- If a 1/2 symbol does appear in a rules text of a card, it has to be read as 1
- If X and 1/2 does appear in the power or thoughness of a creature card, it has to be read as X+1
- Sealed Magic booster pack = 15 random cards from the undraft portion of the cube
- Number of expansion symbol among basic lands you control always egal 3
General informations :
- Some of the Plane cards has been errata in order to be design for a 1v1 environment
- Like in the original Planechase environment, a Planar-Die is required to play the Plane cards
- The Plane cards are part of the draft like any other cards
- Only one Plane card is authorized by deck
- Like a Conspiracy card, a Plane card isn't properly part of your 40-cards deck
- However, a Plane card doesn't start the game into the Command Zone like a Conspiracy card
Gameplay informations :
- A Plane card starts the game into the Planar Zone
- When a Plane card is in the Planar Zone, it doesn't had any affect on the game
- A Plane card can only leave the Planar Zone via a Planar-Action or a Planar-Die roll
- A Planar-Action may only be performed from turn 4
- A Planar-Action is considered as a keyword ability that can only be performed at sorcery speed
- A Planar-Action is considered as a keyword ability that can be counter by none-restrictive counterspells
- A Planar-Action does use the stack and does provide priority
- A Planar-Action can only be taken once per game
- Once a Planar-Action has been taken, its owner must roll a Planar-Dice at the beginning of each of his upkeep
- When a player proceed a Planar-Action, he must remove a card from his hand and pay 2 life
- As a result, the Plane card will then enter the battlefield from the Planar Zone
- If a Plane card is counter, it's owner still has to remove a card from his hand and pay 2 life
- Once a Plane card is on the battlefield, it does start affecting the game
- Once a Plane card is on the battlefield, it is considered has a permanent card
- A Plane card can go in the exile via exile effets
- A Plane card can go in its owner's graveyard via destroy or sarifice effects
- Spells or Permanents that can target both artifact and enchatment, like Disenchant, can also target a Plane
- A Plane card that is in its owner's graveyard is still considered has a card
- A Plane card that is in its owner's graveyard can be return to the battlefield with Obzedat's Aid effects
- A Plane card that is in its owner's graveyard can be return to owner's hand with Regrowth effects
- If a Plane card has to return to owner's hand, it returns to the Planar Zone instead
About Planar-Dice roll and Plane's ability :
- If Plane is roll on a Planar-Die roll, return the Plane card to the Planar-Zone if it's on the battlefield
- If Plane is roll on a Planar-Die roll, return the Plane card to the battlefield if it's in the Planar Zone
- If Chaos is roll on a Planar-Die roll, return the Plane card to the battlefield if it’s in the Planar Zone
- If Chaos is roll on a Planar-Die roll, it triggers the Plane card ability if the Plane is on the battlefield
- A Plane's ability does use the stack and does provide priority
Additional informations about Planar-Action :
- A Plane entering or leaving the battlefield via a Planar-Die roll isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a exile effects isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a bouncing effects isn't considered as a Planar-Action
- Only a Planar-Action does require the Plane owner to remove a card from his hand and pay 2 life
It's been great! I like Devastation pretty much in a deck that use planeswalkers. Sun Champion, Knight-Errant, Gideon, Ob Nixilis, Kiora, both Sarkhan and all 3 Garruk fits well with it and act like effective wincons after it resolves. Mind Sculptor and Moon Sage are pretty safe with it too if you're planning to win with something cheap after it resolved. Koth isn't that bad either and Daretti can also helps by sacrificing rocks to bring back stuff that died to it. And finally, Venser could also makes it happen once in a time
I used to have Xenagos and Assemble the Legions in there when the cube was unpowered and they worked well in that deck too. But they ended up being cut for guild reduction purposes.
Devastation entered my cube when its size was at 720 and it held up the spot since then. I like that he helps red use Wildfire type of deck more often. It can also pair with it easily if you don't use creatures or very few ones.
Control the board with burns, spot removals and wrath. Then drop a walker and devastate the field. That's pretty much the game plan. Few valable blockers may also help protect walkers. Courser of Kruphix is one of them. Wall of Blossoms, Wall of Roots and Wall of Omens are also sweet in there.
Sarkhan Vol may also go in and help getting the trick done.
Plus, I make some few changes to the cube in other to had the Thespian's Stage & Dark Depths combo. So Genesis Wave and Vampire Hexmage are back in! I also decided to push combo and tempo decks a bit more by readding Repeal and Into the Roil. In the process, Richard Garfield, Ph. D. and Dream Halls has unfortunatly been cut. Richard was fine, but brings some confusion and strang situations some time. Beside that, new players do have a drawback versus experimented players who know so much more Magic cards than them. About DH, other Storm enablers have been had recently, so I think it's not necessary anymore. Finally, Languish, Firestorm and Kodama's Reach are add. Why? Because those cards are great!
Is Genesis Wave there just to support the Dark Depths combo? I would look into Sylvan Scrying if that's the card's primary function, especially if you're not running Mana Reflection.
Genesis Wave is a versatile card and, in practice, supporting the combo wont be its unique fonction for sure. But yeah, I readd it mainly because it does go very well with Thespian's Stage and Dark Depths. Though, it will certainly see play outside of that shell as well.
About what you've mention on Mana Reflection, I do run Heartbeat of Spring and Mirari's Wake, so generating a insane amount of mana with Genesis Wave would be possible in my cube environment. FWIW, I do prefer HoS to MR because it supports Storm so well. MR in counterpart is a bit slow for Storm decks and is kind of reserves to Big-Ramp shell.
As for Sylvan Scrying, it seems like a sweet add. Didn't thought about it and didn't notice the «land card» mention in the rule text when I opened it at the prerelease 2 weeks ago. Thanks for sharing the idea. Similar to that one, I looked at Crop Rotation, but ultimatly, I just found it too narrow and unnecessary. For its part, Knight of the Reliquary could be a nice fit because it goes into different decks. Sadly, I just don't have space in that guild at the moment. With that said, I definitly brainstormed a lot on that one. Primeval Titan is also a nice card already in the cube that help a lot to enable the combo.
Any one having some ideas to maintain storm archetype viable at 595-600 size? It is right now at 540. Not the much consistant one, but trully viable in some drafts when you know wich pieces to pick early. What should I had in order to keep it that way if I eventually want to go 595-600 size with new sets comming out? Any ideas?
New pre-OGW update! Is active since january 8th in the real cube!
I just wanted to make some quick testing before officially add the new cards from OGW. For that reason, some of those cards include in that update may be soon remove for something else. Although, some me stay. Some may be test for a short period of time. Some others for a longer period. In the process, the colored sections get one extra card each will the the colorless section is trim down to 85!
After the OGW release, I'll be adding the new cards that interest me, making the appropriate cut and add some already print cards that would fit with the new ones!
OGW update is smaller than expected due to the fact that our playgroup is still experimenting some recent added cards and need to cumul some results on them before making final decisions. Cards like Reaver Drone, Chandra, Flamecaller and Sylvan Advocate may still be going in in a near futur.
We also need to add some new colorless sources to insure Eldrazi Displacer will be effective. We will then be able to determine if the creature can stay in the cube long term. If not, we will certainly be changing it back the way it was. Powder Keg is also add to the mix to help players defend themself against the brand new complete manland cycle.
About the cards that got chopped, Soltari Champion was, like we always has found, a bit too slow for the cube. Honor of the Pure could have been the right cut, but it surprisely performs well so far, so it going to stay for now. We then found Vampire Nighthawk to be a little meh, again. By the way, it was the exact same reason why it get cut in previous updates. He was readded few weeks ago to give black some more lifegain effects, but Kalitas will now assume that special role. Kalonian Hydra was okay but just not exciting. Maybe it could get in again somehow in further updates but for now, we found that it was the right cut. Sylvan Tutor was also bring to the table as a option, but with the Kiki-Twin combo still floating aroung, it was just wrong to do it that way. Genesis Wave for its part was just not performing that well and combo shells including it haven't shown up as much as we thought it would. Land swaps was easy to predict. Manlands are just too good to ignore and Check Lands were the weakest ones we could cut. Finally, for the multicolor swaps, we found that Detention Sphere was the right cut for the mage because, while still pretty good, it is a redundant effect in the cube. Venser, the Sojourner could also have seen the axe for it, but the planeswalker is part of the blink archetype and our playgroup like it pretty much. About Sorin, Solemn Visitor, we think it was a easy cut. We'll now see how Ayli performs at his spot. Black then gets a new 2-drop in the process and we think that was an important part of the swap. This seems like a great move for the black section.
I think you should definitely keep Champion over Honor of the Pure (or Spear of Heliod, Mirran Crusader, or Iona). An evasive creature that is also an anthem is great for aggro and token decks.
Rest looks good, although I still like Nighthawk a lot.
About Iona and Soltari Champion, I think they are both really different card. But the angel is part of the cheat archetype (Reanimator, Eureka, Oath, Show&Tell, etc.) and for that reason, I don't think it would be the right move to swap those. Maybe you're right about Mirran Crusader. Sometimes he's meh, and other times, he's just pure allstar. It makes it difficult to evaluate. But I know some people don't really like protection in the cube. Spear of Heliod is a great card but I didn't know some cube managers felt like it's worse than Soltari Champion.
For Vampire Nighthawk, the black 3-drop section is just so crowded. He's a innocent victim of that. Some cut Hypnotic Specter, some cut Master of the Feast, some cut Mardu Strike Leader, but we still like all of them pretty much. So for me, the right cut was the nighthawk.
First, getting the storm cards out of the cube will free up some spots for further updates and some more for already existing cards that I can't actually play in my 540. Plus, when storm will comes in, it will come in a more complete and well design set up featuring cards that I don't play at the moment, like Lion's Eye Diamond, Past in Flames, Dream Halls and much more. Second, getting the colorless theme in a separate module will make more sense and won't handicap the hole cube every draft in order to be able to succesfully run those special cards. And in last, like many of cube managers here on MTG Salvation, I'll craft a module featuring the most exciting and powerful Conspiracy theme cards. Stay tuned!
Two different official modules has now been release and add to the Zetsu's cube. They are made of 30 cards, not necessarily color balance. Each expansion are build in a way you can include it to the main cube by switching its pieces with specific cards of the main cube. Change log guide were also added to the list so you can make yourself a good idea of what swaps should be done in order to play the modules without affecting traditionnal archetypes.
1) Storm Module :
First of those new expansion is the Storm Module!
This module is mainly made with all the storm cards that were for a long time in the main cube or that used to be in recent years. Those cards will now be removed from the main cuve and transfered to the module for good. Some new storm cards, that normally don't see play in traditionnal powered cube, will also be part of it. You can take a look at them by going in the modules' section of the cube's content.
Why creating a Storm module? 4 main reasons...
1) Storm is fun, our playgroup like it and we don't want to to see it disapear
2) New cards keep getting print and we want to play them. Adding this module will free up some space for immediate and further updates
3) Storm archetype will now be an occasional affair and wont parasitise the hole cube anymore
4) When it's going to be in, support for the Storm archetype will now be more effective than ever before
For people how are interested, the module has already been tested this past weekend and I can state that we're all pretty much satisfied with the result. Storm decks seems to come up more often and in much more diverse way. Many color combinaison of decks are now available and different kind of strategy can be apply to accomplish our stormy goals. There's a sweet example of a decklist that come up in our testing session :
Second important expansion release, the Colorless Module!
After testing the colorless theme with the recent addition of Eldrazi Displacer, my playgroup and I determine that the theme has to benefit from a strong support in order to maximize its potential. For that reason, we decide to create a second module that would include all the good colorless stuff and colorless support. In the process, new colorless cards, colorless mana rocks and colorless producing lands has been put all together. Like for the previous expansion, you can see the complete list in the modules' section of the cube's content.
I still need to brainstorm on the exact list though, especially on the colorless lands section. Some of them, like Crystal Vein, Contested War Zone and Shivan Gorge, are in for now, but may not be definitive due to their low powerlevel. Testing will tell. Our playgroup do have some other options if those don't perform well enough. Tips are also more than welcome from you guys!
Unfortunately, this module hasn't been test so far. Mainly because I don't own all the cards yet and that the list is likely to be changed in a near future. I would share testing results in here as soon as I can. Stay tuned.
For those who are interested, I'm working on an update that will be release soon. This update will enlarge the cube to 565 by adding 25 new cards. 10 of these will be single color, 10 will be multicolor and 5 will be colorless.
For its part, the Gameplay Alteration Module is still in progress. My playgroup and I are still working on house rules about the Planes. As you can see in my previous post, some of them will feature in the module, in a particular revisited and errated form, and we want to be 100% sure about how we want to them to be played. We want to include them, but also want them to be balanced for a 1-vs-1 environment. For now, all I can spoil you is that we are looking at the Alliance Pitch Spells Cycle in order to find base inspiration for our own mechanic. So much pleasure to come!
I've just written a small article about a new type of draft my playgroup and I have develop recently. The draft format is mainly dedictate to quick 1 on 1 cube session and testing has shown so far it can do a pretty decent job. You can take a look at it if you want to. I think you might find it interesting.
With the storm package now moved in a special module, there's now some space to enlarge the cube a little bit! The cube now count 565 different cards! Some other cards also move in their respective 3-Color section so we can balance at most every color pie. In last, I also made little changes in order to fix the curves and try some card that I didn't own until now.
Finally we add the time to finalise our Gameplay Alteration Module!
There's a spoiler copy of what you can now find into the content's section of the cube list. It does explain how this new module works, and especially the Planechase portion of it! I think it's going to be really fun!
- If a 1/2 symbol does appear in a rules text of a card, it has to be read as 1
- If X and 1/2 does appear in the power or thoughness of a creature card, it has to be read as X+1
- Sealed Magic booster pack = 15 random cards from the undraft portion of the cube
- Number of expansion symbol among basic lands you control always egal 3
General informations :
- Some of the Plane cards has been errata in order to be design for a 1v1 environment
- Like in the original Planechase environment, a Planar-Die is required to play the Plane cards
- The Plane cards are part of the draft like any other cards
- Only one Plane card is authorized by deck
- Like a Conspiracy card, a Plane card isn't properly part of your 40-cards deck
- However, a Plane card doesn't start the game into the Command Zone like a Conspiracy card
Gameplay informations :
- A Plane card starts the game into the Planar Zone
- When a Plane card is in the Planar Zone, it doesn't had any affect on the game
- A Plane card can only leave the Planar Zone via a Planar-Action or a Planar-Die roll
- A Planar-Action may only be performed from turn 4
- A Planar-Action is considered as a keyword ability that can only be performed at sorcery speed
- A Planar-Action is considered as a keyword ability that can be counter by none-restrictive counterspells
- A Planar-Action does use the stack and does provide priority
- A Planar-Action can only be taken once per game
- Once a Planar-Action has been taken, its owner must roll a Planar-Dice at the beginning of each of his upkeep
- When a player proceed a Planar-Action, he must remove a card from his hand and pay 2 life
- As a result, the Plane card will then enter the battlefield from the Planar Zone
- If a Plane card is counter, it's owner still has to remove a card from his hand and pay 2 life
- Once a Plane card is on the battlefield, it does start affecting the game
- Once a Plane card is on the battlefield, it is considered has a permanent card
- A Plane card can go in the exile via exile effets
- A Plane card can go in its owner's graveyard via destroy or sarifice effects
- Spells or Permanents that can target both artifact and enchatment, like Disenchant, can also target a Plane
- A Plane card that is in its owner's graveyard is still considered has a card
- A Plane card that is in its owner's graveyard can be return to the battlefield with Obzedat's Aid effects
- A Plane card that is in its owner's graveyard can be return to owner's hand with Regrowth effects
- If a Plane card has to return to owner's hand, it returns to the Planar Zone instead
About Planar-Dice roll and Plane's ability :
- If Plane is roll on a Planar-Die roll, return the Plane card to the Planar-Zone if it's on the battlefield
- If Plane is roll on a Planar-Die roll, return the Plane card to the battlefield if it's in the Planar Zone
- If Chaos is roll on a Planar-Die roll, return the Plane card to the battlefield if it’s in the Planar Zone
- If Chaos is roll on a Planar-Die roll, it triggers the Plane card ability if the Plane is on the battlefield
- A Plane's ability does use the stack and does provide priority
Additional informations about Planar-Action :
- A Plane entering or leaving the battlefield via a Planar-Die roll isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a exile effects isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a bouncing effects isn't considered as a Planar-Action
- Only a Planar-Action does require the Plane owner to remove a card from his hand and pay 2 life
How do you personally make packs with your cards, like order? do you use only singletons or you have more than one copy of each?
Private Mod Note
():
Rollback Post to RevisionRollBack
#TeamChimneyImpForMythic
I am trying to get better at making decks. I have had trouble creating more competitive decks as I only really build with the cards I have. I dont have that many value cards, in function or expense. I (almost) never play at FNM type events so its not like im playing against $2k decks. If I do usally play at one, Its a draft or limited game. Any advice on building decks is greatly supported! DMs are appreciated.
Thank you!
To put it more simply, it's like saying, "I can prove Jesus is real and loves you. See? Here's my Hispanic friend Jesus. He's had a crush on you for a long time. Tell em' Jesus."
Here's a joke! Whats the internal temperature of a Taun-Taun?
We do shuffle the whole cube together and then proceed to make 15-cards pack out of it. And yeah, my list is singleton, so only one copy of each card. BTW, you can see the list in the first post of this thread. Hope it answers your questions!
BASIC INFO
Cube Size : 630 Cards
Breakdown : 82 Color ; 61 Guild ; 68 Lands ; 91 Colorless
Types : Vintage ; Eternal ; Powered ; Singleton ; Partially Pimped
Main Archetypes : Aggro ; Midrange ; Control ; Combo
Modules : Storm & Gameplay Alteration
Proxies % : 8.70%
Foil & Altered % : 38.43%
Average CMC : 2.9011
Average Draft : 2-8 players ; 1-2 times a month
Focus :
Aggro - WWWW
Midrange - WW
Control - WWWWW
Combo - W
1 Dragon Hunter
1 Elite Vanguard
1 Isamaru, Houd of Konda
1 Kytheon, Hero of Akros
1 Mardu Woe-Reaper
1 Mother of Runes
1 Savannah Lions
1 Soldier of the Pantheon
1 Steppe Lynx
1 Student of Warfare
1 Weathered Wayfarer
2CC :
1 Accorder Paladin
1 Anafenza, Kin-Tree Spirit
1 Glory-Bound Initiate
1 Imposing Sovereign
1 Kor Skyfisher
1 Lone Missionary
1 Porcelain Legionnaire
1 Relic Seeker
1 Selfless Spirit
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Blade Splicer
1 Brimaz, King of Oreskos
1 Bygone Bishop
1 Eldrazi Displacer
1 Extricator of Sin
1 Flickerwisp
1 Hallowed Spiritkeeper
1 Mirror Entity
1 Monastery Mentor
1 Recruiter of the Guard
1 Thalia, Heretic Cathar
4CC :
1 Emeria Angel
1 Exalted Angel
1 Felidar Guardian
1 Hero of Bladehold
1 Restoration Angel
1 Angel of Invention
1 Archangel Avancyn
1 Cloudgoat Ranger
1 Karmic Guide
1 Reveillark
6CC :
1 Captain of the Watch
1 Sun Titan
7CC :
1 Elesh Norn, Grand Cenobite
9CC :
1 Iona, Shield of Emeria
Total : 48
1 Enlightened Tutor
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
2CC :
1 Balance
1 Declaration in Stone
1 Disenchant
1 Eternal Dragon
1 Journey to Nowhere
1 Seal of Cleansing
1 Unexpectedly Absent
1 Banishing Light
1 Council’s Judgment
1 Gideon of the Trials
1 Oblivion Ring
1 Spear of Heliod
1 Spectral Procession
4CC :
1 Ajani Goldmane
1 Armegeddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Faith’s Fetters
1 Gideon, Ally of Zendikar
1 Moat
1 Parralax Wave
1 Ravages of War
1 Wrath of God
1 Fumigate
1 Gideon Jura
6CC :
1 Catastrophe
1 Elspeth, Sun’s Champion
XCC :
1 Rally the Ancestors
1 Return to the Ranks
1 Secure the Wastes
Total : 35
Focus :
Aggro - U
Midrange - UU
Control - UUUUU
Combo - UUUU
1 Enclave Cryptologist
1 Trickster Mage
2CC :
1 Jace, Vryn's Prodigy
1 Looter il-Kor
1 Merfolk Looter
1 Phantasmal Image
1 Snapcaster Mage
1 Thing in the Ice
1 Waterfront Bouncer
1 Deceiver Exarch
1 Man-o'-War
1 Pestermite
1 Serendib
1 Stratus Dancer
1 Trinket Mage
1 True-Name Nemesis
1 Vendilion Clique
1 Vizier of Thumbling Sands
1 Glen Elendra Archmage
1 Sower of Temptation
1 Venser, Shaper Savant
1 Whirler Rogue
5CC :
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Riftwing Cloudskate
6CC :
1 Consecrated Sphinx
7CC :
1 Ætherling
1 Inkwell Leviathan
Total : 28
1 Daze
1 Force of Will
1CC :
1 Ancestral Recall
1 Ancestral Visions
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Preordain
2CC :
1 Anticipate
1 Arcane Denial
1 Censor
1 Counterspell
1 Impulse
1 Into the Roil
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Time Walk
1 Unsubstantiate
1 Compulsive Research
1 Crystal Shard
1 Disallow
1 Forbid
1 Jace Beleren
1 Show and Tell
1 Thirst for Knowledge
1 Timetwister
1 Tinker
1 Vedalken Shackles
4CC :
1 Control Magic
1 Cryptic Command
1 Deep Analysis
1 Fact or Fiction
1 Gifts Ungiven
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
1 Opposition
1 Baral's Expertise
1 Bribery
1 Mystic Confluence
1 Tezzeret, the Seeker
1 Treachery
6CC :
1 Teferi, Temporal Archmage
1 Time Spiral
1 Upheaval
8CC :
1 Dig Through Time
1 Treasure Cruise
XCC :
1 Condescend
1 Repeal
LANDS :
1 Academy Ruins
1 Faerie Conclave
1 Tolarian Academy
Total : 55
Focus :
Aggro - BBB
Midrange - BBBB
Control - BBB
Combo - BBBB
1 Bloodsoaked Champion
1 Carnophage
1 Carrion Feeder
1 Diregraf Ghoul
1 Dread Wanderer
1 Gnarled Scarhide
1 Gravecrawler
1 Sarcomancy
1 Vampire Lacerator
1 Viscera Seer
2CC :
1 Asylum Visitor
1 Blood Artist
1 Bloodghast
1 Dark Confidant
1 Glint-Sleeve Siphoner
1 Heir of Falkenrath
1 Nezumi Graverobber
1 Oona’s Prowler
1 Pack Rat
1 Scraphead Scrounger
1 Zulaport Cutthroat
1 Bone Shredder
1 Drana, Liberator of Malakir
1 Flesh Carver
1 Grim Harupex
1 Hypnotic Specter
1 Liliana, Heretical Healer
1 Mardu Strike Leader
1 Nantuko Husk
1 Ophiomancer
1 Pawn of Ulamog
4CC :
1 Braids, Cabal Minion
1 Kalitas, Traitor of Ghet
1 Nekrataal
1 Skinrender
1 Custodi Lich
1 Shriekmaw
6CC :
1 Grave Titan
7CC :
1 Sheoldred, Whispering One
8CC :
1 Griselbrand
Total : 40
1 Snuff Out
1CC :
1 Despise
1 Dismember
1 Duress
1 Entomb
1 Executioner's Capsule
1 Imperial Seal
1 Inquisition of Kozilek
1 Reanimate
1 Thoughtseize
1 Vampiric Tutor
2CC :
1 Animated Dead
1 Bitterblossom
1 Chainer's Edict
1 Collective Brutality
1 Dance of the Dead
1 Demonic Tutor
1 Diabolic Edict
1 Exhume
1 Go for the Throat
1 Hymn to Tourach
1 Malicious Affliction
1 Buried Alive
1 Hero’s Downfall
1 Liliana of the Veil
1 Liliana, the Last Hope
1 Necromancy
1 Never // Return
1 Phyrexian Arena
1 Recurring Nightmare
1 Toxic Deluge
4CC :
1 Consuming Vapors
1 Damnation
1 Languish
1 Nether Void
1 Yahenni's Expertise
1 Liliana, Death Majesty
1 Living Death
1 Murderous Cut
1 Ob Nixilis of the Black Oath
XCC :
1 Mind Twist
1 Profane Command
LANDS :
1 Volrath's Stronghold
Total : 43
Focus :
Aggro - RRRRR
Midrange - RR
Control - RR
Combo - RRR
1 Falkenrath Gorger
1 Firedrinker Satyr
1 Goblin Guide
1 Goblin Welder
1 Greater Gargadon
1 Grim Lavamancer
1 Jackal Pup
1 Monastery Swiftspear
1 Soul-Scar Mage
1 Stromkirk Captain
1 Zurgo Bellstriker
2CC :
1 Aether Chaser
1 Abbot of Keral Keep
1 Eidolon of the Greal Revel
1 Grenzo, Havoc Raiser
1 Harsh Mentor
1 Hellspark Elemental
1 Kari Zev, Skyship Raider
1 Keldon Marauders
1 Lightning Mauler
1 Mogg War Marshal
1 Plated Geopede
1 Stormblood Berseker
1 Young Pyromancer
1 Combat Celebrant
1 Feldon of the Third Path
1 Fire Imp
1 Goblin Rabblemaster
1 Hanweir Garrison
1 Imperial Recruiter
1 Ire Shaman
1 Magus of the Wheel
1 Pia Nalaar
1 Sin Prodder
4CC :
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Pia and Kiran Nalaar
1 Goblin Dark-Dwellers
1 Kiki-Jiki, Mirror Breaker
1 Siege-Gang Commander
1 Thundermaw Hellkite
1 Zealous Conscript
6CC :
1 Inferno Titan
8CC :
1 Bosh, Iron Golem
Total : 46
1 Fireblast
1 Burst Lightning
1 Chain Lightning
1 Faithless Loothing
1 Firebolt
1 Firestorm
1 Lightning Bolt
2CC :
1 Arc Lightning
1 Goblin Bombardment
1 Incinerate
1 Lightning Striker
1 Magam Jet
1 Searing Blaze
1 Searing Spear
1 Smash to Smithereens
1 Arc Lightning
1 Char
1 Collective Defiance
1 Flames of the Firebrand
1 Release the Gremlins
1 Sulfurix Vortex
1 Wheel of Fortune
4CC :
1 Chandra, Torch of Defiance
1 Daretti, Scrap Savant
1 Fiery Confluence
1 Koth of the Hammer
1 Purphoros, God of the Forge
1 Sneak Attack
1 Splinter Twin
1 Sarkhan, the Dragonspeaker
1 Through the Breach
6CC :
1 Burning of Xinye
1 Chandra, Flamecaller
1 Wildfire
1 Devastation
XCC :
1 Earthquake
1 Rolling Earthquake
Total : 37
Focus :
Aggro - GG
Midrange - GGGGG
Control - G
Combo - GGG
1 Arbor Elf
1 Birds of Paradise
1 Boreal Druid
1 Elvish Mystic
1 Experiment One
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Jungle Lion
1 Kessig Prowler
1 Llanowar Elves
1 Scythe Leopard
1 Wolfbitten Captive
2CC :
1 Duskwatch Recruiter
1 Fauna Shaman
1 Lotus Cobra
1 Mayor of Avabruck
1 Melira, Sylvok Outcast
1 Noose Constrictor
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Sylvan Advocate
1 Sylvan Caryatid
1 Tarmogoyf
1 Wall of Roots
1 Wild Mongrel
1 Courser of Kruphix
1 Den Protector
1 Eternal Witness
1 Manglehorn
1 Nissa, Vastwood Seer
1 Omnath, Locus of Mana
1 Reclamation Sage
1 Tireless Tracker
1 Uktabi Orangutan
1 Yavimaya Elder
4CC :
1 Master of the Wild Hunt
1 Oracle of Mul Daya
1 Polukranos, World Eater
1 Thrun, the Last Troll
1 Vengevine
1 Wickerbough Elder
5CC :
1 Acidic Slime
1 Deranged Hermit
1 Thragtusk
1 Whisperwood Elemental
1 Great Oak Guardian
1 Primeval Titan
7CC :
1 Hornet Queen
8CC :
1 Craterhoof Behemoth
1 Terastodon
1 Woodfall Primus
11CC :
1 Worldspine Wurm
Total : 53
1 Oath of Nissa
1 Rancor
1 Worldly Tutor
2CC :
1 Channel
1 Evolutionary Leap
1 Life from the Loam
1 Oath of Druids
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Cultivate
1 Curse of Predation
1 Kodama's Reach
1 Nissa, Voice of Zendikar
1 Song of the Dryads
4CC :
1 Collected Company
1 Eureka
1 Garruk Relentless
1 Garruk Wildspeaker
1 Natural Order
1 Pattern of Rebirth
1 Nissa, Worldwaker
1 Plow Under
1 Primal Command
6CC :
1 Selvala's Stampede
9CC :
1 Tooth and Nail
XCC :
1 Chord of Calling
1 Green Sun’s Zenith
LANDS :
1 Gaea’s Cradle
1 Treetop Village
Total : 30
WU
1 Detention Sphere
1 Geist of Saint traft
1 Detention Sphere
1 Spell Queller
1 Supreme Verdict
1 Venser, the Sojourner
1 Celestial Colonnade
1 Flood Plain
1 Flooded Strand
1 Hallowed Fountain
1 Irrigated Farmland
1 Tundra
Total : 11
UB
1 Baleful Strix
1 Ashiok, Nightmare Weaver
1 Psychatog
1 Shadowmage Infiltrator
1 Tezzeret, Agent of Bolas
1 Dragonlord Silumgar
1 Bad River
1 Creeping Tar Pit
1 Fedid Pools
1 Polluted Delta
1 Underground Sea
1 Watery Grave
Total : 11
BR
1 Rakdos Cackler
1 Grenzo, Dungeon Warden
1 Daretti, Ingenious Iconoclast
1 Kolaghan’s Command
1 Falkenrath Aristocrat
1 Murderous Redcap
1 Badlands
1 Blackleave Cliffs
1 Blood Crypt
1 Bloodstained Mire
1 Lavaclaw Reaches
1 Smoldering Marsh
Total : 11
RG
1 Tattermunge Maniac
1 Domri Rade
1 Arlinn Kord (Arlinn, Embraced by the Moon)
1 Bloodbraid Elf
1 Sarkhan Vol
1 Dragonlord Atarka
1 Copperline Gorge
1 Raging Ravine
1 Sheltered Thicket
1 Stomping Ground
1 Taiga
1 Wooded Foothills
Total : 11
GW
1 Avacyn's Pilgrim
1 Dryad Militant
1 Qasali Pridemage
1 Voice of Resurgence
1 Kitchen Finks
1 Mirari’s Wake
1 Canopy Vista
1 Horizon Canopy
1 Savannah
1 Stirring Wildwood
1 Temple Garden
1 Windswept Heath
Total : 11
WB
1 Lingering Souls
1 Vindicate
1 Kaya, Ghost Assassin
1 Sorin, Lord of Innistrad
1 Unburial Rites
1 Immortal Servitude
1 Caves of Koilos
1 Concealed Courtyard
1 Godless Shrine
1 Marsh Flats
1 Scrubland
1 Shambling Vent
Total : 11
BG
1 Elves of Deep Shadows
1 Abrupt Decay
1 Life // Death
1 Lotleth Troll
1 Maelstrom Pulse
1 Pernicious Deed
1 Bayou
1 Blooming Marsh
1 Llanowar Wastes
1 Overgrown Tomb
1 Verdant Catacombs
1 Woodland Cemetery
Total : 11
GU
1 Edric, Spymaster of Trest
1 Shardless Agent
1 Trygon Predator
1 Mystic Snake
1 Nissa, Steward of Elements
1 Kiora, the Crash Waves
1 Breeding Pool
1 Hinterland Harbor
1 Lumbering Falls
1 Misty Rainforest
1 Tropical Island
1 Yavimaya Coast
Total : 11
UR
1 Fire // Ice
1 Izzet Charm
1 Dack Fayden
1 Saheeli Rai
1 Ral Zarek
1 Keranos, God of Storms
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Sulfur Falls
1 Volcanic Island
1 Wandering Fumarole
Total : 11
RW
1 Figure of Destiny
1 Boros Charm
1 Lightning Helix
1 Duergar Hedge-Mage
1 Ajani Vengeant
1 Nahiri, the Harbinger
1 Arid Mesa
1 Battlefield Forge
1 Inspiring Vantage
1 Needle Spires
1 Plateau
1 Sacred Foundry
Total : 11
1 Hellkite Overlord
Naya :
1 Wild Nacatl
Bant :
1 Noble Hierarch
1 Sphinx of the Steel Wind
Grixis :
1 Nicol Bolas, Planeswalker
Jeskai :
1 Soulfire Gand Master
1 Alesha, Who Smiles at Death
Abzan :
1 Warden of the First Tree
Sultai :
1 Tasigur, the Golden Fang
1 Yasova Dragonclaw
Rainbow :
1 Progenitus
Total : 11
1 Hangarback Walker
1 Phyrexian Revoker
1 Spellskite
1 Walking Ballista
3CC :
1 Filigree Familiar
1 Metalworker
1 Phyrexian Metamorph
1 Lodestone Golem
1 Masticore
1 Solemn Simulacrum
5CC :
1 Kuldotha Forgemaster
6CC :
1 Wurmcoil Engine
7CC :
1 Myr Battlesphere
1 Sundering Titan
10CC :
1 Kozilek, Butcher of Truth
1 Ulamog, the Ceaseless Hunger
11CC :
1 Ulamog, the Infinite Gyre
12CC :
1 Blightsteel Colossus
15CC :
1 Emrakul, the Aeons Torn
Total : 20
1 Black Lotus
1 Chrome Mox
1 Mana Crypt
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Vault
1 Sol Ring
2CC :
1 Azorius Signet
1 Dimir Signet
1 Simic Signet
1 Izzet Signet
1 Coldsteel Heart
1 Everflowing Chalice
1 Grim Monolith
1 Mind Stone
1 Prismatic Lens
1 Basalt Monolith
1 Coalition Relic
1 Worn Powerstone
4CC :
1 Hedron Archive
1 Thran Dynamo
5CC :
1 Gilded Lotus
Total : 26
1 Black Vise
1 Cursed Scroll
1 Pithing Needle
1 Relic of Progenitus
1 Sensei’s Divining Top
1 Voltaic Key
2CC :
1 Powder Keg
1 Ratchet Bomb
1 Scroll Rack
1 Time Vault
1 Winter Orb
1 Crucible of Worlds
1 Mimic Vat
1 Tangle Wire
4CC :
1 Erratic Portal
1 Nevinyrral's Disk
1 Somkestack
5CC :
1 Memory Jar
6CC :
1 Mindslaver
1 Karn Liberated
8CC :
1 Ugin, the Spirit Dragon
XCC :
1 Engineered Explosives
LANDS :
1 Bazaar of Baghdad
1 Maze of Ith
1 The Tabernacle at Pendrell Vale
Total : 25
1 Bonesplitter
1 Skullclamp
2CC :
1 Captain's Claws
1 Lightning Greaves
1 Smuggler's Copter
1 Umezawa’s Jitte
1 Grafted Wargear
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Fleetwheel Cruiser
5CC :
1 Batterskull
Total : 14
1 City of Brass
1 Gemstone Mine
1 Grand Coliseum
1 Mana Confluence
1 Reflecting Pool
1 Undiscovered Paradise
1 Ash Barrens
1 Evolving Wilds
1 Terramorphic Expanse
UTILITY :
1 Ancient Tomb
1 City of Traitors
1 Ghost Quarter
1 Library of Alexandria
1 Mishra’s Factory
1 Mishra's Workshop
1 Mutavault
1 Rishadan Port
1 Strip Mine
1 Wasteland
Total : 19
1 Gitaxian Probe
1 High Tide
1 Brain Freeze
1 Turnabout
1 Gush
1 Time Reversal
1 Dream Halls
1 Mind's Desire
1 Palinchron
Black :
1 Rain of Filth
1 Dark Ritual
1 Cabal Ritual
1 Yawgmoth's Will
1 Necropotence
1 Tendrils of Agony
1 Yawgmoth's Bargain
1 Rite of Flame
1 Seething Song
1 Mana Flare
1 Past in Flames
1 Empty the Warrens
Green :
1 Noxious Revival
1 Fastbond
1 Heartbeat of Spring
1 Rude Awakening
Colorless :
1 Lotus Bloom
1 Lotus Petal
1 Lion's Eye Diamond
1 Zuran Orb
1 Pentad Prism
Total : 30
1 Waterfront Bouncer
1 Phantasmal Image
1 Into the Roil
1 Unsubstantiate
1 Stratus Dancer
1 Forbid
1 Mystic Confluence
1 Ætherling
1 Faerie Conclave
Black :
1 Despise
1 Vampire Hexmage
1 Custodi Lich
1 Consuming Vapors
1 Contagion
1 Ob Nixilis of the Black Oath
1 Tombstalker
1 Firestorm
1 Searing Blaze
1 Ire Shaman
1 Collective Defiance
1 Flames of the Firebrand
Green :
1 Oath of Nissa
1 Mayor of Avabruck
1 Tireless Tracker
1 Treetop Village
Colorless :
1 Black Vise
1 Coldsteel Heart
1 Lightning Greaves
1 Mimic Vat
1 City of Traitors
10 Conspiracy cards
(Regular Conspiracy rules apply)
5 Un-Cards from Unhinged or Unglued
(Special house rules apply)
15 Plane cards
(Special house rules apply)
- If a 1/2 symbol does appear in a rules text of a card, it has to be read as 1
- If X and 1/2 does appear in the power or thoughness of a creature card, it has to be read as X+1
- Sealed Magic booster pack = 15 random cards from the undraft portion of the cube
- Number of expansion symbol among basic lands you control always egal 3
General informations :
- Some of the Plane cards has been errata in order to be design for a 1v1 environment
- Like in the original Planechase environment, a Planar-Die is required to play the Plane cards
- The Plane cards are part of the draft like any other cards
- Only one Plane card is authorized by deck
- Like a Conspiracy card, a Plane card isn't properly part of your 40-cards deck
- However, a Plane card doesn't start the game into the Command Zone like a Conspiracy card
Gameplay informations :
- A Plane card starts the game into the Planar Zone
- When a Plane card is in the Planar Zone, it doesn't had any affect on the game
- A Plane card can only leave the Planar Zone via a Planar-Action or a Planar-Die roll
- A Planar-Action may only be performed from turn 4
- A Planar-Action is considered as a keyword ability that can only be performed at sorcery speed
- A Planar-Action is considered as a keyword ability that can be counter by none-restrictive counterspells
- A Planar-Action does use the stack and does provide priority
- A Planar-Action can only be taken once per game
- Once a Planar-Action has been taken, its owner must roll a Planar-Dice at the beginning of each of his upkeep
- When a player proceed a Planar-Action, he must remove a card from his hand and pay 2 life
- As a result, the Plane card will then enter the battlefield from the Planar Zone
- If a Plane card is counter, it's owner still has to remove a card from his hand and pay 2 life
- Once a Plane card is on the battlefield, it does start affecting the game
- Once a Plane card is on the battlefield, it is considered has a permanent card
- A Plane card can go in the exile via exile effets
- A Plane card can go in its owner's graveyard via destroy or sarifice effects
- Spells or Permanents that can target both artifact and enchatment, like Disenchant, can also target a Plane
- A Plane card that is in its owner's graveyard is still considered has a card
- A Plane card that is in its owner's graveyard can be return to the battlefield with Obzedat's Aid effects
- A Plane card that is in its owner's graveyard can be return to owner's hand with Regrowth effects
- If a Plane card has to return to owner's hand, it returns to the Planar Zone instead
About Planar-Dice roll and Plane's ability :
- If Plane is roll on a Planar-Die roll, return the Plane card to the Planar-Zone if it's on the battlefield
- If Plane is roll on a Planar-Die roll, return the Plane card to the battlefield if it's in the Planar Zone
- If Chaos is roll on a Planar-Die roll, return the Plane card to the battlefield if it’s in the Planar Zone
- If Chaos is roll on a Planar-Die roll, it triggers the Plane card ability if the Plane is on the battlefield
- A Plane's ability does use the stack and does provide priority
Additional informations about Planar-Action :
- A Plane entering or leaving the battlefield via a Planar-Die roll isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a exile effects isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a bouncing effects isn't considered as a Planar-Action
- Only a Planar-Action does require the Plane owner to remove a card from his hand and pay 2 life
1 Containment Priest
1 Extricator of Sin
1 Emeria Angel
1 Seal of Cleansing
1 Catastrophe
Blue :
1 Thing it the Ice
1 Into the Roil
1 Unsubstantiate
1 Imprisoned in the Moon
1 Stratus Dancer
1 Despise
1 Vampire Hexmage
1 Consuming Vapors
1 Contagion
1 Tombstalker
Red :
1 Firestorm
1 Searing Blaze
1 Ire Shaman
1 Collective Defiance
1 Avalanche Riders
1 Oath of Nissa
1 Mayor of Avabruck
1 Tireless Tracker
1 Regal Behemoth
1 Treetop Village
Colorless :
1 Black Vise
1 Coldsteel Heart
1 Lightning Greaves
1 Mimic Vat
1 City of Traitors
OUT ----> IN
WWWWW :
Champion of the Parish ----> Kytheon, Hero of Akros (Gideon, Battle-Forged)
UUUUU :
Aether Adept ----> Jace, Vryn's Prodigy (Jace, Telepath Unbound)
BBBBB :
Nantuko Shade ----> Despoiler of Souls
Vampire Nighthawk ----> Liliana, Heretical Healer (Liliana, Defiant Necromancer)
The Abyss ----> Priest of the Blood Rite
RRRRR :
Frenzied Goblin ----> Goblin Glory Chaser
Devastation ----> Pia and Kiran Nalaar
GGGGG :
Garruk, Primal Hunter ----> Evolutionary Leap
WWWWW :
Ojutai Exemplars ---> Gideon, Ally of Zendikar
UUUUU :
Repeal ---> Scatter to the Winds
BBBBB :
Silumgar Assassin ---> Drana, Liberator of Malakir
Ultimate Price ---> Ruinous Path
RRRRR :
None
GGGGG :
Wild Dogs ---> Scythe Leopard
WUBRG :
Hinterland Harbor ---> Lumbering Falls
Isolated Chapel ---> Shambling Vent
XXXXX :
Ulamog, the Infinite Gyre ---> Ulamog, the Ceaseless Hunger
Pentad Prism ---> Hedron Archive
WWWWW :
None
UUUUU :
Tamiyo, the Moon Sage ---> Mystic Confluence
BBBBB :
None
RRRRR :
Brimstone Volley ---> Fiery Confluence
Manic Vandal ---> Magus of the Wheel
GGGGG :
None
WUBRG :
Garruk, Apex Predator ---> Meren of Clan Nel Toth
XXXXX :
None
WWWWW :
Soltari Champion ---> Eldrazi Displacer
UUUUU :
None
BBBBB :
Vampire Nighthawk ---> Kalitas, Traitor of Ghet
RRRRR :
None
GGGGG :
Kalonian Hydra ---> Nissa, Voice of Zendikar
Genesis Wave ---> Oath of Nissa
WUBRG :
Detention Sphere ---> Reflector Mage
Sorin, Solemn Visitor ---> Ayli, Eternal Pilgrim
Clifftop Retreat ---> Needle Spires
Sulfur Falls ---> Wandering Fumarole
Woodland Cemetery ---> Hissing Quagmire
WWWWW :
None
UUUUU :
Riftwing Cloudskate ---> Thing in the Ice (Awoken Horror)
BBBBB :
Mesmeric Fiend ---> Heir of Falkenrath (Heir of the Night)
Despoiler of Souls ---> Asylum Visitor
RRRRR :
Reckless Waif ---> Falkenrath Gorger
Chandra, Fire of Kaladesh ---> Sin Prodder
GGGGG :
Sylvan Tutor (Howlpack Alpha) ----> Duskwatch Recruiter (Krallenhorde Howler)
WUBRG :
Ayli, Eternal Pilgrim ---> Sorin, Grim Nemesis
WWWWW :
Soltari Monk ---> Selfless Spirit
Soltari Priest ---> Thalia, Heretic Cathar
Quarantine Field ---> Extricator of Sin (Testing)
UUUUU :
Merfolk Looter ---> Wharf Infiltrator
Frantic Search ---> Unsubstantiate (Testing)
Tamiyo, the Moon Sage ---> Imprisoned in the Moon
BBBBB :
Read the Bones ---> Liliana, the Last Hope
RRRRR :
Tempt with Vengeance --> Hanweir Garrison
Bonfire of the Damned ---> Collective Defiance
GGGGG :
Evolutionary Leap ---> Kessig Prowler (Sinuous Predator)
Wall of Blossoms ---> Noose Constrictor
WUBRG :
None
XXXXX :
Mimic Vat ---> Emrakul, the Promised End
WWWWW :
Mirran Crusader ---> Recruiter of the Guard
UUUUU :
None
BBBBB :
Bloodline Keeper ---> Custodi Lich
RRRRR :
Ash Zealot ---> Grenzo, Havoc Raiser
GGGGG :
Greenwarden of Murasa ---> Regal Behemoth
Life from the Loam ---> Selvala's Stampede
WUBRG :
Dreadbore ---> Daretti, Ingenious Iconoclast
Sorin, Grim Nemesis --->Kaya, Ghost Assassin
XXXXX :
Advantageous Proclamation
Brago's Favor ---> Hymn of the Wilds
Cogwork Librarian ---> Sovereign's Realm
Muzzio's Preparations ---> Summoner's Bond
Sentinel Dispatch ---> Hold the Perimeter
Unexpected Potential ---> Emissary's Ploy
WWWWW :
Baneslayer Angel ---> Angel of Invention
Unexpectedly Absent ---> Fumigate
UUUUU :
None
BBBBB :
Vampire Hexmage ---> Scrapheap Scrounger
Master of the Feast ---> Harsh Scrutiny
RRRRR :
Avalanche Riders ---> Chandra, Torch of Defiance
GGGGG :
None
WUBRG :
Electrolyze ---> Saheeli Rai
XXXXX :
Coldsteel Heart ---> Smuggler's Copter
Lodestone Golem ---> Fleetwheel Cruiser
No addition
WWWWW :
Kami of Ancient Law ---->- Restoration Specialist
UUUUU :
Wharf Infiltrator ---> Baral, Chief of Compliance
Negate ---> Disallow
Torrential Gearhulk ---> Baral's Expertise
BBBBB :
Dauthi Horror ---> Glint-Sleeve Siphoner
Ob Nixilis Reignited ---> Yahenni's Expertise
RRRRR :
Goblin Kaboomist ---> Kari Zev, Skyship Raider
War-Name Aspirant ---> Aether Chaser
Manic Vandal ---> Release the Gremlins
GGGGG :
None
XXXXX :
None
WUBRG :
None
WWWWW :
Soltari Trooper ---->- Glory-Bond Initiate
Restoration Specialist ---->- Gideon of the Trials
UUUUU :
Imprisoned in the Moon ---> Censor
Baral, Chief of Compliance ---> Vizier of Tumbling Sands
BBBBB :
Tormented Hero ---> Dread Wanderer
Bane of the Living ---> Liliana, Death's Majesty
Ruinous Path ---> Never // Return
RRRRR :
Goblin Glory-Chase ---> Soul-Scar Mage
Incendiary Flow ---> Harsh Mentor
Chaos Warp ---> Combat Celebrant
GGGGG :
Viridian Shaman ---> Manglehorn
XXXXX :
None
WUBRG :
Kiora's Follower ---> Nissa, Steward of Elements
Prairie Stream ---> Irrigated Farmland
Sunken Hollow ---> Fetid Pools
Karplusan Forest ---> Sheltered Thicket
WWWWW :
None
UUUUU :
Baral's Expertise ---> Champion of Wits
Disallow ---> Supreme Will
BBBBB :
None
RRRRR :
None
GGGGG :
Omnath, Locus of Mana ---> Ramunap Excavator
XXXXX :
Prismatic Lens ---> Mirage Mirror
WUBRG :
Nicol Bolas, Planeswalker ---> Nicol Bolas, God Pharaoh
WWWWW :
None
UUUUU :
Talrand, Sky Summoner ---> Whirler Rogue
BBBBB :
Bloodline Keeper ----> Cabal Ritual
RRRRR :
Gore-House Chainwalker ----> Abbot of Keral Keep
GGGGG :
Troll Ascetic ----> Nissa, Vastwood Seer (Nissa, Sage Animist)
Avenger of Zendikar ----> Worldspine Wurm
Beast Within ----> Experiment One
WUBRG :
Obzedat, Ghost Council ---> Sorin, Solemn Visitor
WWWWW :
None
UUUUU :
Richard Garfield, Ph.D. ---> Repeal
Dream Halls ---> Into the Roil
BBBBB :
Blood Scrivener ----> Vampire Hexmage
Tainted Pact ----> Languish
RRRRR :
Guttersnipe ----> Firestorm
GGGGG :
Avacyn's Pilgrim ----> Genesis Wave
Elves of Deep Shadow ----> Kodama's Reach
XXXXX :
Shrine of Burning Rage ---> Thespian's Stage
Precursor Golem ---> Dark Depths
WWWWW :
Increasing Devotion ---> Honor of the Pure
Entreat the Angels ---> Elspeth Tirel
Leonin Relic-Warden ---> Relic Seeker
Cloistered Youth ---> Soltari Champion
Banisher Priest ---> Academy Rector
Black Vise ---> Quarantine Field
UUUUU :
Personal Tutor ---> Gitaxian Probe
Scatter to the Winds ---> Condescend
Into the Roil ---> Man-o'-War
Frost Titan ---> Ætherling
Crystal Shard ---> Turnabout
BBBBB :
Volrath's Stronghold ---> Despise
Smallpox ---> Contagion
Pox ---> Profane Command
Consuming Vapors ---> Mesmeric Fiend
Ob Nixilis of the Black Oath ---> Bone Shredder
Priest of the Blood Rite ---> Vampire Nighthawk
RRRRR :
Goblin Glory Chaser ---> Monastery Swiftspear
Borderland Marauder ---> Hellspark Elemental
Orcish Artillery ---> Manic Vandal
Bosh, Iron Golem ---> Flames of the Firebrand
Triskelion ---> Bonfire of the Damned
GGGGG :
Edge of Autumn ---> Kalonian Hydra
Titania, Protector of Argoth ---> Craterhoof Behemoth
City of Ass ---> Curse of Predation
WUBRG :
Kiora, the Crashing Wave ---> Kiora, Master of the Depths
Meren of Clan Nel Toth ---> Garruk, Apex Predator
WWWWW :
None
UUUUU :
Gitaxian Probe ---> Faerie Conclave
Brain Freeze ---> Waterfront Bouncer
Turnabout ---> Spellstutter Sprite
Mind's Desire ---> Into the Roil
Palinchron ---> Treasure Cruise
BBBBB :
Dark Ritual ---> Chainer's Edict
Cabal Ritual ---> Read the Bones
Yawgmoth's Will ---> Consuming Vapors
Tendrils of Agony ---> Ob Nixilis of the Black Oath
RRRRR :
Seething Song ---> Chandra, Fire of Kaladesh
Empty the Warrens ---> Form of the Dragon
GGGGG :
Heartbeat of Spring ---> Kalonian Hydra
XXXXX :
Lotus Petal ---> City of Traitors
WWWWW :
None ----> Martial Coup
Academy Rector ---> Expedition Envoy
Elspeth Tirel ---> Archangel Avacyn (Avacyn, the Purifier)
UUUUU :
None ---> Tamiyo, the Moon Sage
BBBBB :
None ---> Reaver Drone
None ---> Bloodline Keeper
RRRRR :
None ---> Goblin Glory Chaser
None ---> Chandra, Flamecaller
Chandra's Phoenix ---> Ire Shaman
Form of the Dragon ---> Ash Zealot
GGGGG :
None ---> Sylvan Advocate
None ---> Greenwarden of Murasa
None ---> Viridian Shaman
WUBRG :
None ---> Detention Sphere
None ---> Lim-Dul's Vault
None ---> Falkenrath Aristocrat
None ---> Arlinn Kord (Arlinn, Embraced by the Moon)
None ---> Voice of Resurgence
None ---> Anguished Unmaking
None ---> Abrupt Decay
None ---> Mystic Snake
None ---> Electrolyze
None ---> Boros Charm
None ---> Nahiri, the Harbinger
None ---> Hellkite Overlord
Siege Rhino ---> Nicol Bolas, Planeswalker
Garruk, Apex Predator ---> Life // Death
XXXXX :
None ---> Black Vise
None ---> Coldsteel Heart
Crystal Shard ---> Mimic Vat
WWWWW :
None ---> Declaration in Stone
None ---> Gisela, the Broken Blade
Honor of the Pure ---> Seal of Cleansing
UUUUU :
None ---> Crystal Shard
None ---> Teferi, Temporal Archmage
BBBBB :
None ---> Bane of the Living
None ---> Murderous Cut
RRRRR :
None ---> Village Messenger
None ---> Bosh, Iron Golem
GGGGG :
None ---> Tireless Tracker
None ---> Great Oak Guardian
WUBRG :
Lim-Dul's Vault ---> Ashiok, Nightmare Weaver
XXXXX :
Thespian's Stage ---> Hangarback Walker
Dark Depths ---> Nevinyrral's Disk
WWWWW :
None ---> Eternal Dragon
None ---> Unexpectedly Absent
UUUUU :
None ---> Trickster Mage
None ---> Negate
BBBBB :
None ---> Master of the Feast
None ---> Ob Nixilis Reignited
RRRRR :
None ---> Mogg War Marshal
None ---> Avalanche Riders
GGGGG :
None ---> Sylvan Tutor
None ---> Vengevine
XXXXX :
None ---> Captain's Claws
None ---> Mimic Vat
None ---> Lodestone Golem
None ---> Mindslaver
None ---> Ghost Quarter
WUBRG :
None ---> Flood Plain
None ---> Bad River
None ---> Smoldering Marsh
None ---> Karplusan Forest
None ---> Canopy Vista
None ---> Concealed Courtyard
None ---> Blooming Marsh
None ---> Hinterland Harbor
None ---> Sulfur Falls
None ---> Inspiring Vantage
Glacial Fortress ---> Prairie Stream
Drowned Catacomb ---> Sunken Hollow
Mystic Snake ---> Bounding Krasis
WWWWW :
None ---> Condemn
None ---> Kami of Ancient Law
None ---> Bygone Bishop
None ---> Eldrazi Displacer
None ---> Captain of the Watch
UUUUU :
None ---> Merfolk Looter
None ---> Gifts Ungiven
None ---> Tamiyo, the Moon Sage
None ---> Torrential Gearhulk
None ---> Academy Ruins
BBBBB :
None ---> Carrion Feeder
None ---> Bearer of Silence
None ---> Makeshift Mannequin
None ---> Noxious Gearhulk
None ---> Volrath's Stronghold
RRRRR :
None ---> Goblin Kaboomist
None ---> Incendiary Flow
None ---> Chaos Warp
None ---> Goblin Dark-Dwellers
None ---> Devastation
GGGGG :
None ---> Boreal Druid
None ---> Wild Dogs
None ---> Life from the Loam
None ---> Defense of the Heart
None ---> Chord of Calling
XXXXX :
None ---> Coldsteel Heart
None ---> Filigree Familiar
None ---> Kuldotha Forgemaster
None ---> Ulamog, the Infinite Gyre
None ---> Forbidden Orchard
XXXXX :
None ---> Anafenza, Kin-Tree Spirit
None ---> Rally the Ancestors
None ---> Return to the Ranks
None ---> Karmic Guide
BBBBB :
None ---> Viscera Seer
None ---> Blood Artist
None ---> Zulaport Cutthroat
None ---> Nantuko Husk
None ---> Pawn of Ulamog
None ---> Buried Alive
None ---> Grim Haruspex
RRRRR :
None ---> Goblin Bombardment
GGGGG :
None ---> Melira, Sylvok Outcast
None ---> Evolutionary Leap
None ---> Pattern of Rebirth
None ---> Whisperwood Elemental
WUBRG :
None ---> Immortal Servitude
None ---> Murderous Redcap
None ---> Grim Flayer
None ---> Catacomb Sifter
None ---> Shardless Agent
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(other than "devastating..." )
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I used to write for MTGS, including Cranial Insertion and cube articles. Good on you if you can find those after the upgrade.
I used to have Xenagos and Assemble the Legions in there when the cube was unpowered and they worked well in that deck too. But they ended up being cut for guild reduction purposes.
Devastation entered my cube when its size was at 720 and it held up the spot since then. I like that he helps red use Wildfire type of deck more often. It can also pair with it easily if you don't use creatures or very few ones.
Control the board with burns, spot removals and wrath. Then drop a walker and devastate the field. That's pretty much the game plan. Few valable blockers may also help protect walkers. Courser of Kruphix is one of them. Wall of Blossoms, Wall of Roots and Wall of Omens are also sweet in there.
Sarkhan Vol may also go in and help getting the trick done.
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Plus, I make some few changes to the cube in other to had the Thespian's Stage & Dark Depths combo. So Genesis Wave and Vampire Hexmage are back in! I also decided to push combo and tempo decks a bit more by readding Repeal and Into the Roil. In the process, Richard Garfield, Ph. D. and Dream Halls has unfortunatly been cut. Richard was fine, but brings some confusion and strang situations some time. Beside that, new players do have a drawback versus experimented players who know so much more Magic cards than them. About DH, other Storm enablers have been had recently, so I think it's not necessary anymore. Finally, Languish, Firestorm and Kodama's Reach are add. Why? Because those cards are great!
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About what you've mention on Mana Reflection, I do run Heartbeat of Spring and Mirari's Wake, so generating a insane amount of mana with Genesis Wave would be possible in my cube environment. FWIW, I do prefer HoS to MR because it supports Storm so well. MR in counterpart is a bit slow for Storm decks and is kind of reserves to Big-Ramp shell.
As for Sylvan Scrying, it seems like a sweet add. Didn't thought about it and didn't notice the «land card» mention in the rule text when I opened it at the prerelease 2 weeks ago. Thanks for sharing the idea. Similar to that one, I looked at Crop Rotation, but ultimatly, I just found it too narrow and unnecessary. For its part, Knight of the Reliquary could be a nice fit because it goes into different decks. Sadly, I just don't have space in that guild at the moment. With that said, I definitly brainstormed a lot on that one. Primeval Titan is also a nice card already in the cube that help a lot to enable the combo.
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Thanks!
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I just wanted to make some quick testing before officially add the new cards from OGW. For that reason, some of those cards include in that update may be soon remove for something else. Although, some me stay. Some may be test for a short period of time. Some others for a longer period. In the process, the colored sections get one extra card each will the the colorless section is trim down to 85!
After the OGW release, I'll be adding the new cards that interest me, making the appropriate cut and add some already print cards that would fit with the new ones!
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We also need to add some new colorless sources to insure Eldrazi Displacer will be effective. We will then be able to determine if the creature can stay in the cube long term. If not, we will certainly be changing it back the way it was. Powder Keg is also add to the mix to help players defend themself against the brand new complete manland cycle.
About the cards that got chopped, Soltari Champion was, like we always has found, a bit too slow for the cube. Honor of the Pure could have been the right cut, but it surprisely performs well so far, so it going to stay for now. We then found Vampire Nighthawk to be a little meh, again. By the way, it was the exact same reason why it get cut in previous updates. He was readded few weeks ago to give black some more lifegain effects, but Kalitas will now assume that special role. Kalonian Hydra was okay but just not exciting. Maybe it could get in again somehow in further updates but for now, we found that it was the right cut. Sylvan Tutor was also bring to the table as a option, but with the Kiki-Twin combo still floating aroung, it was just wrong to do it that way. Genesis Wave for its part was just not performing that well and combo shells including it haven't shown up as much as we thought it would. Land swaps was easy to predict. Manlands are just too good to ignore and Check Lands were the weakest ones we could cut. Finally, for the multicolor swaps, we found that Detention Sphere was the right cut for the mage because, while still pretty good, it is a redundant effect in the cube. Venser, the Sojourner could also have seen the axe for it, but the planeswalker is part of the blink archetype and our playgroup like it pretty much. About Sorin, Solemn Visitor, we think it was a easy cut. We'll now see how Ayli performs at his spot. Black then gets a new 2-drop in the process and we think that was an important part of the swap. This seems like a great move for the black section.
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Rest looks good, although I still like Nighthawk a lot.
Cheers,
rant
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About Iona and Soltari Champion, I think they are both really different card. But the angel is part of the cheat archetype (Reanimator, Eureka, Oath, Show&Tell, etc.) and for that reason, I don't think it would be the right move to swap those. Maybe you're right about Mirran Crusader. Sometimes he's meh, and other times, he's just pure allstar. It makes it difficult to evaluate. But I know some people don't really like protection in the cube. Spear of Heliod is a great card but I didn't know some cube managers felt like it's worse than Soltari Champion.
For Vampire Nighthawk, the black 3-drop section is just so crowded. He's a innocent victim of that. Some cut Hypnotic Specter, some cut Master of the Feast, some cut Mardu Strike Leader, but we still like all of them pretty much. So for me, the right cut was the nighthawk.
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1) Storm module
2) Colorless module
3) Conspiracy module
First, getting the storm cards out of the cube will free up some spots for further updates and some more for already existing cards that I can't actually play in my 540. Plus, when storm will comes in, it will come in a more complete and well design set up featuring cards that I don't play at the moment, like Lion's Eye Diamond, Past in Flames, Dream Halls and much more. Second, getting the colorless theme in a separate module will make more sense and won't handicap the hole cube every draft in order to be able to succesfully run those special cards. And in last, like many of cube managers here on MTG Salvation, I'll craft a module featuring the most exciting and powerful Conspiracy theme cards. Stay tuned!
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Two different official modules has now been release and add to the Zetsu's cube. They are made of 30 cards, not necessarily color balance. Each expansion are build in a way you can include it to the main cube by switching its pieces with specific cards of the main cube. Change log guide were also added to the list so you can make yourself a good idea of what swaps should be done in order to play the modules without affecting traditionnal archetypes.
1) Storm Module :
First of those new expansion is the Storm Module!
This module is mainly made with all the storm cards that were for a long time in the main cube or that used to be in recent years. Those cards will now be removed from the main cuve and transfered to the module for good. Some new storm cards, that normally don't see play in traditionnal powered cube, will also be part of it. You can take a look at them by going in the modules' section of the cube's content.
Why creating a Storm module? 4 main reasons...
1) Storm is fun, our playgroup like it and we don't want to to see it disapear
2) New cards keep getting print and we want to play them. Adding this module will free up some space for immediate and further updates
3) Storm archetype will now be an occasional affair and wont parasitise the hole cube anymore
4) When it's going to be in, support for the Storm archetype will now be more effective than ever before
For people how are interested, the module has already been tested this past weekend and I can state that we're all pretty much satisfied with the result. Storm decks seems to come up more often and in much more diverse way. Many color combinaison of decks are now available and different kind of strategy can be apply to accomplish our stormy goals. There's a sweet example of a decklist that come up in our testing session :
1 Zuran Orb
1 Preordain
1 Ponder
1 Fastbond
1 Joraga Treespeaker
1 Mana Vault
1 Trinket Mage
1 Den Protector
1 Heartbeat of Spring
1 Crucible of Worlds
1 Dream Halls
1 Memory Jar
1 Repeal
1 Lion's Eye Diamond
1 Lotus Petal
1 Mox Diamond
1 Noxious Revival
1 Pentad Prism
1 Wheel of Fortune
1 Yawgmoth's Will
1 Turnabout
1 Rude Awakening
1 Time Spiral
1 Palinchron
Storm finisher :
1 Brain Freeze
1 Empty the Warrens
1 Bloodstained Mire
1 Scalding Tarn
1 Underground Sea
1 Badlands
1 Tropical Island
1 Watery Grave
1 Steam Vents
3 Forest
1 Island
1 Lavaclaw Reaches
1 Raging Ravine
1 Hissing Quagmire
2) Colorless Module :
Second important expansion release, the Colorless Module!
After testing the colorless theme with the recent addition of Eldrazi Displacer, my playgroup and I determine that the theme has to benefit from a strong support in order to maximize its potential. For that reason, we decide to create a second module that would include all the good colorless stuff and colorless support. In the process, new colorless cards, colorless mana rocks and colorless producing lands has been put all together. Like for the previous expansion, you can see the complete list in the modules' section of the cube's content.
I still need to brainstorm on the exact list though, especially on the colorless lands section. Some of them, like Crystal Vein, Contested War Zone and Shivan Gorge, are in for now, but may not be definitive due to their low powerlevel. Testing will tell. Our playgroup do have some other options if those don't perform well enough. Tips are also more than welcome from you guys!
Unfortunately, this module hasn't been test so far. Mainly because I don't own all the cards yet and that the list is likely to be changed in a near future. I would share testing results in here as soon as I can. Stay tuned.
3) Gameplay Alteration Module :
This module will follow shortly...
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Here's a link where you can have a close look on my thoughts about the inclusion :
For those who are interested, I'm working on an update that will be release soon. This update will enlarge the cube to 565 by adding 25 new cards. 10 of these will be single color, 10 will be multicolor and 5 will be colorless.
For its part, the Gameplay Alteration Module is still in progress. My playgroup and I are still working on house rules about the Planes. As you can see in my previous post, some of them will feature in the module, in a particular revisited and errated form, and we want to be 100% sure about how we want to them to be played. We want to include them, but also want them to be balanced for a 1-vs-1 environment. For now, all I can spoil you is that we are looking at the Alliance Pitch Spells Cycle in order to find base inspiration for our own mechanic. So much pleasure to come!
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There is the link to the article :
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With the storm package now moved in a special module, there's now some space to enlarge the cube a little bit! The cube now count 565 different cards! Some other cards also move in their respective 3-Color section so we can balance at most every color pie. In last, I also made little changes in order to fix the curves and try some card that I didn't own until now.
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There's a spoiler copy of what you can now find into the content's section of the cube list. It does explain how this new module works, and especially the Planechase portion of it! I think it's going to be really fun!
10 Conspiracy cards
(Regular Conspiracy rules apply)
5 Un-Cards from Unhinged or Unglued
(Special house rules apply)
15 Plane cards
(Special house rules apply)
- If a 1/2 symbol does appear in a rules text of a card, it has to be read as 1
- If X and 1/2 does appear in the power or thoughness of a creature card, it has to be read as X+1
- Sealed Magic booster pack = 15 random cards from the undraft portion of the cube
- Number of expansion symbol among basic lands you control always egal 3
General informations :
- Some of the Plane cards has been errata in order to be design for a 1v1 environment
- Like in the original Planechase environment, a Planar-Die is required to play the Plane cards
- The Plane cards are part of the draft like any other cards
- Only one Plane card is authorized by deck
- Like a Conspiracy card, a Plane card isn't properly part of your 40-cards deck
- However, a Plane card doesn't start the game into the Command Zone like a Conspiracy card
Gameplay informations :
- A Plane card starts the game into the Planar Zone
- When a Plane card is in the Planar Zone, it doesn't had any affect on the game
- A Plane card can only leave the Planar Zone via a Planar-Action or a Planar-Die roll
- A Planar-Action may only be performed from turn 4
- A Planar-Action is considered as a keyword ability that can only be performed at sorcery speed
- A Planar-Action is considered as a keyword ability that can be counter by none-restrictive counterspells
- A Planar-Action does use the stack and does provide priority
- A Planar-Action can only be taken once per game
- Once a Planar-Action has been taken, its owner must roll a Planar-Dice at the beginning of each of his upkeep
- When a player proceed a Planar-Action, he must remove a card from his hand and pay 2 life
- As a result, the Plane card will then enter the battlefield from the Planar Zone
- If a Plane card is counter, it's owner still has to remove a card from his hand and pay 2 life
- Once a Plane card is on the battlefield, it does start affecting the game
- Once a Plane card is on the battlefield, it is considered has a permanent card
- A Plane card can go in the exile via exile effets
- A Plane card can go in its owner's graveyard via destroy or sarifice effects
- Spells or Permanents that can target both artifact and enchatment, like Disenchant, can also target a Plane
- A Plane card that is in its owner's graveyard is still considered has a card
- A Plane card that is in its owner's graveyard can be return to the battlefield with Obzedat's Aid effects
- A Plane card that is in its owner's graveyard can be return to owner's hand with Regrowth effects
- If a Plane card has to return to owner's hand, it returns to the Planar Zone instead
About Planar-Dice roll and Plane's ability :
- If Plane is roll on a Planar-Die roll, return the Plane card to the Planar-Zone if it's on the battlefield
- If Plane is roll on a Planar-Die roll, return the Plane card to the battlefield if it's in the Planar Zone
- If Chaos is roll on a Planar-Die roll, return the Plane card to the battlefield if it’s in the Planar Zone
- If Chaos is roll on a Planar-Die roll, it triggers the Plane card ability if the Plane is on the battlefield
- A Plane's ability does use the stack and does provide priority
Additional informations about Planar-Action :
- A Plane entering or leaving the battlefield via a Planar-Die roll isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a exile effects isn't considered as a Planar-Action
- A Plane entering or leaving the battlefield via a bouncing effects isn't considered as a Planar-Action
- Only a Planar-Action does require the Plane owner to remove a card from his hand and pay 2 life
If you have any questions, don't hesitate to ask!
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Thank you!
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