Aw thanks! Before I built this I couldn't fathom how I wouldn't have space for all these cool cards I envisioned putting in, and now I have no idea how to find space without just increasing the overall size.
I wish that cubetutor could do an in-kind comparison between a bunch of cube addresses. It might be interesting to see what 3 or more of these things have in common.
Seems like the most significant area of difference between us is in the size and composition of our guild sections. You're of course including your guild commanders, whereas I'm classifying mine as "rainbow," so they show up in their own discrete section online. Aside from that, it's been a bit of a project in my cube to move more "mundane" removal, clone, counter, draw effects, etc from the guild sections to the monos, and include more dramatic, unique effects. Ripping off galspanic's inclusion of at least 1 planeswalker for each bi-color combo, for extra guild personality, has also been a project I've been actively working on.
I've also been engaged in an effort to minimize triple+ mana symbols except with the most powerful of cards, and also reduce the incidence of double mana symbols in my 2-3 cmc mono sections. I know that edh cube games can run quite a long time, but I want to smooth out the draftability and playability of cards overall, perhaps at the expense of some proven edh stables.
My cube is kind of working itself into something of a personal happy medium between wildfire's tutor and combo-fest and galspanic's stated disapproval of tutor effects.
Here are some questions/comments I had while perusing your cube:
How necessary and effective has MLD been for your group? My cube could probably benefit from 1 additional cycle of color fixing (planning to incorporate the scry lands one they rotate). I play with a very casual crowd, and cutthroat MLD just is/was not necessary with my group of casual/lapsed/fair weather players. I mean, most aren't even familiar enough with the contents of the cube to know whether MLD is necessary to stymie certain combos.
I realize a lot of these are staples in constructive, but I cut a lot of incremental effect lands like deserted temple (only useful in coffers combo), reliquary tower, hall of the bandit lord (too many haste and haste-granting effects already). I think this might be an interesting area for you to look up freeing slots for more dramatic artifacts and colorless lands.
Check out how many of your search for lands effects put lands in hand vs in play (pilgrims eye). I think we're past the point in edh/cube history where we need any effects that put in hand vs in play. The quantity of in play effects in high enough that all in-hand effects I think can be sidelined, unless the cube is 700+ cards.
The pendulum has swung back in my case towards cutting banned cards. I think prime time is my last remaining banned card. Have these been going ok for your group?
Looks great otherwise! ~ 50% similarity seems to be on the higher end of the curve for edh cube comparisons. I love how much variability exists in our cube sub-format!
EDIT: additional ~
Have you made your comm2014 updates yet (sorry, only checked out the cubetutor version)?
I actually haven't updated cubetutor in quite some time, so to get an accurate list you need to look at the OP.CubeTutor list updated. Anyway, to answer your questions:
MLD - Because I play in a league I don't get the chance to really play all the EDH effects I want, and you can see that in the cube with banned cards and MLD. So far it has come up infrequently, but my group is smart enough to use it properly. I want to keep it in as a learning tool. As such, I try and add extra land tutors (this also helps smooth out fixing).
Staples - I have been looking at cutting some of these as well. It is a slow process of honest evaluation, but I am also reaching the point where I don't really want to add anything else. Individual suggestions are welcome.
Tutor to hand - See above. I do think more effects is better because it helps everyone get a piece.
Banned cards - Like MLD, I want to experience the banned cards. Right now they are fine, but I will gladly cut them if they under or over perform.
I have been putting off making any updates because I'm still psyching myself up for buying a case of KMC Hyper Mattes and resleeving everything. I've got a bunch of stuff I've gotten off Puca Trade (older stuff as well as from the new sets), so I'm eventually going to make some updates. I also want to reevaluate some of the cards now that the tuck rule has changed.
That being said, I drafted Friday night and we got to play two games, and I was able to win both of them with this deck:
Interestingly, I used Condemn in both games and Hinder in one. Condemn still did its job when a Steel Hellkite swung at me, and even though I was unable to tuck it, I still stopped Zurgo Helmsmasher for a couple of turns. So I definitely felt the sting of the tuck rule change.
Thanks for the deck list. Other than zurgo, what else were your opponents playing? What kind of draft method are you using these days?
Karador and Numot. Draft method hasn't changed, it is still two 5 card draft packs of generals and five 15 card packs. I'm storing the cube in a holiday box, and double sleeved I can fit 350 cards per row, so I am contemplating increasing the cube to 700 cards total. I might end up doing like Galspanic and stuffing all the generals in the cube, but I doubt it. I'll probably increase the total number of generals instead.
Edit: If I can remember, next time I cube I'll make sure everyone leaves their decks intact and post all the decks.
Mine's 675 in one of those holiday boxes too. I can't expand without a new container though, because I keep the land station, some special lore seeker packs, and about 100+ sleeved tokens in there too.
I have contemplated mixing the generals into my main cube as well, but have so far refrained due to fears that, given the small number of folks I usually play with, that a serious mis-shuffle or just the poor luck of generals accumulating in the unused portion of the cube could really wreck players access to appropriate commanders.
Same for me. I have only played with four people so far, so that is a valid fear for me. My third row is lands and tokens. Great minds must think alike.
I've been making some random changes here and there which I haven't properly annotated yet, and I haven't updated cubetutor in forever. I will remedy this in the next month or so. I am also on the verge of buying a case of KMC hypermattes and resleeving everything.
However, I wanted to get some input from other cubers. I've read a few articles here and there and something recently that (I believe) Abe Sargeant said was that he cut most of his dual lands from his cube because they are feel-bad. I may be misquoting him, but what I've always felt about the fetches, duals, and shocks are that they're cards you safely let go around a few times. And I don't want that. I want every on-color card to be an agonizing choice, and you to approach each pack with the feeling that every card in there could be gone by the time the pack comes back around to you.
So here's what I'm thinking of doing: cutting the fetches and shocks (possibly the ABUR duals as well). I will replace these with Vivid lands, more five color lands, and mana rocks, as well as having more room for actual cards. I will keep the karoos because they have synergy with resetting lands, and the Temples because they scry. I will also keep the signets because they help support the MLD.
I'm currently running ABUR, shocks, fetches, temples, vivids, a bunch of "goldlands", terramorphic expanse and the like, and my players still want more fixing in my cube. Once the last of my puca shipments arrives, I'm planning to incorporate a set of the bounce lands, and have also been considering adding mirage fetches.
Before khans of tarkir re released the expensive onslaught fetches, I had contemplated the idea of cutting a lot of my guild lands, in an effort to de-proxy and save money. Now, with the access to 3 years worth of reprints (fetches and shocks) and quality fixing (check lands and shrines) I don't think I'll ever go through with gutting my lands section.
While I agree that cutting duals might free up some space for more creatures, spells, and mana rocks, I think having access to good, early fixing is an important part of running smooth edh cube games. The aspiration of my edh cube is to continually lower the average cmc of cards with new and edh-playable 1-3 drops. Access to good fixing also allows me to comfortably slot in low mana cards with double mana symbols and still have them played on curve. If the khans block is an indication of things to come, I believe we should see more and more quality 1-3 drops from wizards playable in the edh; stuff like den protector, stratus dancer, ainok survivalist, cementing the need for good early game fixing.
If your group is over reliant on 3 colored generals in draft, then consider changing your ratios of guild vs shard/wedge generals in your draft pool. My group definitely errs on the side of playing tri-colored generals in games, but enough guild legends do show up at the table and in the decks themselves, that I haven't been too disturbed by the phenomenon. Picking 3-color cards is just an unfortunate side effect of this sub-format, where you can't really splash for colors and there are disparities between the playability of green vs blue & black vs red & white cards.
Just to reiterate, I believe that with successive commander releases, we'll be on a good trajectory for improved speed and smoothness in edh decks, and especially edh cube, where cube owners can cherry pick the most interesting, playable, and balanced cards from the expanding card pool.
I finally made the most recent round of edits to the cube. I didn't track the changes, but some of the more noteworthy ones were that I ended up only taking out the 10 fetchlands and replacing them with the 5 Vivid lands and 5 tap for any color lands. I also bought an actual Library of Alexandria, so now the cube no longer contains proxies. Other than that, there were a bunch of random changes to every color.
I also came across a Pelican case (model 1450) which is perfect for the cube. Pics when I get the layout just how I want it.
Edit: pic attached. The cube itself is sitting inside a Holiday Box bottom half (first two rows are the cube itself, third row are lands and relevant tokens). On the side are Plane chase and Archenemy planes/schemes and a box for dice.
Well I just finished up a six man cube with a bunch of guys from my league. We ended up having time for one game so we did a three-way twoheaded giant game with Planechase. That was a busy game for sure. No proper highlights, but I will say that aside from a rather interesting play mistake where I Living Deathed to give an opposing team a HUGE advantage (totally not on purpose), my biggest mistake came when I drafted Zurgo in my Commander pack, got passed Mimeoplasm and despite not actually picking him, became convinced by the second pack that I HAD drafted him. You can imagine how well that turned out. Let's just say I hate drafted a lot of good green cards. I ended up using every single legal card I had in my pool, and still running too many lands. Luckily, Land Tax thinned out my draws. Here were the decks:
I realized that if I made the packs 14 cards I could have a 9 person draft and I'd barely have to add more cards. So I added another 40 cards to the cube and one more of or each general. Drafting again tonight so hopefully I'll get a full 9.
Well I've overhauled this and increased it to 900 cards in order to support 12 players. I barely draft this, so it is still largely in the theory stage. I added a lot more colorless support due to the new Eldrazi cards, as well as generally beefed up the mana fixing.
Edit: I haven't updated CubeTutor yet, nor do I know when I'll find time to.
Were you consistently getting that many folks to the table when you play? Or are there just too many cards that you want to include, but can't at a smaller cube size?
Were you consistently getting that many folks to the table when you play? Or are there just too many cards that you want to include, but can't at a smaller cube size?
Well my circle of trustworthy EDH players is large enough that I could easily get that many folks, should I put forth effort. But there's also the finding space for so many cool cards effect, and I think that having a larger cube than player base will help the randomization so that the really broken cards don't always show up.
Makes sense. I caught the cube-minimization bug from galspanic, where mine is basically the smallest size possible for 8 players + lore seeker packs. There's lots of really cool cards I regret not being able to include, but I cringe everytime I see those 1000+ card edh cubes folks put up on cubetutor. I guess I feel the lower CMC end on many colors is still just too shaky to really go nuts on an enormous cube, without at the same time having to dilute the power level too much.
Generals
Daxos of Meletis -> Medomai the Ageless
Sharuum the Hegemon -> Oloro, Ageless Ascetic
White
Karmic Justice -> Godsend
Tithe -> Avacyn, Angel of Hope
Blue
Sphinx of Magosi -> Future Sight
Kederekt Leviathan -> Ætherspouts
Brainstorm -> Preordain
Black
Hex Parasite -> Dark Confidant
Nezumi Graverobber -> Erebos, God of the Dead
Netherborn Phalanx -> Ob Nixilis, Unshackled
Greed -> Sorin Markov
Hymn to Tourach -> Toxic Deluge
Red
Taurean Mauler -> Chandra, Pyromancer
Green
Fertilid -> Genesis Hydra
Nessian Game Warden -> Earthcraft
White/Blue
Medomai the Ageless -> Sphinx's Revelation
Black/Red
Din of the Fireherd -> Showstopper
Red/Green
Ulasht, the Hate Seed -> Xenagos, God of Revels
Red/White
Brion Stoutarm -> Iroas, God of Victory
3+ Colors
All 10 removed
Artifacts/Lands (all added to replace the 10 3+ color cards)
Mana Vault
Druidic Satchel
Temple Bell
Trading Post
Vedalken Orrery
Deserted Temple
Dust Bowl
Exotic Orchard
Opal Palace
Urborg, Tomb of Yawgmoth
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
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The last couple of sets have some really fun looking cards sitting in the queue until I can update mine.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
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1 Eight-and-a-Half-Tails
1 Elspeth, Sun's Champion
1 Test of Endurance
1 Loyal Retainers
1 Hushwing Gryff
Blue
1 Rootwater Thief
1 Snapcaster Mage
1 Devastation Tide
1 Talrand, Sky Summoner
1 Remand
1 Ancestral Knowledge
1 Liliana of the Dark Realms
1 Praetor's Grasp
1 Reprocess
1 Promise of Power
1 Waste Not
1 Toxic Deluge
1 Rise of the Dark Realms
1 Gray Merchant of Asphodel
1 Thoughtsieze
Red
1 Jokulhaups
1 Kumano, Master Yamabushi
1 Metalworker
1 Staff of Domination
1 Planar Portal
1 Karn Liberated
1 Myr Retriever
Multicolor
1 Mortify
1 Deathrite Shaman
Lands
1 Cavern of Souls
1 Nykthos, Shrine to Nyx
Ganerals
1 Sigarda, Host of Herons
1 Reaper King
I also now have all 10 fetchlands, so those need a home too (I'm thinking I'll cut the checklands for them).
-----
Edit: Next update has happened. Full changes are in the Cubetutor blog, and at some point I'll update the change log in post #1.
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Played two more games with the cube, to great success. Starting to see some dead cards, and slowly updating others.
Trostani, Selesnya's Voice -> Sigarda, Host of Herons
Stonehewer Giant -> Kami of False Hope
Lightmine Field -> Adarkar Valkyrie
Serra's Sanctum -> Flagstones of Trokair
Frantic Search -> Kira, Great Glass Spinner
Massacre Wurm -> Grey Merchant of Asphodel
Waste Not -> Infernal Tribute
Shattering Pulse -> Shattering Spree
Earthcraft -> Fertilid
Glacial Fortress -> Tundra
Azorius Guildmage -> Detention Sphere
Drowned Catacomb -> Underground Sea
Dragonskull Summit -> Badlands
Rootbound Crag -> Taiga
Sunpetal Grove -> Savannah
Isolated Chapel -> Scrubland
Debtors' Knell -> Athreos, God of Passage
Woodland Cemetery -> Bayou
Clifftop Retreat -> Plateau
Cathedral of War -> Opal Palace
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
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6 Medomai the Ageless
2 Sygg, River Cutthroat
3 Lyzolda, the Blood Witch
7 Kaervek the Merciless
5 Obzedat, Ghost Council
4 Kaalia of the Vast
4 Zedruu the Greathearted
4 Brago, King Eternal
4 Lazav, Dimir Mastermind
4 Olivia Voldaren
7 Bladewing the Risen
7 Vish Kal, Blood Arbiter
5 Zurgo Helmsmasher
6 Narset, Enlightened Master
4 Heliod, God of the Sun
4 Sublime Archangel
7 Angelic Arbiter
4 Marshal's Anthem
2 Containment Priest
3 Hallowed Spiritkeeper
3 Silverblade Paladin
6 Catastrophe
4 Clone
4 Lu Xun, Scholar General
4 Slithermuse
10 Deep-Sea Kraken
3 Tinker
0 Tolaria West
3 Tandem Lookout
4 Clever Impersonator
2 Compulsion
2 Mana Drain
4 Illusionist's Gambit
3x Stroke of Genius
4 Mindslicer
4 Diabolic Tutor
5 Liliana Vess
0 Cabal Coffers
3 Moriok Replica
4 Snuff Out
3 Yawgmoth's Will
0 Volrath's Stronghold
2 Goblin Recruiter
8 Bogardan Hellkite
3 Feldon of the Third Path
4 Daretti, Scrap Savant
2 Rampant Growth
4 Explosive Vegetation
1x Green Sun's Zenith
2 Lotus Cobra
3x Chord of Calling
2 Farseek
4 Brago, King Eternal
3x Sphinx's Revelation
4 Lazav, Dimir Mastermind
7 Bladewing the Risen
0 Stirring Wildwood
3 Mortify
7 Vish Kal, Blood Arbiter
0 Sulfur Falls
0 Hinterland Harbor
5 Murkfiend Liege
4 Ephara, God of the Polis
6 Medomai the Ageless
2 Sygg, River Cutthroat
7 Kaervek the Merciless
5 Fracturing Gust
4 Utter End
5 Obzedat, Ghost Council
0 Volcanic Island
0 Tropical Island
6 Progenitor Mimic
3 Junk Diver
2 Journeyer's Kite
3 Darksteel Ingot
6 Planar Portal
0 Exotic Orchard
0 Urborg, Tomb of Yawgmoth
2 Myr Retriever
2 Mind Stone
2 Umezawa's Jitte
3 Commander's Sphere
0 Arcane Lighthouse
(Somehow I had an extra colorless card)
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
http://www.cubetutor.com/comparecubes/14451/219
I wish that cubetutor could do an in-kind comparison between a bunch of cube addresses. It might be interesting to see what 3 or more of these things have in common.
Seems like the most significant area of difference between us is in the size and composition of our guild sections. You're of course including your guild commanders, whereas I'm classifying mine as "rainbow," so they show up in their own discrete section online. Aside from that, it's been a bit of a project in my cube to move more "mundane" removal, clone, counter, draw effects, etc from the guild sections to the monos, and include more dramatic, unique effects. Ripping off galspanic's inclusion of at least 1 planeswalker for each bi-color combo, for extra guild personality, has also been a project I've been actively working on.
I've also been engaged in an effort to minimize triple+ mana symbols except with the most powerful of cards, and also reduce the incidence of double mana symbols in my 2-3 cmc mono sections. I know that edh cube games can run quite a long time, but I want to smooth out the draftability and playability of cards overall, perhaps at the expense of some proven edh stables.
My cube is kind of working itself into something of a personal happy medium between wildfire's tutor and combo-fest and galspanic's stated disapproval of tutor effects.
Here are some questions/comments I had while perusing your cube:
How necessary and effective has MLD been for your group? My cube could probably benefit from 1 additional cycle of color fixing (planning to incorporate the scry lands one they rotate). I play with a very casual crowd, and cutthroat MLD just is/was not necessary with my group of casual/lapsed/fair weather players. I mean, most aren't even familiar enough with the contents of the cube to know whether MLD is necessary to stymie certain combos.
I realize a lot of these are staples in constructive, but I cut a lot of incremental effect lands like deserted temple (only useful in coffers combo), reliquary tower, hall of the bandit lord (too many haste and haste-granting effects already). I think this might be an interesting area for you to look up freeing slots for more dramatic artifacts and colorless lands.
Check out how many of your search for lands effects put lands in hand vs in play (pilgrims eye). I think we're past the point in edh/cube history where we need any effects that put in hand vs in play. The quantity of in play effects in high enough that all in-hand effects I think can be sidelined, unless the cube is 700+ cards.
The pendulum has swung back in my case towards cutting banned cards. I think prime time is my last remaining banned card. Have these been going ok for your group?
Looks great otherwise! ~ 50% similarity seems to be on the higher end of the curve for edh cube comparisons. I love how much variability exists in our cube sub-format!
EDIT: additional ~
Have you made your comm2014 updates yet (sorry, only checked out the cubetutor version)?
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
I actually haven't updated cubetutor in quite some time, so to get an accurate list you need to look at the OP.CubeTutor list updated. Anyway, to answer your questions:MLD - Because I play in a league I don't get the chance to really play all the EDH effects I want, and you can see that in the cube with banned cards and MLD. So far it has come up infrequently, but my group is smart enough to use it properly. I want to keep it in as a learning tool. As such, I try and add extra land tutors (this also helps smooth out fixing).
Staples - I have been looking at cutting some of these as well. It is a slow process of honest evaluation, but I am also reaching the point where I don't really want to add anything else. Individual suggestions are welcome.
Tutor to hand - See above. I do think more effects is better because it helps everyone get a piece.
Banned cards - Like MLD, I want to experience the banned cards. Right now they are fine, but I will gladly cut them if they under or over perform.
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That being said, I drafted Friday night and we got to play two games, and I was able to win both of them with this deck:
1 Oloro, Ageless Ascetic
Artifacts
1 Azorius Signet
1 Dimir Signet
1 Orzhov Signet
1 Chromatic Lantern
1 Crystal Ball
1 Sword of Feast and Famine
Creatures
1 Shadowmage Infiltrator
1 Thassa, God of the Sea
1 Glen Elendra, Archmage
1 Grand Arbiter Augustin IV
1 Ghastlord of Fugue
1 Medomai the Ageless
1 Oona, Queen of the Fae
Enchantments
1 Blind Obedience
1 Propaganda
1 Pact of Negation
1 Condemn
1 Enlightened Tutor
1 Mystical Tutor
1 Path to Exile
1 Pongify
1 Arcane Denial
1 Go for the Throat
1 Mana Drain
1 Hinder
1 Desertion
1 Force of Will
Sorceries
1 Mind Twist
1 Balance
1 Curse of the Swine
1 Armageddon
1 Supreme Verdict
1 Bribery
1 Merciless Eviction
1 Time Spiral
1 Jace Beleren
1 Sorin, Lord of Innistrad
Lands
1 Arcane Lighthouse
1 Bojuka Bog
1 Flooded Strand
1 Inkmoth Nexus
8 Island
1 Kor Haven
1 Library of Alexandria
7 Plains
4 Swamp
1 Temple of Deceit
1 Underground Sea
1 Watery Grave
Interestingly, I used Condemn in both games and Hinder in one. Condemn still did its job when a Steel Hellkite swung at me, and even though I was unable to tuck it, I still stopped Zurgo Helmsmasher for a couple of turns. So I definitely felt the sting of the tuck rule change.
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"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Karador and Numot. Draft method hasn't changed, it is still two 5 card draft packs of generals and five 15 card packs. I'm storing the cube in a holiday box, and double sleeved I can fit 350 cards per row, so I am contemplating increasing the cube to 700 cards total. I might end up doing like Galspanic and stuffing all the generals in the cube, but I doubt it. I'll probably increase the total number of generals instead.
Edit: If I can remember, next time I cube I'll make sure everyone leaves their decks intact and post all the decks.
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I have contemplated mixing the generals into my main cube as well, but have so far refrained due to fears that, given the small number of folks I usually play with, that a serious mis-shuffle or just the poor luck of generals accumulating in the unused portion of the cube could really wreck players access to appropriate commanders.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
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However, I wanted to get some input from other cubers. I've read a few articles here and there and something recently that (I believe) Abe Sargeant said was that he cut most of his dual lands from his cube because they are feel-bad. I may be misquoting him, but what I've always felt about the fetches, duals, and shocks are that they're cards you safely let go around a few times. And I don't want that. I want every on-color card to be an agonizing choice, and you to approach each pack with the feeling that every card in there could be gone by the time the pack comes back around to you.
So here's what I'm thinking of doing: cutting the fetches and shocks (possibly the ABUR duals as well). I will replace these with Vivid lands, more five color lands, and mana rocks, as well as having more room for actual cards. I will keep the karoos because they have synergy with resetting lands, and the Temples because they scry. I will also keep the signets because they help support the MLD.
Has anyone else done this or felt similarly?
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Before khans of tarkir re released the expensive onslaught fetches, I had contemplated the idea of cutting a lot of my guild lands, in an effort to de-proxy and save money. Now, with the access to 3 years worth of reprints (fetches and shocks) and quality fixing (check lands and shrines) I don't think I'll ever go through with gutting my lands section.
While I agree that cutting duals might free up some space for more creatures, spells, and mana rocks, I think having access to good, early fixing is an important part of running smooth edh cube games. The aspiration of my edh cube is to continually lower the average cmc of cards with new and edh-playable 1-3 drops. Access to good fixing also allows me to comfortably slot in low mana cards with double mana symbols and still have them played on curve. If the khans block is an indication of things to come, I believe we should see more and more quality 1-3 drops from wizards playable in the edh; stuff like den protector, stratus dancer, ainok survivalist, cementing the need for good early game fixing.
If your group is over reliant on 3 colored generals in draft, then consider changing your ratios of guild vs shard/wedge generals in your draft pool. My group definitely errs on the side of playing tri-colored generals in games, but enough guild legends do show up at the table and in the decks themselves, that I haven't been too disturbed by the phenomenon. Picking 3-color cards is just an unfortunate side effect of this sub-format, where you can't really splash for colors and there are disparities between the playability of green vs blue & black vs red & white cards.
Just to reiterate, I believe that with successive commander releases, we'll be on a good trajectory for improved speed and smoothness in edh decks, and especially edh cube, where cube owners can cherry pick the most interesting, playable, and balanced cards from the expanding card pool.
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
I also came across a Pelican case (model 1450) which is perfect for the cube. Pics when I get the layout just how I want it.
Edit: pic attached. The cube itself is sitting inside a Holiday Box bottom half (first two rows are the cube itself, third row are lands and relevant tokens). On the side are Plane chase and Archenemy planes/schemes and a box for dice.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
1 Zurgo Helmsmasher
Land
9 Swamp
8 Mountain
6 Plains
1 Kher Keep
1 Springjack Pasture
1 Ancient Tomb
1 Flamekin Village
1 Phyrexian Tower
1 City of Brass
1 Library of Alexandria
1 Mistveil Plains
Artifacts
1 Loxodon Warhammer
1 Whispersilk Cloak
1 Skullclamp
1 Phyrexian Altar
1 Sol Ring
1 Treasonous Ogre
1 Baneslayer Angel
1 Iroas, God of Victory
1 Disciple of Bolas
1 Tariel, Reckoner of Souls
1 Teysa, Orzhov Scion
1 Dualcaster Mage
1 Mindclaw Shaman
1 Heliod, God of the Sun
1 Urabrask the Hidden
1 Viscera Seer
Enchantments
1 Gift of Immortality
1 Land Tax
1 Assemble the Legion
1 Recurring Nightmare
1 Aura of Silence
1 Outmaneuver
1 Terminate
1 Vampiric Tutor
1 Go for the Throat
1 Rakdos Charm
1 Snuff Out
Sorceries
1 Tragic Arrogance
1 Syphon Mind
1 Living Death
1 Toxic Deluge
1 Demonic Tutor
1 Buried Alive
1 Damnation
1 Mind Twist
1 Gisela, Blade of Goldnight
Land
9 Plains
9 Mountain
1 Maze of Ith
1 Boros Garrison
1 Mystifying Maze
1 Vesuva
1 Rupture Spire
1 Hall of the Bandit Lord
1 Sacred Foundry
1 Temple of Triumph
1 Secluded Steppe
Artifacts
1 Sword of Light and Shadow
1 Godsend
1 Sunforger
1 Grafted Exoskeleton
1 Scroll Rack
1 Crystal Ball
1 Gilded Lotus
1 Darksteel Plate
1 Anger
1 Aurelia, the Warleader
1 Weathered Wayfarer
1 Balefire Liege
1 Linvala, Keeper of Silence
1 Fiend Hunter
1 Odric, Master Tactician
1 Mentor of the Meek
1 Sun Titan
1 Elesh Norn, Grand Cenobite
1 Avacyn, Angel of Hope
1 Grand Abolisher
1 Adarkar Valkyrie
1 Thalia, Guardian of Thraben
1 Angel of Finality
1 Kami of False Hope
1 Purphoros, God of the Forge
1 Reveillark
1 Serra Ascendant
1 Angelic Destiny
1 Outpost Siege
1 Luminarch Ascension
Instants
1 Oblation
1 Swords to Plowshares
1 Return to Dust
1 Wear//Tear
1 Chaos Warp
Sorceries
1 Wrath of God
1 Austere Command
1 Waves of Aggession
Planeswalkers
1 Chandra, Pyromancer
1 Rafiq of the Many
Land
11 Plains
5 Island
1 Forest
1 Temple of Mystery
1 Temple of Plenty
1 Temple Garden
1 Nykthos, Shrine to Nyx
1 Temple of Enlightenment
1 Gaea's Cradle
1 Tranquil Thicket
1 Vivid Creek
Artifacts
1 Conjurer's Closet
1 Druidic Satchel
1 Azorius Signet
1 Caged Sun
1 Staff of Domination
1 Behemoth Sledge
1 Mind Stone
1 Ulamog, the Infinite Gyre
1 Wall of Blossoms
1 Glen Elendra Archmage
1 Wall of Omens
1 Aven Mindcensor
1 Wurmcoil Engine
1 Ephara, God of the Polis
1 Loyal Retainerd
1 Academy Rector
1 Fathom Mage
1 Mystic Snake
1 Prophet of Kruphix
1 Kor Cartographer
1 Stonecloaker
1 Teferi, Mage of Zhalfir
1 Hushwing Gryff
1 Yosei, the Morning Star
1 Karmic Guide
1 Kozilek, Butcher of Truth
1 Mirror Entity
1 Seedborn Muse
1 Qasali Pridemage
1 Pilgrim's Eye
1 Mirari's Wake
1 Myth Realized
Instants
1 Enlightened Tutor
1 Momentous Fall
1 Force of Will
Sorceries
1 Akroma's Vengeance
1 Life from the Loam
1 Terminus
1 Balance
Planeswalkers
1 Elspeth, Knight-Errant
1 Oona, Queen of the Fae
Land
10 Island
10 Swamp
1 Inkmoth Nexus
1 Cavern of Souls
1 Rogue's Passage
1 Reliquary Tower
1 Evolving Wilds
1 Barren Moor
1 Creeping Tar Pit
Artifacts
1 Sculpting Steel
1 Nim Deathmantle
1 Chromatic Lantern
1 Everflowing Chalice
1 Sword of the Animist
1 Nevintrral's Disk
1 Sword of Feast and Famine
1 Mikaeus, the Unhallowed
1 Consecrated Sphinx
1 Braids, Cabal Minion
1 Solemn Simulacrum
1 Baleful Strix
1 Rune-Scarred Demon
1 Fleshbag Marauder
1 Lazav, Dimir Mastermind
1 Bloodgift Demon
1 Crypt Ghast
1 Archaeomancer
1 Shadowmage Infiltrator
1 Sygg, River Cuthroat
1 Thada Adel, Acquisitor
1 Ghastlord of Fugue
1 Drana, Kalastria Bloodchief
1 Mystic Remora
1 Duathi Embrace
1 Grave Pact
1 Rhystic Study
1 Bitterblossom
Instants
1 Cyclonic Rift
1 Lim-Dul's Vault
1 Mana Drain
1 Hero's Downfall
1 Spell Crumple
Sorceries
1 Curse of the Swine
1 Recurring Insight
1 Yawgmoth's WIll
1 Time Warp
Planeswalkers
1 Tamiyo, the Moon Sage
1 Glissa, the Traitor
Lands
6 Forest
6 Swamp
1 Temple of Malady
1 Oran-Rief, the Vastwood
1 Strip Mine
1 Yavimaya Hollow
1 Tower of the Magistrate
1 Forbidden Orchard
1 Overgrown Tomb
1 Thespian's Stage
1 Arcane Lighthouse
Artifacts
1 Batterskull
1 Staff of Nin
1 Crucible of Worlds
1 Rings of Brighthearth
1 Birthing Pod
1 Mind's Eye
1 Panoptic Mirror
1 Trading Post
1 Myr Retriever
1 Deathrite Shaman
1 Soul of the Harvest
1 Lord of Extinction
1 Sepulhral Primordial
1 Fierce Empath
1 Thopter Assembly
1 Shriekmaw
1 Elvish Visionary
1 Lifeblood Hydra
1 Nath of the Gilt-Leaf
1 Bane of Progress
1 Deadwood Treefolk
1 Genesis
1 Vorinclex, Voice of Hunger
1 Yavimaya Elder
1 Protean Hulk
Enchantments
1 Exploration
1 Phyrexian Reclamation
1 Suvival of the Fittest
1 Asceticism
1 No Mercy
1 Beastmaster Ascension
1 Lurking Predators
1 Chord of Calling
1 Worldly Tutor
1 Skeletal Scrying
1 Crop Rotation
Sorceries
1 Creeping Renaissance
1 Genesis Wave
1 Explore
1 Rampant Growth
1 Praetor's Grasp
1 Death Cloud
1 Hypergenesis
Planeswalkers
1 Garruk Wildspeaker
1 Melek, Izzet Paragon
Land
10 Mountain
9 Island
1 Vivid Crag
1 Steam Vents
1 Halimar Depths
1 Mikokoro, Center of the Sea
1 Lonely Sandbar
1 Izzet Boilerworks
1 Mana Confluence
Artifacts
1 Izzet Signet
1 Watfarer's Bauble
1 Sensei's Diving Top
Creatures
1 Clever Impersonator
1 Thassa, God of the Sea
1 Scourge of the Throne
1 Zealous Conscripts
1 Tandem Lookout
1 Izzet Cronarch
1 Dack's Duplicate
1 Hypersonic Dragon
1 Aether Flash
1 Blood Moon
1 Bribery
1 Compulsion
Instants
1 Stroke of Genius
1 Dig Through Time
1 Turnabout
1 Memory Lapse
1 Lightning Bolt
1 Word of Seizing
1 Mystical Tutor
1 Reiterate
1 Desertion
1 Spelljack
1 Flash
Sorceries
1 Vandalblast
1 Shattering Spree
1 Bribery
1 Reforge the Soul
1 Spelltwine
1 Gamble
1 Preordain
1 Ruination
1 Past in Flames
1 Ignite Memories
1 Time Spiral
1 Faithless Looting
All in all, it was a good time.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Edit: I haven't updated CubeTutor yet, nor do I know when I'll find time to.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Well my circle of trustworthy EDH players is large enough that I could easily get that many folks, should I put forth effort. But there's also the finding space for so many cool cards effect, and I think that having a larger cube than player base will help the randomization so that the really broken cards don't always show up.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
"Personally I love high-riak, low-reqars gambles. Life's best with a decent amount of riak. And f*** reqars."
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg