored. You don't really need an agro theme for green since you can mostly skip the early game. For 1 drops only get mana critters and start your agro curve at 2+.
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you don't need any theme in the cube. you don't need LD in red or green, you don't need aggro in white (or control in white). you don't need reanimator in black and blue.
green aggro is powerful and fun, so i think it's worth trying out. better to try it out and remove it than never know what it's like. it's something green is good at so it's not like it will go counter to the color.
Heck, that's how my friend got a kill with Sorin Markov then Hidetsugu's Second Rite!
I'm going to do a massive update (cutting some multicolor, etc), but I'm not sure when I'm going to have time to... probably within the next few days!
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This is what I did. Twinblade Slasher is the only 'aggressive' one drop in my green section because the rest just weren't cutting their weight.
Changes:
1. Cut Multicolor by 31 cards
2. Exchanged 19 cards
3. Added "Memorable War Stories"
4. Updated Changelog
5. Added some info to "Cube Info"
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mortify: this card is so good. unquestionably better than unmake and death grasp, arguably better than angel of despair and debtor's knell. it kills a creature without restriction for 3, which will always be useful, and in the event that you are losing to an enchantment (oblivion ring, faith's fetters, moat, future sight) it is extremely welcome. white/black is hard to cut because the list of playables is so much longer than a lot of other color pairs. i don't dislike any of the cards in your white/black section, but i think unmake is undoubtedly the weakest one there.
brion stoutarm: i like this better than bull cerodon and balefire liege, myself.
mystic snake: cut overbeing of myth or shielding plax for this. in my opinion, it is better than snakeform, temporal spring, and lorescale coatl as well, but i'd cut one of those first two.
stunted growth: i've never run it but i like how it looks. you should keep me updated on how it runs.
cloudthresher: i like it but i understand your reasons for cutting it.
rafiq of the many: better than bant charm but i like the charm, so it's not a huge deal.
you could afford to drop more multicolor but then again, so should i. sometimes it helps to do it a little at a time.
Cheers,
rant
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There are lots of great cube cards like Memory Jar, Yawgmoth's Will, Land Tax, Tinker, Vampiric Tutor etc. that are merely 'really good' in the cube, rather than broken.
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Points taken, action taken.
I originally wanted to keep unmake > mortify because it removes from the game (take that, Keiga, the Tide Star!), but you're right... mortify is just... better.
I was going to keep Bull Cerodon over Brion Stoutarm, but after doing some rational thinking, I already have enough beefy finishers for Red or White. Brion plays tricks and goes to the head, which are both fun.
Overbeing of Myth was fun for the first few cubes when we were all really excited to get him into a deck with Lorescale Coatl, but I don't think he's seen any play after that.
It killed me to cut Rafiq of the Many, but I wanted to leave versatility... one of my friends swears by the charms, so I want to keep them.
Replace "fyndhorn elves" with "stunted growth", and replace "llanowar elves" with "plow under" =)
1. I like parameters. I like setting up rules to follow when building this cube, rather than "whatever's good." I like to think of it like drafting archetypes instead of cards.
2. Legacy is my favorite format. Enough broken cards are banned where the games are more fun than frustrating. Also, it's also a format where a deck with little to no rares can still beat face.
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bant charm is a fine card. i miss running it, actually.
not even close. plow under ruins their draws AND sets them back two turns on resources. it will never lack for targets, either. stunted growth isn't going to be nearly as awesome a fair amount of the time because some decks will just empty their hand by the time you play it, and they get to pick the cards. that said, growth does look really cool and i'm interested in trying it out (if i see one in a shop i will pick it up).
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Exchanges (6):
Power Sink ---> Miscalculation (No one was playing power sink. CUT.)
Delay ---> Dismiss (Delay was good in a standard deck I made back in the day... not so much in the cube)
Tezzeret the Seeker ---> Misdirection (Last week, when my friend saw this card, he said, "Cut Tezzeret from the Cube!" 7 times, then had a lengthy discussion with me about how much he sucks in the Cube)
Raven Familiar ---> Thieving Magpie (enough said?)
Wild Mongrel ---> Albino Troll (Troll. Lol.)
Ohran Viper ---> Caller of the Claw (I just have to accept the fact that this guy sucks)
I'm trying to find space for Blade of the Sixth Pride, Journey to Nowhere, and Staggershock... so if anyone has any ideas, throw them out!
Also, when M11 comes out, I'll be replacing some of the card draw for the same CC card draw, but 1 less card and at instant speed.
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Don't cut Wild Mongrel or Ohran Viper. Do, however, add in Albino Troll and Caller of the Claw.
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Cheers,
rant
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Knight of the Holy Nimbus, Serra Avenger, or Windborn Muse could open a slot for Blade of the Sixth Pride. And Humble easily comes out for Journey.
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Exchanges (4):
Humble ---> Journey to Nowhere
Serra Avenger ---> Blade of the Sixth Pride (realized that Serra Avenger isn't an aggro creature, and is therefore an awkward control creature who can be easily bolted)
Seething Song ---> Staggershock (I refuse to cut Dead / Gone. It takes care of little ones and has an answer for fatties, as well as setting them back a turn)
Spectral Force ---> Wild Mongrel (forgot that I needed to keep a reanimator facilitator in green, and spectral force was the weakest link of what I wanted him to do)
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