This is my unpowered, yet powerful and fun cube. I started making it during the Ravnica block. It had only 400 cards at first, but has later become a 480 card cube, then 560 cards. A few years ago, I went up to 600 cards.
We normally draft two or three times a month. Most of the time, there are 6 or more drafters. I would say that decks drafted with this cube are roughly 40 % two color, 40 % three color and 20 % other color combinations, with monocolor being the least drafted one. We sometimes play 2HG and Archenemy with the drafted decks, but the vast amount of games are played as duels.
The following list isn't always up-to-date. My CUBETUTOR LIST however is always fully updated.
The first numbers are the hard and fast ones. After the "+" are the more restricted effects, like lands that can turn into creatures or spells with limited targets.
This is a traditional, unpowered cube with a sleight emphasis on fun over pure effectiveness and an average mana cost and creature count that is a little bit higher than usual.
While I follow the credo of playing the best cards ever printed, some cards are just crowd favorites or pet cards of mine. Those are in the cube even if they may not be the absolutely best cards around. And I don't like to have fast mana acceleration in my cube, because it can make the early turns so swingy and because it increases the luck-of-the-draw effect.
The cube is divided in eight categories: The five colors, multicolor (including hybrid and split cards), artifacts (specificly colorless cards) and lands. There are 76 cards per color, 85 cards for artifacts (and other colorless cards), 55 cards for multicolor and 80 cards for lands. The cube is therefore 600 cards big. Each section (except for multicolor and lands) roughly lists how well it supports the three main archetypes aggro, midrange and control. The numbers are basically per cent.
Cards are put into a category according to their mana cost. Phyrexian Metamorph is an artifact and it is often played for 3, but its cost contains blue mana, so it is a blue card. Kird Ape is only good with a forest in play, but its cost contains only red mana, so it is a red card.
Multicolor, hybrids and split cards share the same category. Most belong to one of the ten guilds / two color pairs, but I also play five three color cards. Some guilds have one or two cards less than others, because the available cards don't meet the necessary standards. This slight imbalance seems to be ok in a cube of this size.
Cards are grouped under their converted mana cost, which is the actual printed cost. For example, Kor Sanctifiers is grouped under the white creatures with 3 CMC, but since he can be played for four mana, there is a little note ("+1", to be exact) at the group of white creatures with 4 CMC. The same system is used for cards with morph, kicker or similar abilities. Cards with highly variable mana costs are simply grouped under "X". Furthermore, spells that create creatures right away are grouped under creatures.
Cards are selected for their power level and for the role they fulfill (for example, Vampire Interloper is not one of the most powerful black cards, but I needed another creature with a cost of 1B and it is a reasonable card in that regard).
The cube is a bit creature heavier than usual, so that it resembles regular limited play. This also helps aggro and midrange to draft enough creatures to keep control from being to dominant. This is why around 50 % of the cards are - and will always be - creatures.
Why isn't card X included? There could be several reasons: I don't own it and it isn't that high on my priority to get it. I personally don't think that card is that good or that it wouldn't fit nicely in this cube. I would have to take something out that I don't want to take out (and some cards have quite a nostalgic value for me and my group). That doesn't mean that I am not open to suggestions.
There are several themes supported in this cube:
Blink WU
Artifacts U (+B)
Heavy Black B
Pox/Stax B (+W/R/G)
Reanimation B (+U/R/G)
Wildfire R
Ramp G
My cube uses 35 each of the following basic lands:
The cube has an equal number of cards in every section (W U B R G M A L). It has currently 80 cards per color and for artifacts, 50 cards for multicolor and 70 cards for lands. It also contains at least one card from every Magic set ever released, with the exception of Unsets, Portal (not counting Three Kingdoms) and Starter.
Another (minor) aspects of card selection are the fun factor and the historical value of the card. For example, cards like Armageddon and Mind Twist where removed for being too frustrating to play against. Cards like Avatar of Woe get some extra points for all the history and nostalgic feelings attached to them.
Why no Elite Vanguard or Fyndhorn Elves? Well, because they are already in the cube. Say what? I already have Savannah Lions and Llanowar Elves and at one point I realized that having essentially two copies of a card - even with different names - was against the spirit of a highlander format.
Why no Planeswalkers? There are two reasons: Firstly, most of them are quite costly or otherwise hard to acquire. Secondly, I asked my playgroup about adding them, and most of the players were against it, because they favor playing some old school magic without this fancy new card type. Maybe, I will add them one day, since almost all of them are cube worthy.
I have at least one card from every regular Magic set in the cube (this excludes Un-sets, Portal and Starter, but includes Three Kingdoms). Reprints are counted as the set they appeared in first.
Welcome to the cube forum. And I think the formatting is fine so far. Looking forward to seeing the rest of the cube when it's uploaded.
Thanks! I will have the whole thing up by tomorrow. It is already quite late around here, so I think that's it for today. Well, maybe I just do green...
I'm not sure about Buried Alive. I like how it enables reanimator, but it's a card that is pretty much useless in all other decks. I was thinking about it for my cube.
I've only had two drafts so far with my cube, and both times we had some broken reanimation going on in B/G with Survival of the Fittest, Wild Mongrel and Undead Gladiator putting stuff in the grave. I'm not sure Buried Alive is needed.
Similarly, Smallpox is a card I was considering running. I'd like to know how well it works for you.
I'm not sure about Buried Alive. I like how it enables reanimator, but it's a card that is pretty much useless in all other decks. I was thinking about it for my cube.
Similarly, Smallpox is a card I was considering running. I'd like to know how well it works for you.
Buried Alive is Entomb #2 ... obviously play entomb 1st if supporting re-animator, but Buried Alive is reasonable if strongly supporting the archetype ... this cube might be to small for it though admittedly.
I am a big fan of Smallpox and run it inmy large Cube, but there are a lot of good 2cmc black spells:
Yeah Shalazar you're right about there being a lot of good Black 2cmc spells. I would maybe consider running it in a bigger cube instead of Sinkhole (if money is a problem?), or Terror.
Anyway, back to this cube, I notice you're not running Cryptic Command? That thing is nuts.
Yeah Shalazar you're right about there being a lot of good Black 2cmc spells. I would maybe consider running it in a bigger cube instead of Sinkhole (if money is a problem?), or Terror.
Anyway, back to this cube, I notice you're not running Cryptic Command? That thing is nuts.
Cryptic Command costs UUU which is ridiculously hard to pull off in most decks, it's not an auto-include but it is pretty damn close to it.
I have Burried Alive in there because I support reanimator in black and white, though I have thought about cutting it multiple times. Small Pox was also put in as an enabler for that strategy, but it has proven to be generally quite useful (enemy has two lands and an aggro creature, you have no creature and a card in hand that you don't need or even want to discard >> play Small Pox >> profit). Reanimation is a good strategy in this cube, but not overpowered.
There are two simple reasons for Cryptic Command not being in the cube: 1) Nobody wants to trade it. 2) It still costs over 10 €. If I ever get one, it will be included immediately.
(This might already have changed while I am typing this, but there are less than 60 cards in both artifacts and lands.)
But first, what do you mean by this? I have excactly 60 artifacts and 60 lands in the cube and also listed above. Am I missing something?
Now to your suggestions. Many of the cards you suggest, I have thought about and some of them already were in the cube at one time or another. Over the last few years (I made the cube when Dissension came out, mostly with cards I already owned or could easily acquire), over 60 cards were replaced with new ones. Also, note that I don't want to reduce the number of creatures in the cube, so I have to replace spell with spell or even better, spell with creature.
White Knight of the Holy Nimbus -> Knight of the White Orchid: I think I will do excactly this, since I finally traded for the latter one this thuesday. Skyfisher: Is he really THAT good? I wouldn't consider him a 2 drop in an aggro deck, since you normally don't want to return a land. Whipcorder: He will stay to prevent the face-down creature = Exalted Angel problem. It is also nice to have an efficient
tapper. Miraculous Recovery: Will stay because of my reanimator theme. splashable instant reanimation is really good. Scepter of Dominance: I really want to include this card. Maybe I should remove the Griffin Guide for it? Magus of the Tabernacle: I am thinking about replacing this with Emeria Angel, since that card can be used in multiple archetypes.
Blue
I already have quite a number of counters. The only ones I want to include are Desertion and Cryptic Command. Unfortunately, both aren't early game counters. Sphinx of Jwar Isle is waiting for inclusion, but the other Spinx stays due to it being great card advantage or a nice reanimation enabler. Tradewind Rider: Too nostalgic to remove.
Red
I actually really hate cheap echo creatures (it took me a long time to include Keldon Vandals). They just disrupt your curve, which an aggro deck never wants. So no Goblin Patrol, Ghitu Slinger or Pouncing Jaguar. Keldon Firebombers were just added. I want to try them as red aggro support against control. Hellkite Charger is on a short inclusion list.
Green Skyshroud Elite will probably be replaced with Noble Hierarch once Alara leaves Type 2. Cloudthresher will never leave, he is so good! Same for Arashi, the Sky Asunder. Cost-efficient midrange creatures + green direct damage (to flyers)? Far to valuable to remove. Deadwood Treefolk will be replaced by Woodfall Primus as soon as I get one. Having skipped Shadowmoor and Alara block, I didn't knew about him until someone mentioned him on the "Should I run this card" thread. Timbermare is quite liked in my group, though I personally don't think it is that good. He could easily replaced with one of the two cards you mention or with a Great Sable Stag
I really don't like Rude Awakening. The community seems to be quite split on this card...
Artifacts Lodestone Golem: Hey, that is a good idea, thanks. Tangle Wire was in, was found lacking, was removed (maybe wrongfully?). Erratic Portal will come in soon. Sigil of Distinction: I actually plan to include this card (along with Basilisk Collar), but can someone explain to me, what exactly makes this card so good?
Lands
I like to have some creature (-producing) lands and neither of your suggestions amazes me (Thawing Glaciers was actually in there once). Sorry.
I hope that wasn't too dismissive. There were a few nice suggestions, but if I would make most of the proposed adjustments, I feel that the cube would change into a direction I don't want him to go (away from a fun, powerful limited variant to a pure power cube format). Anyway, thanks for your time and thought!
If you're really worried about how red aggro fares against control, removing Goblin Patrol and Ghitu Slinger isn't the best way to remedy that situation, nor is playing a card like Keldon Firebombers, which just isn't that good. You can cast it on turn 5, and if you're on the play they'll lose one land. Alternatively, you wait until later to cast it, but by then the control deck is already packing the answers. If I can start swinging for 2 on turn 2 because of an echo guy, though, control will never make it to the stage of the game where it excels.
Aggro doesn't need a subpar 5 mana LD spell, it needs a critical mass of the best 1, 2, and 3 drop critters in the game coupled with a quick disruption suite. Heck, I'd rather run Stone Rain than Firebombers.
Also, I think dropping Hammer of Bogardan for a subpar Madness card is a step backwards. You want your red section to be more powerful? Play better and more burn.
Ribbons of Night vs Sudden Death: Sudden Death is playable in aggro and control and Split Second can be a huge benefit not only against counter magic. It is also -4/-4 not 4 damage which makes it a better choice for killing bigger creatures and regenerators.
I know that Sudden Death is the better card of the two. However, I seem to have a different cube philosophy than most. I don't use a card because a card is powerful, but because it is the best card to fulfill the role I am looking for. I also see my cube more as a highly powered limited format and not as a special format on its own (like highly powered cubes are). That means I want plenty of creatures with a solid curve, a few draftable mini themes and enough cards to fulfill the special demands of a healthy limited environment. The awesome plays of my cube are less "Lotus Petal, then Dark Ritual, then Yawgmoth's Will" and more "first turn Birds of Paradise, second turn Vinelasher Kudzu, then bounceland". That's the reason why one-shot mana acceleration like Lotus Petal and Dark Ritual aren't in the cube. Those are constructed cards, not limited cards.
Don't get me wrong, I have played Cloudthresher a lot in constructed an it is an awesome undercosted creature that often is able to xfor1 our opponent, but the mana cost is the problem here. with 4 colored mana it is not very likely that you are able to cast him early + he doesn't profit from acceleration through most artifacts.
Sure, the Cloudthresher has one of the most demanding costs in my cube and if he were in another color, I probably wouldn't play a card with such a cost. Green however can handle such a cost better than any other color, especially if you draft that color heavily, making it the primary color of your deck. I've seen fifth turn Cloudthreshers do some serious damage... midcombat!
AWUB card is potentiality harder to cast then a 3WUB card, since you don't reliably have the 3 different color on t3, o the card as to justify an inclusion, even if you can't cast it before t4 or 5. It is a lot easier to get the 3rd color through a vivid land or something until you have 6 mana. The suggested cards also have the advantage of being reanimation and or Tinker targets so you don't even have to be in all 3 colors.
I'm sorry, that's what I get for not playing type 2 / not following card links :embarrass:: I always thought that the Sphinx costed 4WUUB and that the Broodmate costed 2GRRB... must have mixed their cost up with Hellkite Overlord and Sphinx Sovereign. So please forget what I said.
If you're really worried about how red aggro fares against control, removing Goblin Patrol and Ghitu Slinger isn't the best way to remedy that situation, nor is playing a card like Keldon Firebombers, which just isn't that good. You can cast it on turn 5, and if you're on the play they'll lose one land. Alternatively, you wait until later to cast it, but by then the control deck is already packing the answers. If I can start swinging for 2 on turn 2 because of an echo guy, though, control will never make it to the stage of the game where it excels.
You're right about the Keldon Firebombers being subpar I guess. I just wanted to try out a different approach for red aggro. And I don't want to say that red aggro is weak. Last week, the two best decks were a green red aggro deck (and a black blue aggro/midrange deck).
And I really, really don't like cheap echo dudes in aggro. If I play the Goblin Patrol on my first turn, I cannot play a 2 drop during my second one. And 2 drops are in my opionion the most essential part of an aggro deck / curve. So, if I don't have another efficient 1 drop on my second turn (unlikely, since there aren't that many in the cube and you have to draft and then draw them), I just wasted my most valuable turn!
Also, I think dropping Hammer of Bogardan for a subpar Madness card is a step backwards. You want your red section to be more powerful? Play better and more burn.
The "reanimation" of the Hammer just came up too seldomly. He is also just as red intensive as Violent Eruption, a sorcery, can't divide its damage and can't get you card advantage through madness. It was hard to cut him due to nostalgic value (plus, it has a Ron Spencer picture! Yay!), but I seriously consider the Eruption the better card for aggro in a cube with enough madness enablers.
Anyway, thanks to both of you for your suggestions and interest in this crazy cube.
The Rise ot the Eldrazi prerelease lies beyond me, I traded for many cards, I looked through your suggestions and through my box of potential cube cards and now I am ready to make the biggest update my cube has ever seen.
That's a fantastic upgrade that improves your cube a lot. Good work.
Thanks! I wanted to make some of these changes for a while now, but decided to wait and see what Rise of the Eldrazi would bring.
Kor Aeronaut vs Soltari Trooper: Shadow is superior to flying and 1W is a lot better than WW. The kicker is not too important, i'd go with the Soltari for sure.
Maybe I am overestimating the kicker ability and the option to block flyers. The main argument for the Trooper is that I already have quite a few WW creatures.
Worn Powerstone vs Mindstone: Mindstone is the better card, but since you have the full set of Signets, you probably don't need another 2cc manatrinket. I'd choose the Powerstone.
I am leaning more to the Powerstone myself. After the change, the cube will include another two very expensive creatures, so the additional acceleration comes in handy. I also like who it compliments the other "big mana makers", Thran Dynamo and Gilded Lotus.
Wall of Omens vs Tabernacle Mage: The nod goes to Wall of Omens for being cheaper, always being card advantage and requiring no upkeep cost.
The Mage will be probably swapped for the Wall since there are already enough four mana creatures in white.
Harm's Way is a cubeable card, but not a musthave. If you've got nothing you want to cut for it, don't feel bad for not including the card. The spells you run are better than Harm's Way but cutting one of the creatures for it is possible. I'd get rid of the mediocre Hand of Honor.
I don't want my cube to be too light on creature, so i am always quite reluctant to swap a creature for a spell. Since I am already running enough spot removal in white and the Way didn't score too high in the PRE, it will not be included right now.
Buried Alive vs Chainers Edict vs Consuming Vapors: Chainers is a staple that shouldn't be touched. Consuming Vapors looks very strong as well. I always thought Buried Alive is too narrow to be run. You don't even run any of the good reanimator cards (instead having some very mediocre ones, you may want to take a look at that) so i am having trouble to see much sense in Buried Alive for your cube.
Yeah, Buried Alive sees almost no play and is often a 14th or 15th pick in draft. I just included Chainer's Edict in the consideration because it is another sorcery speed double Edict.
I'd play Mind Stone before the signets, and there's no way I'd cut it for Worn Powerstone. Even though it's yet another 2CC mana card, it's the best one, so I see no reason not to include it.
I'd play Mind Stone before the signets, and there's no way I'd cut it for Worn Powerstone. Even though it's yet another 2CC mana card, it's the best one, so I see no reason not to include it.
Technicaly, I didn't cut it for the Powerstone, since it never was in my cube.
I agree that Mind Stone is quite good and in a vacuum definitely better than Worn Powerstone. However, since I included a few expensive cards with the current change, I chose the artifact that produces 2 instead of 1. At the moment I am thinking about dropping one of the two sub-par artifact mass removels (Powder Keg and Engineered Explosives) for the Stone.
By the way, the changes are up!
A little note on why I chose the Kor Aeronaut above the Soltari Trooper: It is closer to the card it replaces (Leonin Skyhunter), I think that the kicker ability can come in handy and about half the players in my playgroup absolutely hate Shadow. Most of us started around Ice Age or Mirage and then Tempest appeared with its hyper-efficient shadow creatures which blew the casual decks of the time simply away. I got over it, but others still harbour a deep hatred for this ability. Therefore, I try not to overload my cube with those creatures (however, a few of them are must-haves in my opinion).
Well that's cool I guess. I just can't see taking Worn Powerstone over a Mind Stone in the same pack. I can use the mana right away, and I can use it to draw cards. That's cool though. I don't hate Powerstone or anything, I just can't see using it over Mind Stone (which may be a pet card of mine, but I think it's wonderful).
I have to admit that I hadn't thought about Mind Stone before you mentioned it. It is a good card. I was simply looking for something else (an artifact that produces more than one mana) at the moment. One reason may be that Worn Powerstone and Thran Dynamo were pet cards of me during the time of Urza block (I was playing strictly casual at that time).
If you are sad about Urza's Rage leaving the cube, don't cut it. I'd rather cube with Rage than Caldera Hellion or Tectonic Break. Rage is a very good card and I don't think the other two are much better than average.
If you are sad about Urza's Rage leaving the cube, don't cut it. I'd rather cube with Rage than Caldera Hellion or Tectonic Break. Rage is a very good card and I don't think the other two are much better than average.
It is not the card's effect that I miss (Staggershock is comparable, but better imo), it is the artwork that I miss... I always liked Urza's mech. The Hellion could be easily replaced with another red 5 mana creature (Arc-Slogger and Ingot Chewer are alternatives), but I haven't found a really good creature at that cost, yet. The Break stays until someone shows me a better red Armageddon that I am not already running.
It is not the card's effect that I miss (Staggershock is comparable, but better imo), it is the artwork that I miss... I always liked Urza's mech. The Hellion could be easily replaced with another red 5 mana creature (Arc-Slogger and Ingot Chewer are alternatives), but I haven't found a really good creature at that cost, yet. The Break stays until someone shows me a better red Armageddon that I am not already running.
I've seen a couple cubes in RL that run Jokulhaups to some degree of success. Maybe look there?
I'd love one for 4R or 3RR but thats as low as I could see them going for one.
Yes, 3RR would be fine. I don't run the original Armageddon in white because it is just too powerful there. Drop two or three efficient guys, then take away your oppponent's ability to do something about it. Those simply aren't fun games as far as I am concerned. Five or six mana Armageddons in red on the other hand are a legitimate way to help red aggro.
And I think Tectonic Break isn't that bad. Slowing a control deck down by three or four turns is nice. If it would cost XR it would be quite good in cube.
We normally draft two or three times a month. Most of the time, there are 6 or more drafters. I would say that decks drafted with this cube are roughly 40 % two color, 40 % three color and 20 % other color combinations, with monocolor being the least drafted one. We sometimes play 2HG and Archenemy with the drafted decks, but the vast amount of games are played as duels.
The following list isn't always up-to-date. My CUBETUTOR LIST however is always fully updated.
Average converted mana cost: ~3.0
Creatures: 283 + 17
Equipment: 15
Reanimation: 12 + 7
Counter spells: 17 + 5
Planeswalkers: 29
Artifact destruction: 41 + 3
Enchantment destruction: 34 + 3
Planeswalker destruction: 18 + 3
The first numbers are the hard and fast ones. After the "+" are the more restricted effects, like lands that can turn into creatures or spells with limited targets.
This is a traditional, unpowered cube with a sleight emphasis on fun over pure effectiveness and an average mana cost and creature count that is a little bit higher than usual.
While I follow the credo of playing the best cards ever printed, some cards are just crowd favorites or pet cards of mine. Those are in the cube even if they may not be the absolutely best cards around. And I don't like to have fast mana acceleration in my cube, because it can make the early turns so swingy and because it increases the luck-of-the-draw effect.
The cube is divided in eight categories: The five colors, multicolor (including hybrid and split cards), artifacts (specificly colorless cards) and lands. There are 76 cards per color, 85 cards for artifacts (and other colorless cards), 55 cards for multicolor and 80 cards for lands. The cube is therefore 600 cards big. Each section (except for multicolor and lands) roughly lists how well it supports the three main archetypes aggro, midrange and control. The numbers are basically per cent.
Cards are put into a category according to their mana cost. Phyrexian Metamorph is an artifact and it is often played for 3, but its cost contains blue mana, so it is a blue card. Kird Ape is only good with a forest in play, but its cost contains only red mana, so it is a red card.
Multicolor, hybrids and split cards share the same category. Most belong to one of the ten guilds / two color pairs, but I also play five three color cards. Some guilds have one or two cards less than others, because the available cards don't meet the necessary standards. This slight imbalance seems to be ok in a cube of this size.
Cards are grouped under their converted mana cost, which is the actual printed cost. For example, Kor Sanctifiers is grouped under the white creatures with 3 CMC, but since he can be played for four mana, there is a little note ("+1", to be exact) at the group of white creatures with 4 CMC. The same system is used for cards with morph, kicker or similar abilities. Cards with highly variable mana costs are simply grouped under "X". Furthermore, spells that create creatures right away are grouped under creatures.
Cards are selected for their power level and for the role they fulfill (for example, Vampire Interloper is not one of the most powerful black cards, but I needed another creature with a cost of 1B and it is a reasonable card in that regard).
The cube is a bit creature heavier than usual, so that it resembles regular limited play. This also helps aggro and midrange to draft enough creatures to keep control from being to dominant. This is why around 50 % of the cards are - and will always be - creatures.
Why isn't card X included? There could be several reasons: I don't own it and it isn't that high on my priority to get it. I personally don't think that card is that good or that it wouldn't fit nicely in this cube. I would have to take something out that I don't want to take out (and some cards have quite a nostalgic value for me and my group). That doesn't mean that I am not open to suggestions.
There are several themes supported in this cube:
Blink WU
Artifacts U (+B)
Heavy Black B
Pox/Stax B (+W/R/G)
Reanimation B (+U/R/G)
Wildfire R
Ramp G
WWWWW
Aggro / Midrange / Control - 50 / 20 / 30
1 Champion of the Parish
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Loam Lion
1 Mother of Runes
1 Savannah Lions
1 Soldier of the Pantheon
1 Steppe Lynx
1 Student of Warfare
cc2 (16+1)
1 Accorder Paladin
1 Cloistered Youth
1 Daring Skyjek
1 Imposing Sovereign
1 Kor Skyfisher
1 Leonin Relic-Warder
1 Lone Missionary
1 Mistral Charger
1 Seeker of the Way
1 Soltari Monk
1 Soltari Priest
1 Soltari Trooper
1 Stoneforge Mystic
1 Stormfront Pegasus
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Blade Splicer
1 Brimaz, King of Oreskos
1 Flickerwisp
1 Kor Sanctifiers
1 Lingering Souls
1 Mirran Crusader
1 Mirror Entity
1 Porcelain Legionnaire
1 Silverblade Paladin
1 Soltari Champion
cc4 (3+1)
1 Academy Rector
1 Hero of Bladehold
1 Restoration Angel
cc5 (4)
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Reveillark
1 Wingmate Roc
1 Exalted Angel
1 Sun Titan
cc7 (2)
1 Angel of Serenity
1 Elesh Norn, Grand Cenobite
ccX (1)
1 Spectral Procession
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
cc2 (5)
1 Balance
1 Disenchant
1 Journey to Nowhere
1 Revoke Existence
1 Seal of Cleansing
cc3 (5)
1 Banishing Light
1 Council's Judgment
1 Glorious Anthem
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 Parallax Wave
1 Ravages of War
1 Wrath of God
1 Dictate of Heliod
1 Gideon Jura
1 Rout
cc6 (3)
1 Austere Command
1 Catastrophe
1 Elspeth, Sun's Champion
ccX (1)
1 Unexpectedly Absent
UUUUU
Aggro / Midrange / Control - 10 / 40 / 50
1 Enclave Cryptologist
cc2 (7)
1 Gilded Drake
1 Looter il-Kor
1 Omenspeaker
1 Phantasmal Image
1 Snapcaster Mage
1 Thought Courier
1 Waterfront Bouncer
cc3 (9+1)
1 Aether Adept
1 Calcite Snapper
1 Chasm Skulker
1 Grand Architect
1 Kira, Great Glass-Spinner
1 Man-o'-War
1 Sea Gate Oracle
1 Serendib Efreet
1 Vendilion Clique
1 Clever Impersonator
1 Dungeon Geists
1 Glen Elendra Archmage
1 Master of Waves
1 Phyrexian Metamorph
1 Sower of Temptation
1 Tradewind Rider
1 Venser, Shaper Savant
cc5 (4)
1 Bribery
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Teferi, Mage of Zhalfir
1 Consecrated Sphinx
1 Frost Titan
1 Keiga, the Tide Star
1 Sphinx of Jwar Isle
cc9 (1)
1 Inkwell Leviathan
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Preordain
cc2 (10)
1 Arcane Denial
1 Counterspell
1 Cyclonic Rift
1 Daze
1 Impulse
1 Into the Roil
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Equilibrium
1 Exclude
1 Forbid
1 Frantic Search
1 Jace Beleren
1 Psionic Blast
1 Thassa, God of the Sea
1 Thirst for Knowledge
1 Tinker
cc4 (9)
1 Control Magic
1 Cryptic Command
1 Deep Analysis
1 Dismiss
1 Fact or Fiction
1 Gifts Ungiven
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
1 Opposition
1 Force of Will
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
1 Treachery
cc6 (2)
1 Time Spiral
1 Upheaval
ccX (3)
1 Condescend
1 Dig Through Time
1 Repeal
BBBBB
Aggro / Midrange / Control - 40 / 30 / 30
1 Bloodsoaked Champion
1 Carnophage
1 Diregraf Ghoul
1 Gnarled Scarhide
1 Gravecrawler
1 Sarcomancy
1 Tormented Hero
1 Vampire Lacerator
cc2 (14)
1 Blood Artist
1 Bloodghast
1 Dauthi Horror
1 Dark Confidant
1 Fledgling Djinn
1 Gatekeeper of Malakir
1 Nantuko Shade
1 Nezumi Graverobber
1 Oona's Prowler
1 Pack Rat
1 Reassembling Skeleton
1 Thrill-Kill Assassin
1 Vampire Hexmage
1 Vampire Interloper
1 Bone Shredder
1 Geralf's Messenger
1 Grim Haruspex
1 Herald of Torment
1 Hypnotic Specter
1 Master of the Feast
1 Ophiomancer
1 Vampire Nighthawk
cc4 (3)
1 Braids, Cabal Minion
1 Nekrataal
1 Skinrender
cc5 (3)
1 Gray Merchant of Asphodel
1 Shadowborn Demon
1 Shriekmaw
1 Grave Titan
1 Kokusho, the Evening Star
cc8 (1)
1 Griselbrand
1 Duress
1 Entomb
1 Inquisition of Kozilek
1 Reanimate
1 Thoughtseize
1 Vampiric Tutor
cc2 (10+2)
1 Animate Dead
1 Bitterblossom
1 Chainer's Edict
1 Dance of the Dead
1 Demonic Tutor
1 Diabolic Edict
1 Exhume
1 Go for the Throat
1 Hymn to Tourach
1 Smallpox
1 Curse of Shallow Graves
1 Dismember
1 Hero's Downfall
1 Liliana of the Veil
1 Necromancy
1 Phyrexian Arena
1 Pox
1 Recurring Nightmare
1 Toxic Deluge
cc4 (10+1)
1 Consuming Vapors
1 Damnation
1 Diabolic Servitude
1 Dread Return
1 Liliana of the Dark Realms
1 Makeshift Mannequin
1 Snuff Out
1 The Abyss
1 Whip of Erebos
1 Zombify
1 Living Death
ccX (1)
1 Profane Command
RRRRR
Aggro / Midrange / Control - 60 / 20 / 20
1 Firedrinker Satyr
1 Goblin Guide
1 Goblin Patrol
1 Grim Lavamancer
1 Jackal Pup
1 Kird Ape
1 Legion Loyalist
1 Mogg Fanatic
1 Monastery Swiftspear
cc2 (14)
1 Ash Zealot
1 Borderland Marauder
1 Generator Servant
1 Gore-House Chainwalker
1 Hellspark Elemental
1 Kargan Dragonlord
1 Keldon Marauders
1 Lightning Mauler
1 Plated Geopede
1 Reckless Reveler
1 Stormblood Berserker
1 Torch Fiend
1 War-Name Aspirant
1 Young Pyromancer
1 Chandra's Phoenix
1 Goblin Rabblemaster
1 Guttersnipe
1 Imperial Recruiter
1 Manic Vandal
1 Prophetic Flamespeaker
1 Squee, Goblin Nabob
cc4 (5)
1 Blistering Firecat
1 Ember Swallower
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
cc5 (3)
1 Siege-Gang Commander
1 Thundermaw Hellkite
1 Zealous Conscripts
1 Crater Hellion
1 Inferno Titan
cc8 (1)
1 Bogardan Hellkite
cc10 (1)
1 Greater Gargadon
1 Burst Lightning
1 Chain Lightning
1 Faithless Looting
1 Firebolt
1 Firestorm
1 Lightning Bolt
cc2 (9)
1 Arc Trail
1 Goblin Bombardment
1 Incinerate
1 Lightning Strike
1 Magma Jet
1 Mizzium Mortars
1 Searing Blaze
1 Smash to Smithereens
1 Tormenting Voice
1 Arc Lightning
1 Char
1 Flames of the Firebrand
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
cc4 (4)
1 Chandra, Pyromaster
1 Koth of the Hammer
1 Purphoros, God of the Forge
1 Sneak Attack
cc5 (3)
1 Chandra Nalaar
1 Sarkhan, the Dragonspeaker
1 Through the Breach
1 Burning of Xinye
1 Fireblast
1 Wildfire
cc7 (1)
1 Destructive Force
ccX (2)
1 Earthquake
1 Rolling Earthquake
GGGGG
Aggro / Midrange / Control - 30 / 60 / 10
1 Arbor Elf
1 Birds of Paradise
1 Experiment One
1 Elvish Mystic
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Noble Hierarch
1 Pouncing Jaguar
1 Wild Nacatl
1 Wolfbitten Captive
cc2 (16)
1 Albino Troll
1 Beastbreaker of Bala Ged
1 Fauna Shaman
1 Gyre Sage
1 Lotus Cobra
1 Mayor of Avabruck
1 Overgrown Battlement
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Sylvan Caryatid
1 Tarmogoyf
1 Vinelasher Kudzu
1 Wall of Blossoms
1 Wall of Roots
1 Wild Mongrel
1 Boon Satyr
1 Call of the Herd
1 Courser of Kruphix
1 Eternal Witness
1 Ohran Viper
1 Reclamation Sage
1 Troll Ascetic
1 Uktabi Orangutan
1 Wolfir Avenger
1 Yavimaya Elder
cc4 (6)
1 Briarhorn
1 Obstinate Baloth
1 Polukranos, World Eater
1 Thrun, the Last Troll
1 Vengevine
1 Wickerbough Elder
cc5 (6)
1 Acidic Slime
1 Deranged Hermit
1 Genesis
1 Indrik Stomphowler
1 Thragtusk
1 Vorapede
1 Primeval Titan
cc7 (3)
1 Avenger of Zendikar
1 Hornet Queen
1 Pelakka Wurm
cc8 (2)
1 Terastodon
1 Woodfall Primus
1 Rancor
1 Worldly Tutor
cc2 (8)
1 Deglamer
1 Edge of Autumn
1 Farseek
1 Life from the Loam
1 Nostaligc Dreams
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Awakening Zone
1 Cultivate
1 Curse of Predation
1 Kodama's Reach
cc4 (3+1)
1 Bramblecrush
1 Garruk Relentless
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
1 Nissa, Worldwaker
1 Plow Under
cc6 (1)
1 Mana Reflection
WUBRG
1 Judge's Familiar
UB (4)
1 Baleful Strix
1 Neightveil Specter
1 Psychatog
1 Shadowmage Infiltrator
BR (4)
1 Grenzo, Dungeon Warden
1 Murderous Redcap
1 Rakdos Cackler
1 Spike Jester
RG (4)
1 Bloodbraid Elf
1 Ghor-Clan Rampager
1 Huntmaster of the Fells
1 Tattermunge Maniac
1 Dryad Militant
1 Kitchen Finks
1 Knight of the Reliquary
1 Qasali Pridemage
WB (1)
1 Magister of Worth
BG (2)
1 Deathrite Shaman
1 Lotleth Troll
GU (4)
1 Edric, Spymaster of Trest
1 Mystic Snake
1 Sagu Mauler
1 Trygon Predator
1 Dack's Duplicate
RW (2)
1 Boros Reckoner
1 Figure of Destiny
Tricolor (4)
1 Broodmate Dragon
1 Lightning Angel
1 Maelstrom Wanderer
1 Sphinx of the Steel Wind
1 Absorb
1 Detention Sphere
1 Supreme Verdict
1 Venser, the Sojourner
UB (1)
1 Tezzeret, Agent of Bolas
BR (1)
1 Dreadbore
RG (1)
1 Xenagos, the Reveler
GW (1)
1 Mirari's Wake
1 Gerrard's Verdict
1 Sorin, Lord of Innistrad
1 Utter End
1 Vindicate
BG (3)
1 Life // Death
1 Maelstrom Pulse
1 Pernicious Deed
GU (1)
1 Kiora, the Crashing Wave
1 Dack Fayden
1 Fire // Ice
1 Izzet Charm
1 Ral Zarek
RW (3)
1 Ajani Vengeant
1 Boros Charm
1 Lightning Helix
Tricolor (1)
1 Nicol Bolas, Planeswalker
XXXXX
Aggro / Midrange / Control - 20 / 40 / 40
1 Epochrasite
1 Lore Seeker
1 Mortarpod
1 Perilous Myr
1 Phyrexian Revoker
1 Spellskite
1 Wall of Tanglecord
cc3 (3)
1 Deal Broker
1 Metalworker
1 Palladium Myr
1 Bonehoard
1 Lashwrithe
1 Lodestone Golem
1 Masticore
1 Molten-Tail Masticore
1 Solemn Simulacrum
cc5 (2)
1 Batterskull
1 Precursor Golem
cc6 (4)
1 Duplicant
1 Scuttling Doom Engine
1 Soul of New Phyrexia
1 Wurmcoil Engine
1 Æther Searcher
1 Myr Battlesphere
cc8 (1)
1 Sundering Titan
cc10 (1)
1 Kozilek, Butcher of Truth
cc11 (1)
1 Ulamog, the Infinite Gyre
1 Chrome Mox
1 Mox Diamond
cc1 (3)
1 Cursed Scroll
1 Pithing Needle
1 Sensei's Divining Top
cc2 (7)
1 Ankh of Mishra
1 Mind Stone
1 Powder Keg
1 Ratchet Bomb
1 Scroll Rack
1 Shrine of Burning Rage
1 Winter Orb
cc3 (10)
1 Chromatic Lantern
1 Coalition Relic
1 Crucible of Worlds
1 Crystal Shard
1 Mimic Vat
1 Sculpting Steel
1 Tangle Wire
1 Tumble Magnet
1 Vedalken Shackles
1 Worn Powerstone
1 Erratic Portal
1 Icy Manipulator
1 Nevinyrral's Disk
1 Smokestack
1 Thran Dynamo
cc5 (2)
1 Gilded Lotus
1 Memory Jar
cc7 (2)
1 All Is Dust
1 Karn Liberated
ccX (2)
1 Engineered Explosives
1 Everflowing Chalice
Equipment (11)
1 Basilisk Collar
1 Bonesplitter
1 Grafted Wargear
1 Lightning Greaves
1 Skullclamp
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
1 Azorius Signet
1 Dimir Signet
1 Rakdos Signet
1 Gruul Signet
1 Selesnya Signet
1 Orzhov Signet
1 Golgari Signet
1 Simic Signet
1 Izzet Signet
1 Boros Signet
Conspiracies (4)
1 Advantageous Proclamation
1 Backup Plan
1 Power Play
1 Sentinel Dispatch
TTTTT
1 Tundra
1 Underground Sea
1 Badlands
1 Taiga
1 Savannah
1 Scrubland
1 Bayou
1 Tropical Island
1 Volcanic Island
1 Plateau
Ravnica Duals (10)
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Breeding Pool
1 Steam Vents
1 Sacred Foundry
Fetchlands (10)
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Verdant Catacombs
1 Misty Rainforest
1 Scalding Tarn
1 Arid Mesa
1 Glacial Fortress
1 Drowned Catacomb
1 Dragonskull Summit
1 Rootbound Crag
1 Sunpetal Grove
1 Isolated Chapel
1 Woodland Cemetery
1 Hinterland Harbor
1 Sulfur Falls
1 Clifftop Retreat
Fastlands & Painlands (10)
1 Seachrome Coast
1 Darkslick Shores
1 Blackcleave Cliffs
1 Copperline Gorge
1 Razorverge Thicket
1 Caves of Koilos
1 Llanowar Wastes
1 Yavimaya Coast
1 Shivan Reef
1 Battlefield Forge
Manduals & Temples (10)
1 Celestial Colonnade
1 Creeping Tar Pit
1 Lavaclaw Reaches
1 Raging Ravine
1 Stirring Wildwood
1 Temple of Silence
1 Temple of Malady
1 Temple of Mystery
1 Temple of Epiphany
1 Temple of Triumph
1 City of Brass
1 Evolving Wilds
1 Gemstone Mine
1 Grand Coliseum
1 Mana Confluence
1 Paliano, the High City
1 Reflecting Pool
1 Terramorphic Expanse
1 Barbarian Ring
1 Kjeldoran Outpost
1 Shelldock Isle
1 Treetop Village
1 Volrath's Stronghold
1 Dust Bowl
1 Maze of Ith
1 Mishra's Factory
1 Mutavault
1 Rishadan Port
1 Strip Mine
1 Wasteland
Emeria Angel >> Wingmate Roc
Chief Engineer >> Clever Impersonator
Compulsive Research >> Dig Through Time
Deceiver Exarch >> Equilibrium
Necropotence >> Grim Haruspex
Desecration Demon >> Bloodsoaked Champion
Spikeshot Elder >> Monastery Swiftspear
Goblin Welder >> War-Name Aspirant
Hell's Thunder >> Tormenting Voice
Kiki-Jiki, Mirror Breaker >> Sarkhan, the Dragonspeaker
Tidehollow Sculler >> Utter End
Simic Sky Swallower >> Sagu Mauler
Undiscovered Paradise >> Paliano, the High City
Stonecloaker >> Advantageous Proclamation
Pestermite >> Backup Plan
Mind Twist >> Power Play
Splinter Twin >> Sentinel Dispatch
Quirion Dryad >> Æther Searcher
Changes of July 2014 II - 8 cards (OUT >> IN)
Fettergeist >> Chasm Skulker
Fireslinger >> Generator Servant
Countryside Crusher >> Borderland Marauder
Keldon Vandals >> Goblin Rabblemaster
Viridian Shaman >> Reclamation Sage
Primal Command >> Nissa, Worldwaker
Triskelion >> Scuttling Doom Engine
Oblivion Stone >> Soul of New Phyrexia
Changes of July 2014 I - 4 cards (OUT >> IN)
Gathan Raiders >> Through the Breach
Twinblade Slasher >> Quirion Dryad
Commune with the Gods >> Worldly Tutor
Changes of June 2014 - 9 cards (OUT >> IN)
Nether Traitor >> Desecration Demon
Reckless Waif >> Goblin Welder
Rakdos Shred-Freak >> Grenzo, Dungeon Warden
Obzedat, Ghost Council >> Magister of Worth
Frostburn Weird >> Dack's Duplicate
Steam Augury >> Dack Fayden
Black Vise >> Lore Seeker
Empyrial Plate >> Deal Broker
Changes of May 2014 - 16 cards (OUT >> IN)
Ronom Unicorn >> Banishing Light
Calciderm >> Emeria Angel
Mikaeus, the Lunarch >> Dictate of Heliod
Land Tax >> Academy Rector
Merfolk Looter >> Thought Courier
Liliana's Specter >> Master of the Feast
Despise >> Gnarled Scarhide
Ashmouth Hound >> Goblin Bombardment
Searing Spear >> Purphoros, God of the Forge
Rivalry >> Prophetic Flamespeaker
Naturalize >> Deglamer
Strangleroot Geist >> Nostalgic Dreams
Blastoderm >> Mana Reflection
Selesnya Charm >> Mirari's Wake
Stillmoon Cavalier >> Tidehollow Sculler
Wistful Selkie >> Edric, Spymaster of Trest
Ancient Tomb >> Mana Confluence
Land update of May 2014 - 10 cards (OUT >> IN)
Bituminous Blast >> Darkslick Shores
Vraska the Unseen >> Blackcleave Cliffs
Electrolyze >> Copperline Gorge
Duergar Hedge-Mage >> Razorverge Thicket
Weathered Wayfarer >> Temple of Silence
Morphling >> Temple of Malady
Graveborn Muse >> Temple of Mystery
Starstorm >> Temple of Epiphany
Creeping Mold >> Temple of Triumph
Changes of April 2014 II - 5 cards (OUT >> IN)
Dauthi Slayer >> Pox
Ember Hauler >> Ashmouth Hound
Sarkhan Vol >> Xenagos, the Reveler
Etched Champion >> Empyrial Plate
Changes of April 2014 I - 10 cards (OUT >> IN)
Village Bell-Ringer >> Stonecloaker
Galepowder Mage >> Cataclysm
Equilibrium >> Parallax Tide
Ob Nixilis, the Fallen >> The Abyss
Ghitu Slinger >> Countryside Crusher
Wolfir Silverheart >> Awakening Zone
Prime Speaker Zegana >> Kiora, the Crashing Wave
Chimeric Idol >> Kozilek, Butcher of Truth
Jinxed Choker >> Ulamog, the Infinite Gyre
Changes of March 2014 - 23 cards (OUT >> IN)
Thought Courier >> Grand Architect
Jilt >> Master of Waves
Flash >> Equilibrium
Fume Spitter >> Thoughtseize
Dauthi Marauder >> Curse of Shallow Graves
Sewer Nemesis >> Nether Traitor
Sheoldred, Whispering One >> Whip of Erebos
Stupor >> Smallpox
Vigor Mortis >> Zombify
Avalanche Rider >> Gathan Raiders
Molten Rain >> Reckless Waif
Pillage >> Searing Blaze
Mire Boa >> Mayor of Avabruck
River Boa >> Vinelasher Kudzu
Yeva, Nature's Herald >> Primal Command
Harrow >> Edge of Autumn
Boggart Ram-Gang >> Neightveil Specter
Snakeform >> Wistful Selkie
Prophetic Bolt >> Frostburn Weird
Razormane Masticore >> Etched Champion
Ring of Gix >> Tumble Magnet
Loxodon Warhammer >> Black Vise
Changes of February 2014 II - 10 cards (OUT >> IN)
Ancestral Vision >> Opposition
Sakashima's Student >> Tradewind Rider
Nezumi Cutthroat >> Gatekeeper of Malakir
Ravenous Skirge >> Geralf's Messenger
Doom Blade >> Gray Merchant of Asphodel
Sorin Markov >> Necropotence
Wild Dogs >> Commune with the Gods
Domri Rade >> Tattermunge Maniac
Manriki-Gusari >> Lashwrithe
Changes of February 2014 I - 5 cards (OUT >> IN)
Nighthowler >> Herald of Torment
Hearth Kami >> Reckless Reveler
Stone Rain >> Rivalry
Bow of Nylea >> Courser of Kruphix
Changes of January 2014 - 5 cards (OUT >> IN)
Intuition >> Thassa, God of the Sea
Undead Gladiator >> Ophiomancer
Black Sun's Zenith >> Toxic Deluge
Skinshifter >> Curse of Predation
Yosei, the Morning Star >> Soldier of the Pantheon
Elspeth Tirel >> Spear of Heliod
Power Sink >> Omenspeaker
Nether Void >> Hero's Downfall
Bane of the Living >> Nighthowler
Thrull Parasite >> Tormented Hero
Ravenous Baboons >> Ember Swallower
Stonewright >> Firedrinker Satyr
Searing Blaze >> Lightning Strike
Silvos, Rogue Elemental >> Boon Satyr
Deadbridge Goliath >> Polukranos, World Eater
Carven Caryatid >> Sylvan Caryatid
Krosan Grip >> Bow of Nylea
Angel of Despair >> Steam Augury
Changes of July 2013 - 4 cards (OUT >> IN)
Ashmouth Hound >> Young Pyromancer
Aftershock >> Chandra, Pyromaster
Avacyn's Pilgrim >> Elvish Mystic
Changes of April 2013 - 21 cards (OUT >> IN)
Paladin en-Vec >> Frontline Medic
Complicate >> Flash
Gatekeeper of Malakir >> Thrull Parasite
Geralf's Messenger >> Blood Scrivener
Urabrask the Hidden >> Legion Loyalist
Rivalry >> Imperial Recruiter
Great Sable Stag >> Experiment One
Mwonvuli Acid-Moss >> Gyre Sage
Havengul Lich >> Far // Away
Wilt-Leaf Liege >> Spike Jester
Fires of Yavimaya >> Domri Rade
Edric, Spymaster of Trest >> Prime Speaker Zegana
Frostburn Weird >> Ral Zarek
Eternal Dragon >> Boros Charm
Spined Thopter >> Obzedat, Ghost Council
Necropotence >> Ghor-Clan Rampager
Wild Guess >> Boros Reckoner
Krosan Tusker >> Snakeform
Lashwrithe >> Sculpting Steel
Zuran Orb >> Wall of Tanglecord
Changes of January 2013 - 2 cards (OUT >> IN)
Nucklavee >> Frostburn Weird
White Knight >> Thalia, Guardian of Thraben
Mystic Crusader >> Lingering Souls
Jushi Aprentice >> Dungeon Geists
Blood Knight >> Reckless Waif
Skirk Marauder >> Torch Fiend
Banefire >> Faithless Looting
Basking Rootwalla >> Wolfbitten Captive
Viridian Zealot >> Strangleroot Geist
Mortify >> Sorin, Lord of Innistrad
Changes of March 2012 - 3 cards (OUT >> IN)
Goblin Ruinblaster >> Hellrider
Kessig Cagebreakers >> Vorapede
Changes of April 2012 - 3 cards (OUT >> IN)
Oona Queen of the Fae >> Havengul Lich
Giant Solifuge >> Stormbind
Changes of May 2012 - 10 cards (OUT >> IN)
Emeria Angel >> Restoration Angel
Sunblast Angel >> Elesh Norn, Grand Cenobite
Palinchron >> Fettergeist
Jace, Memory Adept >> Tamiyo, the Moon Sage
Thrashing Wumpus >> Living Death
Kumano, Master Yamabushi >> Zealous Conscripts
Godo, Bandit Warlord >> Lightning Mauler
Caller of the Claw >> Wolfir Avenger
Mirari's Wake >> Sigarda, Host of Herons
Changes of June 2012 - 7 cards (OUT >> IN)
Misdirection >> Jilt
Plague Sliver >> Griselbrand
Beacon of Unrest >> Dance of the Dead
Vinelasher Kudzu >> Ulvenwald Tracker
Recoil >> Baleful Strix
Rafiq of the Many >> Maelstrom Wanderer
Changes of June 2012 II - 16 cards (OUT >> IN)
Willbender >> Deceiver Exarch
Vesuvan Shapeshifter >> Sakashima's Student
Ashes to Ashes >> Raven's Crime
Instigator Gang >> Kiki-Jiki, Mirror Breaker
Slagstorm >> Splinter Twin
Reckless Waif >> Stonewright
Forked Bolt >> Firestorm
Nantuko Vigilante >> Overgrown Battlement
Daybreak Ranger >> Carven Caryatid
Chameleon Colossus >> Briarhorn
Kodama of the North Tree >> Wolfir Silverheart
Noxious Revival >> Krosan Grip
Artisan of Kozilek >> Precursor Golem
Chimeric Mass >> Wall of Tanglecord
Everflowing Chalice >> Fellwar Stone
Changes of July 2012 I - 10 cards (OUT >> IN)
Pyroclasm >> Searing Spear
Brimstone Volley >> Flames of the Firebrand
Vines of Vastwood >> Yeva, Nature's Herald
Rampaging Baloths >> Thragtusk
Brutalizer Exarch >> Avenger of Zendikar
Bottle Gnomes >> Palladium Myr
Crystal Ball >> Jinxed Choker
Isochron Scepter >> Everflowing Chalice
Gargoyle Castle >> Cathedral of War
Changes of July 2012 II - 4 cards (OUT >> IN)
Olivia Voldaren >> Tezzeret, Agent of Bolas
Stormbind >> Huntmaster of the Fells
Phyrexian Processor >> Gilded Lotus
Changes of July 2012 III - 7 cards (OUT >> IN)
Necrogen Scudder >> Ravenous Skirge
Zombify >> Phyrexian Rager
Thornling >> Mwonvuli Acid-Moss
Spiritmonger >> Life // Death
Lashwrithe >> Sculpting Steel
Black Vise >> Shrine of Burning Rage
Changes of August 2012 I - 10 cards (OUT >> IN)
Raven’s Crime >> Gatekeeper of Malakir
Daggerclaw Imp >> Geralf's Messenger
Phyrexian Rager >> Necropotence
Liliana Vess >> Liliana of the Dark Realms
Magus of the Scroll >> Goblin Welder
Cunning Sparkmage >> Wild Guess
Chandra, the Firebrand >> Sneak Attack
Juggernaut >> Lashwrithe
Sculpting Steel >> Metalworker
Changes of August 2012 III - 3 cards (OUT >> IN)
Fellwar Stone >> Sculpting Steel
Thawing Glaciers >> Maze of Ith
Changes of October 2012 - 25 cards (OUT >> IN)
World Queller >> Azorius Arrester
Akroma, Angel of Wrath >> Angel of Serenity
Capsize >> Cyclonic Rift
Desertion >> Jace, Architect of Thought
Nezumi Shortfang >> Pack Rat
Tombstalker >> Thrill-Kill Assassin
Viashino Slaughtermaster >> Ash Zealot
Zo-Zu the Punisher >> Guttersnipe
Moltensteel Dragon >> Gore-House Chainwalker
Devil's Play >> Mizzium Mortars
Phantom Centaur >> Deadbridge Goliath
Grand Arbiter Augustin IV >> Supreme Verdict
Wall of Denial >> Detention Sphere
Blazing Specter >> Rakdos Shred-Freak
Terminate >> Dreadbore
Putrefy >> Lotleth Troll
Armadillo Cloak >> Selesnya Charm
Sigarda, Host of Herons >> Knight of the Reliquary
Sculpting Steel >> Chromatic Lantern
Decree of Justice >> Judge's Familiar
Confiscate >> Izzet Charm
Yawgmoth's Will >> Deathrite Shaman
Goblin Welder >> Rakdos Cackler
Ulvenwald Tracker >> Dryad Militant
Changes of November 2012 - 5 cards (OUT >> IN)
Putrid Leech >> Vraska the Unseen
Gelectrode >> Nucklavee
Wall of Tanglecord >> Epochrasite
Cathedral of War >> Mutavault
Garruk's Companion >> Viridian Shaman
Su-Chi >> Black Vise
Changes of February 2011 I - 8 cards (OUT >> IN)
Academy Rector >> Hero of Bladehold
Marshal's Anthem >> Accorder Paladin
Careful Consideration >> Compulsive Research
Gatekeeper of Malakir >> Go for the Throat
Sign in Blood >> Black Sun's Zenith
Epochrasite >> Phyrexian Revoker
Sigil of Distinction >> Sword of Feast and Famine
Changes of February 2011 II - 6 cards (OUT >> IN)
Ravenous Baloth >> Thrun, the Last Troll
Harmonize >> Mwonvuli Acid-Moss
All Suns' Dawn >> Plow Under
Crystal Ball >> Bonehoard
Stalking Stones >> Undiscovered Paradise
Changes of March 2011 I - 3 cards (OUT >> IN)
Opportunity >> Consecrated Sphinx
Oxidda Scrapmelter >> Hero of Oxid Ridge
Changes of March 2011 II - 3 cards (OUT >> IN)
Comet Storm >> Burning of Xinye
Slavering Nulls >> Rolling Earthquake
Changes of April 2011 - 1 card (OUT >> IN)
Changes of May 2011 - 2 cards (OUT >> IN)
Sword of Vengeance >> Sword of War and Peace
Big additions of May 2011 - 40 cards
Changes of June 2011 - 1 card (OUT >> IN)
Changes of July 2011 - 3 cards (OUT >> IN)
Goblin Wardriver >> Chaos Warp
Comet Storm >> Searing Blaze
Changes of November 2011 - 30 cards (OUT >> IN)
Karmic Guide >> Mikaeus, the Lunarch
Miraculous Recovery >> Temporal Isolation
Stonecloaker >> Spectral Procession
Redirect >> Snapcaster Mage
Yawgmoth's Bargain >> Bloodgift Demon
Pulse Tracker >> Diregraf Ghoul
Terror >> Liliana of the Veil
Wretched Anurid >> Vampire Interloper
Crimson Mage >> Ashmouth Hound
Dwarven Blastminer >> Brimstone Volley
Oxidda Scrapmelter >> Instigator Gang
Demonfire >> Devil's Play
Boreal Druid >> Avacyn's Pilgrim
Yavimaya Dryad >> Daybreak Ranger
Hystrodon >> Kessig Cagebreakers
Mwonvuli Acid-Moss >> Bramblecrush
Elephant Guide >> Garruk Relentless
Beast Within >> Moldgraf Monstrosity
Sarkhan the Mad >> Olivia Voldaren
Azorius Chancery >> Glacial Fortress
Dimir Aqueduct >> Drowned Catacomb
Rakdos Carnarium >> Dragonskull Summit
Gruul Turf >> Rootbound Crag
Selesnya Sanctuary >> Sunpetal Grove
Orzhov Basilica >> Isolated Chapel
Golgari Rot Farm >> Woodland Cemetery
Simic Growth Chamber >> Hinterland Harbor
Izzet Boilerworks >> Sulfur Falls
Boros Garrison >> Clifftop Retreat
Changes of November 2011 II - 8 cards (OUT >> IN)
Riftwing Cloudskate >> Ancestral Vision
Silent Specter >> Duress
Sign with Blood >> Despise
Chaos Warp >> Rivalry
Moldgraf Monstrosity >> Primeval Titan
Stonewood Invocation >> Vengevine
Zoetic Cavern >> Ancient Tomb
Threaten >> Fissure (Threaten is a nice red effect, but ultimately not reliable enough)
Mindless Automation >> Triskelion (M10 rules change killed the Automation for me, while Trisk is still ok)
Unmake >> Dromar's Charm (more hard counters!)
Spike Feeder >> Vines of the Vastwood (M10 rules change)
Mind Twist >> Okiba-Gang Shinobi (Mind Twist was just too easy to use to be fun)
Desertion >> Draining Whelk (I like both cards)
Stroke of Genius >> Tidings (Stroke seemed to expensive, almost nobody played him main deck)
Sudden Death >> Ribbons of Night (I wanted some black lifegain)
Hammer of Bogardan >> Violent Eruption (Hammer is slooow, plus I wanted a madness card to profit from all the reanimator enablers)
Reflecting Pool >> Grand Coliseum (Pool was recently a 14th pick and then didn't even got played... I also needed him for my tribal cube)
Changes of April 2010 - 29 cards (OUT >> IN)
Spectral Lynx >> Loam Lion
Leonin Skyhunter >> Kor Aeronaut
Serra Avenger >> Student of Warfare (Oh, Serra Avenger, I will miss your beautiful artwork and your cool drawback...)
Magus of the Disk >> Emeria Angel
Magus of the Tabernacle >> Wall of Omens
Glory >> Cloudgoat Ranger
Griffin Guide >> Scepter of Dominance
Confiscate >> Desertion
Ravenous Rats >> Wretched Anurid
Kagemaro, First to Suffer >> Ob Nixilis, the Fallen
Wildfire Emissary >> Viashino Slaughtermaster
Keldon Firebombers >> Caldera Hellion
Seal of Fire >> Forked Bolt
Urza's Rage >> Staggershock (NOOO! Urza's Mech is leaving the cube...)
Thoughts of Ruin >> Tectonic Break
Deadwood Treefolk >> Woodfall Primus
Grave-Shell Scarab >> Hag Hedge-Mage
Anurid Brushhopper >> Kitchen Finks
Plaxcaster Frogling >> Spitting Image
Fulminator Mage >> Murderous Redcap
Overrule >> Plumeveil (This and the ones above: I really like Hybrid. ;))
Guardian Idol >> Worn Powerstone
Tormod's Crypt >> Erratic Portal
Aether Vial >> Lodestone Golem
Temporal Aperture >> Artisan of Kozilek (BOOM! The Eldrazi have arrived! Well, at least one of them.)
Sunforger >> Basilisk Collar (Entering the death pingers of doom!)
Plague Boiler >> All is Dust
Damping Matrix >> Pithing Needle
Changes of May 2010 - 13 cards (OUT >> IN)
Ninja of the Deep Hours >> Sea Gate Oracle
Stingscourger >> Kargan Dragonlord
Timbermare >> Caller of the Claw
Verdant Force >> Pelakka Wurm
Rumbling Slum >> Bloodbraid Elf
Gaddock Teeg >> Selesnya Guildmage
Gleancrawler >> Putrid Leech
Ghost Council of Orzhova >> Gwyllion Hedge-Mage
Temporal Spring >> Snakeform
Teferi's Moat >> Wall of Denial
Pilgrim's Eye >> Mind Stone
Triskelion >> Sundering Titan
Changes of May 2010 II - 27 cards (OUT >> IN)
Blade of the Sixth Pride >> Lone Missionary
Aven Riftwatcher >> Flickerwisp
Pristine Angel >> Reveillark
Aura of Silence >> Ajani Goldmane
Kirtar's Wrath >> Day of Judgement
Riptide Pilferer >> Arcane Denial
Voidmage Prodigy >> Vesuvan Shapeshifter
Spiketail Drakeling >> Jace Beleren
Probe >> Jace, the Mind Sculptor
Doomed Necromancer >> Liliana Vess
Mortivore >> Vampire Hexmage
Avatar of Woe >> Tombstalker
Ribbons of Night >> Sorin Markov
Tin-Street Hooligan >> Skirk Marauder
Goblin Goon >> Greater Gargadon
Obsidian Fireheart >> Magma Jet
Caldera Hellion >> Menacing Ogre
Violent Eruption >> Chandra Nalaar
Hermit Druid >> Life from the Loam
Utopia Tree >> Farseek
Thornscape Battlemage >> Garruk Wildspeaker
Golgari Gravetroll >> Rampaging Baloths
Quagnoth >> Terastodon
Firemane Angel >> Ajani Vengeant
Grim Poppet >> Winter Orb
Darksteel Ingot >> Coalition Relic
Changes of June 2010 - 13 cards (OUT >> IN)
Tidings >> Opportunity
Withered Wretch >> Braids, Cabal Minion
Seal of Primordium >> Wickerbough Elder
Wolfbriar Elemental >> Great Sable Stag
Arashi, the Sky Asunder >> Thornling
Ashenmoor Gouger >> Sarkhan the Mad
Goblin Legionnaire >> Figure of Destiny
Niv-Mizzet, the Firemind >> Nucklavee
Etched Oracle >> Smokestack
Platinum Angel >> Triskelion
Predator, Flagship >> Ankh of Mishra
Urza's Factory >> Terramorphic Expanse
Changes of June 2010 II - 10 cards (OUT >> IN)
Plaxmanta >> Enclave Cryptologist
Thought Devourer >> Condescend
Okiba-Gang Shinobi >> Drana, Kalastria Bloodchief
Mogg Flunkies >> Hellspark Elemental
Sulfurous Blast >> Banefire
Scryb Ranger >> Lotus Cobra
Spike Weaver >> Chameleon Colossus
Glare of Subdual >> Wilt-Leaf Liege
Karn, Silver Golem >> Juggernaut
Changes of July 2010 - 17 cards (OUT >> IN)
Ghostly Prison >> Journey to Nowhere
Pestermite >> Memory Lapse
Circular Logic >> Miscalculation
Body Snatcher >> Nantuko Shade
Stinkweed Imp >> Liliana's Specter
Visara, the Dreadful >> Grave Titan
Smallpox >> Ashes to Ashes
Living Death >> Makeshift Mannequin
Slith Firewalker >> Ember Hauler
Taurean Mauler >> Manic Vandal
Fissure >> Earthquake
Caller of the Claw >> Fauna Shaman
Serrated Arrows >> Crystal Ball
Vivid Lands >> Worldwake Manlands
Changes of July 2010 II - 8 cards (OUT >> IN)
Wretched Anurid >> Fledgling Djinn
Hand of Cruelty >> Black Knight
Smother >> Doom Blade
Fledgling Dragon >> Grim Lavamancer
Menacing Ogre >> Inferno Titan
Sol'kanar the Swamp King >> Nicol Bolas, Planeswalker
Mask of Memory >> Sword of Vengeance
Mindslaver >> Su-Chi
Changes of August 2010 - 7 cards (OUT >> IN)
Akroma's Vengeance >> Armageddon
Stupor >> Mind Twist
Sign in Blood >> Yawgmoth's Will
Skyshroud Elite >> Noble Hierarch
Hag Hedge-Mage >> Maelstrom Pulse
Keldon Megaliths >> Barbarian Ring
Changes of August 2010 II - 11 cards (OUT >> IN)
Opposition >> Sower of Temptation
Rewind >> Cryptic Command
Dauthi Slayer >> Bitterblossom
Big Game Hunter >> Dauthi Marauder
Tectonic Break >> Destructive Force
Dryad Sophisticate >> Garruk's Companion
Inkfathom Infiltrator >> Oona, Queen of the Fae
Burning-Tree Shaman >> Sarkhan Vol
GwyllionHedge-Mage >> Stillmoon Cavalier
Culling Scales >> Tangle Wire
Changes of September 2010 - 7 cards (OUT >> IN)
Oversold Cemetery >> Animate Dead
Living Death >> Fume Spitter
Stinkweed Imp >> Necrogen Scudder
Mirri the Cursed >> Skinrender
Goblin Cohort >> Spikeshot Elder
Volcanic Hammer >> Koth of the Hammer
Changes of October 2010 - 7 cards (OUT >> IN)
Boom/Bust >> Stone Rain
Karn, Silver Golem >> Molten-Tail Masticore
Precursor Golem >> Sword of Body and Mind
Fetid Heath >> Caves of Koilos
Flooded Grove >> Yavimaya Coast
Cascade Bluffs >> Shivan Reef
Changes of November 2010 - 7 cards (OUT >> IN)
Harm's Way >> Elspeth Tirel
Slith Firewalker >> Arc Trail
Words of War >> Chain Lightning
Dryad Sophisticate >> Beastbreaker of Bala Ged
Gilded Lotus >> Ring of Gix
Tendo Ice Bridge >> Gemstone Mine
Changes of December 2010 I - 3 cards (OUT >> IN)
Future Sight >> Confiscate
Nucklavee >> Spellbound Dragon
Changes of December 2010 II - 4 cards (OUT >> IN)
Child of Night >> Reanimate
Decree of Pain >> Exhume
Cyclops Gladiator >> Hell's Thunder
3x Kithkin Soldier 1/1 (Cloudgoat Ranger)
8x Soldier 1/1 (Kjeldoran Outpost, Elspeth, Knight-Errant, Elspeth, Sun's Champion)
3x Cat Soldier 1/1 (Brimaz, King of Oreskos)
1x Bird 3/4 (Wingmate Roc)
1x Avatar */* (Ajani Goldmane)
7x Elemental 1/0 (Master of Waves)
6x Squid 1/1 (Chasm Skulker)
5x Illusion 1/1 (Meloku the Clouded Mirror)
3x Kraken 9/9 (Kiora, the Crashing Wave)
4x Germ 0/0 (Bonehoard, Batterskull, Mortarpod, Lashwrithe)
4x Wolf 1/1 (Garruk Relentless)
4x Vampire 1/1 (Sorin, Lord of Innistrad)
6x Faerie Rogue 1/1 (Bitterblossom)
3x Pack Rat */* (Pack Rat)
8x Zombie 2/2 (Sarcomancy, Grave Titan, Rotted Ones, Lay Siege)
6x Goblin 1/1 (Siege-Gang Commander, Goblin Rabblemaster)
1x Dragon 4/4 (Broodmate Dragon)
2x Dragon 5/5 (Look Skyward and Despair)
8x Plant 0/1 (Avenger of Zendikar, Evil Comes to Fruition, Nature Shields Its Own)
4x Squirrel 1/1 (Deranged Hermit)
5x Saproling 1/1 (Roots of All Evil)
6x Wolf 2/2 (Sword of Body and Mind, Garruk Relentless)
5x Elephant 3/3 (Call of the Herd, Terastodon)
4x Beast 3/3 (Garruk Wildspeaker, Garruk, Primal Hunter)
4x Wurm 6/6 (Garruk, Primal Hunter)
4x Satyr 2/2 (Xenagos, the Reveler)
6x Eldrazi Spawn 0/1 (Awakening Zone)
4x Myr 1/1 (Myr Battlesphere)
2x Wurm 3/3 (Wurmcoil Engine)
4x Golem 3/3 (Blade Splicer, Precursor Golem)
1x Unholy Fiend (Cloistered Youth)
1x Krallenhorde Killer (Wolfbitten Captive)
1x Howlpack Alpha (Mayor of Avabruck)
1x Garruk, the Veil-Cursed (Garruk Relentless)
1x Ravager of the Fells (Huntmaster of the Fells)
Another (minor) aspects of card selection are the fun factor and the historical value of the card. For example, cards like Armageddon and Mind Twist where removed for being too frustrating to play against. Cards like Avatar of Woe get some extra points for all the history and nostalgic feelings attached to them.
Why no Elite Vanguard or Fyndhorn Elves? Well, because they are already in the cube. Say what? I already have Savannah Lions and Llanowar Elves and at one point I realized that having essentially two copies of a card - even with different names - was against the spirit of a highlander format.
Why no Planeswalkers? There are two reasons: Firstly, most of them are quite costly or otherwise hard to acquire. Secondly, I asked my playgroup about adding them, and most of the players were against it, because they favor playing some old school magic without this fancy new card type. Maybe, I will add them one day, since almost all of them are cube worthy.
I have at least one card from every regular Magic set in the cube (this excludes Un-sets, Portal and Starter, but includes Three Kingdoms). Reprints are counted as the set they appeared in first.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Thanks! I will have the whole thing up by tomorrow. It is already quite late around here, so I think that's it for today. Well, maybe I just do green...
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
I've only had two drafts so far with my cube, and both times we had some broken reanimation going on in B/G with Survival of the Fittest, Wild Mongrel and Undead Gladiator putting stuff in the grave. I'm not sure Buried Alive is needed.
Similarly, Smallpox is a card I was considering running. I'd like to know how well it works for you.
Juju Alters - Altered MTG Cards
Buried Alive is Entomb #2 ... obviously play entomb 1st if supporting re-animator, but Buried Alive is reasonable if strongly supporting the archetype ... this cube might be to small for it though admittedly.
I am a big fan of Smallpox and run it inmy large Cube, but there are a lot of good 2cmc black spells:
9.9 Demonic Tutor
8.6 Bitterblossom
8.1 Hymn to Tourach
5.5 Animate Dead
4.4 Diabolic Edict
4.2 Doom Blade
3.7 Night's Whisper
3.6 Sinkhole
2.6 Chainer's Edict
1.8 Terror.
http://forums.mtgsalvation.com/showthread.php?t=385729
Anyway, back to this cube, I notice you're not running Cryptic Command? That thing is nuts.
Juju Alters - Altered MTG Cards
Cryptic Command costs UUU which is ridiculously hard to pull off in most decks, it's not an auto-include but it is pretty damn close to it.
It's not that hard to pull off for blue-based control decks, and I think it is absolutely a 100% auto-include. That card is nutty good.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
I have Burried Alive in there because I support reanimator in black and white, though I have thought about cutting it multiple times. Small Pox was also put in as an enabler for that strategy, but it has proven to be generally quite useful (enemy has two lands and an aggro creature, you have no creature and a card in hand that you don't need or even want to discard >> play Small Pox >> profit). Reanimation is a good strategy in this cube, but not overpowered.
There are two simple reasons for Cryptic Command not being in the cube: 1) Nobody wants to trade it. 2) It still costs over 10 €. If I ever get one, it will be included immediately.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
But first, what do you mean by this? I have excactly 60 artifacts and 60 lands in the cube and also listed above. Am I missing something?
Now to your suggestions. Many of the cards you suggest, I have thought about and some of them already were in the cube at one time or another. Over the last few years (I made the cube when Dissension came out, mostly with cards I already owned or could easily acquire), over 60 cards were replaced with new ones. Also, note that I don't want to reduce the number of creatures in the cube, so I have to replace spell with spell or even better, spell with creature.
White
Knight of the Holy Nimbus -> Knight of the White Orchid: I think I will do excactly this, since I finally traded for the latter one this thuesday.
Skyfisher: Is he really THAT good? I wouldn't consider him a 2 drop in an aggro deck, since you normally don't want to return a land.
Whipcorder: He will stay to prevent the face-down creature = Exalted Angel problem. It is also nice to have an efficient
tapper.
Miraculous Recovery: Will stay because of my reanimator theme. splashable instant reanimation is really good.
Scepter of Dominance: I really want to include this card. Maybe I should remove the Griffin Guide for it?
Magus of the Tabernacle: I am thinking about replacing this with Emeria Angel, since that card can be used in multiple archetypes.
Blue
I already have quite a number of counters. The only ones I want to include are Desertion and Cryptic Command. Unfortunately, both aren't early game counters.
Sphinx of Jwar Isle is waiting for inclusion, but the other Spinx stays due to it being great card advantage or a nice reanimation enabler.
Tradewind Rider: Too nostalgic to remove.
Black
Is Wretched Anurid better than a Dauthi Horror-variant?
Ravenous Rats-> Duress, Gatekeeper of Malakir -> Barter in Blood. Big Game Hunter -> Snuff Out: I don't want to remove creatures. However, the rats could be easily removed for a better 2 drop.
Ribbons of Night -> Sudden Death: I actually did the reverse recently.
Red
I actually really hate cheap echo creatures (it took me a long time to include Keldon Vandals). They just disrupt your curve, which an aggro deck never wants. So no Goblin Patrol, Ghitu Slinger or Pouncing Jaguar.
Keldon Firebombers were just added. I want to try them as red aggro support against control.
Hellkite Charger is on a short inclusion list.
Green
Skyshroud Elite will probably be replaced with Noble Hierarch once Alara leaves Type 2.
Cloudthresher will never leave, he is so good! Same for Arashi, the Sky Asunder. Cost-efficient midrange creatures + green direct damage (to flyers)? Far to valuable to remove.
Deadwood Treefolk will be replaced by Woodfall Primus as soon as I get one. Having skipped Shadowmoor and Alara block, I didn't knew about him until someone mentioned him on the "Should I run this card" thread.
Timbermare is quite liked in my group, though I personally don't think it is that good. He could easily replaced with one of the two cards you mention or with a Great Sable Stag
I really don't like Rude Awakening. The community seems to be quite split on this card...
Gold
Murderous Redcap has already a place reserved (Fulminator Mage has to go).
Wait, remove Boggart Ram-Gang? That's the best red 3 drop ever!!
Ghost Council of Orzhova -> Stillmoon Cavalier: Already planing to do so, as soon as I get the zombie.
Sphinx of the Steel Winds and Broodmate Dragon: Three color cards are allready quite hard to cast. I don't want to dictate what the main color of the deck schould be.
Soltari Guerrillas was replaced with Brion Stoutarm.
Artifacts
Lodestone Golem: Hey, that is a good idea, thanks.
Tangle Wire was in, was found lacking, was removed (maybe wrongfully?).
Erratic Portal will come in soon.
Sigil of Distinction: I actually plan to include this card (along with Basilisk Collar), but can someone explain to me, what exactly makes this card so good?
Lands
I like to have some creature (-producing) lands and neither of your suggestions amazes me (Thawing Glaciers was actually in there once). Sorry.
I hope that wasn't too dismissive. There were a few nice suggestions, but if I would make most of the proposed adjustments, I feel that the cube would change into a direction I don't want him to go (away from a fun, powerful limited variant to a pure power cube format). Anyway, thanks for your time and thought!
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Aggro doesn't need a subpar 5 mana LD spell, it needs a critical mass of the best 1, 2, and 3 drop critters in the game coupled with a quick disruption suite. Heck, I'd rather run Stone Rain than Firebombers.
Also, I think dropping Hammer of Bogardan for a subpar Madness card is a step backwards. You want your red section to be more powerful? Play better and more burn.
Cube and EDH are pretty much the best Magic formats in the world. If you aren't playing them, you should be.
I know that Sudden Death is the better card of the two. However, I seem to have a different cube philosophy than most. I don't use a card because a card is powerful, but because it is the best card to fulfill the role I am looking for. I also see my cube more as a highly powered limited format and not as a special format on its own (like highly powered cubes are). That means I want plenty of creatures with a solid curve, a few draftable mini themes and enough cards to fulfill the special demands of a healthy limited environment. The awesome plays of my cube are less "Lotus Petal, then Dark Ritual, then Yawgmoth's Will" and more "first turn Birds of Paradise, second turn Vinelasher Kudzu, then bounceland". That's the reason why one-shot mana acceleration like Lotus Petal and Dark Ritual aren't in the cube. Those are constructed cards, not limited cards.
Sure, the Cloudthresher has one of the most demanding costs in my cube and if he were in another color, I probably wouldn't play a card with such a cost. Green however can handle such a cost better than any other color, especially if you draft that color heavily, making it the primary color of your deck. I've seen fifth turn Cloudthreshers do some serious damage... midcombat!
I'm sorry, that's what I get for not playing type 2 / not following card links :embarrass:: I always thought that the Sphinx costed 4WUUB and that the Broodmate costed 2GRRB... must have mixed their cost up with Hellkite Overlord and Sphinx Sovereign. So please forget what I said.
You're right about the Keldon Firebombers being subpar I guess. I just wanted to try out a different approach for red aggro. And I don't want to say that red aggro is weak. Last week, the two best decks were a green red aggro deck (and a black blue aggro/midrange deck).
And I really, really don't like cheap echo dudes in aggro. If I play the Goblin Patrol on my first turn, I cannot play a 2 drop during my second one. And 2 drops are in my opionion the most essential part of an aggro deck / curve. So, if I don't have another efficient 1 drop on my second turn (unlikely, since there aren't that many in the cube and you have to draft and then draw them), I just wasted my most valuable turn!
The "reanimation" of the Hammer just came up too seldomly. He is also just as red intensive as Violent Eruption, a sorcery, can't divide its damage and can't get you card advantage through madness. It was hard to cut him due to nostalgic value (plus, it has a Ron Spencer picture! Yay!), but I seriously consider the Eruption the better card for aggro in a cube with enough madness enablers.
Anyway, thanks to both of you for your suggestions and interest in this crazy cube.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Here is the list:
Knight of the Holy Nimbus >> Knight of the White Orchid
Spectral Lynx >> Loam Lion
Leonin Skyhunter >> Kor Aeronaut / Soltari Trooper (Not so sure yet...)
Serra Avenger >> Student of Warfare (Oh, Serra Avenger, I will miss your beautiful artwork and your cool drawback...)
Magus of the Disk >> Emeria Angel
Glory >> Cloudgoat Ranger
Griffin Guide >> Scepter of Dominance
Confiscate >> Desertion
Ravenous Rats >> Wretched Anurid
Kagemaro, First to Suffer >> Ob Nixilis, the Fallen
Wildfire Emissary >> Viashino Slaughtermaster
Keldon Firebombers >> Caldera Hellion
Seal of Fire >> Forked Bolt
Urza's Rage >> Staggershock (NOOO! Urza's Mech is leaving the cube...)
Thoughts of Ruin >> Tectonic Break
Deadwood Treefolk >> Woodfall Primus
Grave-Shell Scarab >> Hag Hedge-Mage
Anurid Brushhopper >> Kitchen Finks
Plaxcaster Frogling >> Spitting Image
Fulminator Mage >> Murderous Redcap
Overrule >> Plumeveil (This and the ones above: I really like Hybrid. ;))
Guardian Idol >> Worn Powerstone / Mind Stone (Not so sure yet...)
Tormod's Crypt >> Erratic Portal
Aether Vial >> Lodestone Golem
Temporal Aperture >> Artisan of Kozilek (BOOM! The Eldrazi have arrived! Well, at least one of them.)
Sunforger >> Basilisk Collar (Entering the death pingers of doom!)
Plague Boiler >> All is Dust
Damping Matrix >> Pithing Needle / Sigil of Distinction (Not so sure yet...)
Do these look about right?
Other cards that I would like to include, but cannot figure out what to take out for, are:
Wall of Omens (Maybe I should take out Magus of the Tabernacle?)
Harm's Way (Is this good enough? Anyway, I have absolutely no idea what I should take out for it.)
Consuming Vapors (Should I take out Chainer's Edict for it or finally say goodby to Burried Alive?)
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Thanks! I wanted to make some of these changes for a while now, but decided to wait and see what Rise of the Eldrazi would bring.
Maybe I am overestimating the kicker ability and the option to block flyers. The main argument for the Trooper is that I already have quite a few WW creatures.
I am leaning more to the Powerstone myself. After the change, the cube will include another two very expensive creatures, so the additional acceleration comes in handy. I also like who it compliments the other "big mana makers", Thran Dynamo and Gilded Lotus.
The Mage will be probably swapped for the Wall since there are already enough four mana creatures in white.
I don't want my cube to be too light on creature, so i am always quite reluctant to swap a creature for a spell. Since I am already running enough spot removal in white and the Way didn't score too high in the PRE, it will not be included right now.
Yeah, Buried Alive sees almost no play and is often a 14th or 15th pick in draft. I just included Chainer's Edict in the consideration because it is another sorcery speed double Edict.
Another idea I just had while looking at my cards from the prerelease:
Thornscape Battlemage >> Awakening Zone?
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Technicaly, I didn't cut it for the Powerstone, since it never was in my cube.
I agree that Mind Stone is quite good and in a vacuum definitely better than Worn Powerstone. However, since I included a few expensive cards with the current change, I chose the artifact that produces 2 instead of 1. At the moment I am thinking about dropping one of the two sub-par artifact mass removels (Powder Keg and Engineered Explosives) for the Stone.
By the way, the changes are up!
A little note on why I chose the Kor Aeronaut above the Soltari Trooper: It is closer to the card it replaces (Leonin Skyhunter), I think that the kicker ability can come in handy and about half the players in my playgroup absolutely hate Shadow. Most of us started around Ice Age or Mirage and then Tempest appeared with its hyper-efficient shadow creatures which blew the casual decks of the time simply away. I got over it, but others still harbour a deep hatred for this ability. Therefore, I try not to overload my cube with those creatures (however, a few of them are must-haves in my opinion).
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
It is not the card's effect that I miss (Staggershock is comparable, but better imo), it is the artwork that I miss... I always liked Urza's mech. The Hellion could be easily replaced with another red 5 mana creature (Arc-Slogger and Ingot Chewer are alternatives), but I haven't found a really good creature at that cost, yet. The Break stays until someone shows me a better red Armageddon that I am not already running.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
I've seen a couple cubes in RL that run Jokulhaups to some degree of success. Maybe look there?
EDIT: Nvm, doesn't really help agro lol.
(CubeTutor & MTGS)
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Yes, it is quite sad. Red should be the best land destruction color, but after Boom/Bust, all it gets ist Tectonic Break, Thoughts of Ruin and Keldon Firebombers. I just want a fair, red Armageddon.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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Yes, 3RR would be fine. I don't run the original Armageddon in white because it is just too powerful there. Drop two or three efficient guys, then take away your oppponent's ability to do something about it. Those simply aren't fun games as far as I am concerned. Five or six mana Armageddons in red on the other hand are a legitimate way to help red aggro.
And I think Tectonic Break isn't that bad. Slowing a control deck down by three or four turns is nice. If it would cost XR it would be quite good in cube.
Edit: Hm, Bend or Break, Impending Disaster and a cycled Decree of Annihilation are the other red options... I'd say all of them are worse than Tectonic Break.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG