Putrid Leech Gaze of the Gorgon Golgari Rotwurm Shambling Shell Consume Strength
After debating the place of aggro and control, i've been overlooking my own decisions.
The one thing I can't seem to get behind is 1 drop creatures that don't tap to do things. I like Kird Ape and Nactal... BUT... unless they are early they don't count. See Ripclan Mauler and Scabclan Mauler... but we'll see
Ideas for direct changes I would like opinions on:
Clay Statue
Rogue Elephant
Kathari Bomber
Brass Man
Brass Gnat
Alpha Myr
Pentad Prism
Morbid Hunger
Blade of the 6th Pride
Dragon Fodder
Just played some more, this time w/ Dreams. I agree, it is slow to start. However, Minamo is something many ppl won't want to 'walk from.
The affinity w/o multiple artifact lands makes the Enforcer about 4cc or 5, and that is keeping pace, not threatening. However, when SF put down just about any plane Sokezan, Furnace.. whatever, I capitalized quicker. I think it was more that the defenses in SF require vigalance and sometimes a well timed instant. But as Rorix took my face off.. I agree, big hasty beats are the best so far. And the planes in SF encourage it
after buy, playing, and enjoying 2 7-man games at release.. here is rambling-
~Zombies~ is great when it gets "rolling". However, we had 1 guy play the deck and die ASAP game 1. Not his fault. He put down Lethe Lake, noone walked from it (we tried real hard) and his defenseless turn 3 saw EVERY available attacker hit him from the game. In game 2 I played it, and Grave Pact/Phy Ghoul made me "God" for a time as attacking me just meant I would start stripping creatures. Then I got the Flues and was just being mean. I think it has the most synergy w/ its planes, but it needs to have board pressence early or there are a lot of hate causing planes that will get it killed. Great story: It was killed the 2nd game b/c it made it to the final 3, then landed on the Market, got its life total switched and killed by the lowest life player on the next upkeep.
~Strike Force~ which was the one I wanted to play b/c I wanted to see Naar Isle kill ppl. Know what? It did! In the 7 man game 1 we had 3x Strike Force. One played Furnace of Rath (card) and I flipped Naar Isle, it killed 2 ppl in their upkeep that turn. Some reason Goblin Offensive was good!?!?! Making even 3 guys puts most decks to shame on the same mana. Being able to have attackers look at who is "open" and see your 3 guys actually made a few of us just aim for open opponents. I think it is the most blow-out-y deck to get. It isn't so much fast, as it can just put down giant attackers w/ haste like Razia and Rorix. It also means if ppl know what you are playing you might get stomped out, but for release it was the winning deck of both 7-mans
~Elementals~ I didn't think it was going to win. It didn't. Its planes seem weak by comparison (Sp.?). Now for the good things I have to say; Tauren Mauler is a beating. Forgotten Ancient, is.. a.. beating. Rumbling Slum... beating. It has many early and powerful creatures, with ways of finding them. Its planes, IMO, also don't make them a target of "Planar Hatred" as I will call it from now on. It feels "comfortable". In my last words about it, I'll describe that sentiment. It isn't overpowered; doesn't make ppl hate its planar deck; and can hold the early game. It also, doesn't have real money cards. BUT... and I need to emphasis this... if you own all 4, this is the one that feels like it has the survival factor going on b/c it stays from the radar till you can punish the open player. Not my pick for best value, just best balanced.
~Artifacts~ Here is the more talked about deck from out table. It has things like Door to Nothingness (which, unless you are new.. NEVER DROP THIS, atleast w/o being able to activate it next turn). That makes ppl really look at their "free grace" turn right when you play it. They get threatened, then attack you. It does have things that can be played no matter the mana on the table.. I like playing stuff. It also seemed to never "get rolling". We had 2x in the first game, and one got the trap off, the other hat the best board pressence.. till their own Sanctum got walked from by another player and cleaned house. IMO, it is a solid deck. But it seems very swingy, whether b/c of its planes (those btw, IMO, are the best Planar Deck b/c it has some real powerhouse ones, more "great" ones/deck than the others); or b/c sometimes it sits there with 1,000 mana and nothing to play, so it taps out a lot to Planeswalk.
B/c I was on PMC 2.0, I will add a bit to your forum too. I am not an expert, but I have a set of rules for my cube, and also every slot has been researched with similar cards. Again, not an expert, but I cut my cube in half to get it to be 8-man
1st: I think exalted is overrated
2nd: Pingers need to be there, atleast 3-5 in a cube. If they "cause problems" for aggro... there are too many X/1's. Look at Hungry Spriggan; aggro.... but sobs to Flame Jab. Ever play 3x Dissension? B/R wins it b/c of Ickspitter
3rd: If a card is not good by itself (excluding Aura/Equipment) then it ISN'T GOOD!!!
On a side rant, I want to help improve aggro, but gimme like 5 sentences why it is bad and I can help
4th: Themes should be strong, but not overpowering unless they are even. I saw the soldier theme, it isn't bad.. but what about the soldiers of other colors? Thalakos Scout, Keldons.. I also think the landcyclers of Conflux should count as part of "land" or expand the allied color slots to +1 to accomodate them. I feel they are that important.
~Other Stuff~
Squall Drifter -> Master Decoy (the +0/+1 and soldier is superior)
Not ever "breather" is good, see Shade of Trokair, Deepwalker...
Rishadan Airship-> Wormfang Drake
Sootfeather Flock should be in somewhere, more morphs IMO are needed to hide the ones in there. And there are some really good aggro ones (see almost any aven)
D'Avenant Healer, as well as other 2+ ability creatures, should be looked at hard. TSP gave a lot of those, and you have many like Infiltrator il-Kor and Havenwood Wurm
Erratic Mutation -> Reality Acid (add in Tolarian Sentinel and it gets bad, or just Capsize)
Looking through your list, I can def see the smaller aggro.. then there is not much heavyweight follow up, it turns into great creatures but the punch thins at 3+ cc
on average it keeps them from either tapping out (less than exp players) or it reminds them that you are going to draw into more answers (ppl who see the card as weak but see it go off more than 3x
If I don't have a turn 3 play, I will play that ASAP. In general, I draw atleast 2 cards. Not impressive, till you realize they are holding a morph in hand and three mana open and refuse to play it so that you can't out draw them.
That is just how I play it in sheer control. Aggro-Control doesn't play it. Aggro, definately not. In a 4-5c control deck with things like flash creatures and Teachings.. it is good, IMO.
My point about Rend Flesh and Changelings was that they have synergy w/ ONslaught spells like Lavamancer Skill, and Cruel Revival while being immune to arguably the best Terminate since Terminate (Rend Flesh). I used to run more, but I am down to about 5-6 creature type matters cards. One is Aphetto Dredging.
After M10 rules, morphs lose power, so Lumithread is even worse than it looked b4. Try it, I'm not telling you not to; I just never was happy with it in a pinch where I needed it.
Name droppping a few more cards to get opinions:
~Blue~
Peel from Reality, Dream Fighter, Thalakos Scout, Jilt, Rhystic Study (THIS is my main control promotion card), Oona's Grace
~Black~
Cabal Torturer (instead of C. Witches), Soul Burn, Cinderbones (control card)
~Red~
Chainflinger (instead of Fangtail), Bloodfire INfusion (it is a sweeper), Heat Ray, Magma Burst (which in IPA Limited was a house)
~Green~
Greaster Mossdog (doesn't seem it, but somewhat good, I also run a bit more FLashback and Threshold), Havenwood Wurm, Battlefield Scronger, Sprout Swarm, Thallid Shelldweller (control card, early BIG wall, makes chumps.. it is 'sum good), Matsu-Tribe Sniper (solid anti-air), Predator's Strike (instead of Giant Growth or Sudden Strength), Mosstodon/Beacon Behemoth (big, and make other fat better), Spitting Gourna (need more morphs and he is always solid)
~Multi~
U/W: Aethertow (vs Curse of CHains; I had more power everytime), Glassdust Hulk (vs some ot the Exalted but if you like that theme, power to you), IMO PLumes of Peace should be in there
B/R: Rakdos Ickspitter (ping and ping), Lava ZOmbie (CiP creatures...)
B/W: VEctis DOminator or Mourning Thrull over Putrid Warriors
B/G: Gaze of the Gorgon over the other Hybrid (either color is happy with this card)
U/G: If Skyfolk isn't doing it for you, try Vigeon Hydropon
These are from my cube. I'm not going to hurrang you over artifacts, I run more. I like more control in my cube. I'm just bringing up different ideas since I haven't gotten too much changing feedback on my own.
Gravedigger should be Warren Pilferers, the extra mana means +1/+1 and a possible haste.
Thrill of the Hunt always made 2 creatures survive combat or get the kill I needed
I don't know how Arcane Gargoyle hasn't been amazing, the body + at worst a land searching artifact
And just mentioning I run things like Cruel Revival because I run a few things like the 5cc Game-Trail Changeling and it allows Rend FLesh to not have a target; a delightful thing
As for the Guildmage thing, I meant the Green or Black Mirage ones that can ping + do something else
most of the recent top 8 "Lands!.dec" list that are up are more towards Eternal Gardens than the 43-Land builds. They seem to be using more draw engines than the just Loam and the more successful, whether by dumb luck or whatever don't run burning Wish
I'd also argue for the M10 return of Vampires w/ a lord. As there weren't many in ALA, it definately needed ZEN to have them otherwise.. it would be a wasted Mythic
hey , I stumbled onto your post and skimmed (rather thoroughly) the five pages.
Here are a few comments:
You say you think control is weak, that is IMO, b/c you have suppar aggro cards where control cards need be.
I did not see Swirling Sandstorm, Holy Light, Strangling Soot
I didn't see a real reason to take out some of the Apprentices, also no B/G Guildmages is questionable
No Mystical Teachings, almost a core card for control to play a 5c flashback deck, I've done it in my Pauper Cube, it is a personal favorite
Some of the walls should be in: Wall of Hope, Stinging Barrier, Aetherflame Wall, Wall of Roots has been mentioned, Wall of Glare
As for the multicolor, I found the Blade Cycle to be lacking, there are mono's that do most of their effects better and more reliably if it cost 1 more. IN general there are few multi's that are truly great (never arguing Blind Hunter w/ Blink effects)
Overall it isn't a bad cube, I just find it doesn't push control positively at all.
While I don't agree w/ the UN's included, I do agree you should not use rarity of MED b/c Exile was made common.. that should show the power level issue here.
Last rant and I will leave you be. Spellshapers are a HUGE boon to the control via creature build. Devout Witness, Undertaker (although Tortured Existence is better), Waterfront Bouncer, etc.
Cards to consider just because:
Prismatic Strand
Rhystic Deluge (w/ Flood as well)
Mental Discipline (it is a Pauper Compulsion and Madness outlet)
Thrill of the Hunt
Breath of Life
Shambling Shell
Stir the Grave (I like reanimation effects)
Arcane Gargoyle (it is so amazing w/ Moonglove Extract and all 3 capsuls alone)
And basically lesser effects on Flashback cards seem to be better in general as they act like buyback w/o waiting
Feel free to attack or critisize my own critisism, no harm taken
for starters... I WANT EXILED 2. It would make sense to treat this like a real world MED expansion, just smaller.
I can see it being a creature type thing though. They are looking to SLivers this year.. and that means the Legends guess isn't horrible.
I would like to see FTV: Draw 7's; but sinisterly enough there could be a FTV: Tomes, or even Legendary Lands to try to tie in with Planechase... or even "Before they were 'Walkers"
And remember if there is an Exiled 2, the card has to have been Banned or Restricted. I am missing Wheel of Fortune, Ivory Tower, ZOrb, and some of the lesser bans from the early days.
How many slots should be 1 drop creatures, 2 drops, etc?
How do control cards like Flood, Capsize, or 5+ pingers affect the health of aggro?
~Green~
1cc
Thornscape Apprentice
Spore Frog
Ana Disciple
2cc
Tangle Asp
Thallid Shell Dweller
Sakura Tribe Elder
Thornsweald Archer
Silhana Ledgewalker
Matsu Tribe Sniper
Mire Boa
3cc
Yavimaya Elder
Fierece Empath
Civic Wayfinder
Lone Wolf
Simian Grunt
4cc
Krosan Vorine
Greater Mossdog
Blastoderm
Penumbra Spider
Kavu Primarch
Wickerbough Elder
Nantuko Vigilante
5cc
Gorilla Beserkers
Beacon Behemoth
Giant Dustwasp
Nath's Elite
Spitting Gourma
Battlefield Scroungers
Game-Trail CHangeling
Spike Colony
Mosstodon
6cc
Durkwood Baloth
Treespring Lorian
7cc
Havenwood Wurm
Krosan Tusker
Jungle Weaver
1cc
Thrill of the Hunt
2cc
Sprout Swarm
Gleeful Sabotage
Earthbrawn
Evolution Charm
Predator's Strike
3cc
Kodama's Reach
Wildsize
Journey of Discovery
4cc
Monstrify
Gloomwidow's Feast
Acorn Harvest
Elephant Ambush
No 5's
6cc
Sylvan Bounty
~White~
1cc
Goldmeadow Harrier
2cc
Starlight Invoker
Field Surgeon
Augur il-Vec
Angelic Wall
3cc
Lightbringer
D'Avenant Healer
Aven Riftwatcher
Auramancer
Wispmare
Kabuto Moth
Defender of Law
Benalish Lancer
Burrenton Bombardier
Soltari Visionary
Skyhunter Prowler
Benevolent Ancestor
Troubled Healer
4cc
Rune-Cervin Rider
Foriysian Interceptor
Teroh's Faithful
Aven Liberator
Guardian of the Guildpact
Sanctum Gargoyle
Heavy Ballista
Knight of Sursi
Spirit en-Kor
Coalition Honor Guard
Ballynock Trapper
Castle Raptors
5cc
Daru Lancer
no 1's
2cc
Angelic Renewal
Momentary Blink
3cc
Floating Shield
Orim's Thunder
Oblivion Ring
Blinding Beam
Solemn Offering
Radiant's Judgement
Dismantling Blow
Cessation
Marshalling Cry
Embolden
Prismatic Strands
4cc
Faith's Fetters
Cenn's Enlistment
Breath of Life
Resounding Silence
Abuna's Chant
5cc
Gleam of Resistance
~Blue~
1cc
Stormscape Apprentice
2cc
Looter il-Kor
Fathom Seer
Stonkbrook Angler
WAterfront Bouncer
3cc
Thalakos Scout
Shaper Parasite
Drift of Phantasms
Dream Fighter
Man-o-War
Wormfang Drake
4cc
Sentinels of Glen Elendra
Stinging Barrier
Ninja of Deep Hours
Breezekeeper
Tolarian Sentinel
Crookclaw Transmuter
Shirmmering Glasskite
5cc
Illusionary Wall
Mulldrifter
Infiltrator il-Kor
Tidewater Minion
Helium Squiter
Whip-Spine Drake :EDIT:
6cc
Aethersnipe
7cc
Errant Ephemeron
8cc
Slipstream Serpent
1cc
Flood
Ponder
2cc
Jilt
Arcane Denial
Impulse
Miscalculation
Courier's Capsule
3cc
Oona's Grace
Rhystic Study
Exclude
Undo
Consign to Dream
Reality Acid
Probe
Rushing River
4cc
Ocular Halo
Flight of Fancy
Deep Analysis
Mystic Restraints
Choking Tethers
Mystical Teachings
5cc
Traumatic Visions
Xcc
Condescend
~Black~
1cc
Carrion Feeder
Shadow Guildmage
2cc
Skinthinner
Erg Raiders
3cc
Cabal Torturer
Skittering Horror
Moonglove Changeling
Organ Grinder
Trespasser il-Vec
Smokespew Invoker
Orzhov Euthanist
Cinderbones
Stinkweed Imp
Phyrexian Rager
4cc
Carrion Ants
Faceless Butcher
Viscera Dragger
Phyrexian Debaser
Grave Scrabbler
Dimir House Guard
Mortipede
5cc
Sootfeather Flock
Warren Pilferers
Zombie Boa
Okiba-Gang Shinobi
Zombie Cutthroat
6cc
Twisted Abomination
Corpulent Corpse
1cc
Tortured Existence
Unearth
2cc
Shred Memory
Grim Harvest
3cc
Ashes to Ashes
Strangling Soot
Crippling Fatigue
Seal of Doom
Rend Flesh
Ichor Slick
4cc
Agonizing Demise
Evincar’s Justice
Pestilence
5cc
Essence Drain
Sever Soul
Cruel Revival
Clutch of Undeath
Brainspoil
No 6’s
7cc
Absorb Vis
Xcc
Stir the Grave
Death Denied
Soul Burn
~Red~
1cc
Raka Disciple
2cc
Goblin Skycutter
Mogg War Marshall
Skirk Marauder
Aetherflame Wall
3cc
Flamewave Invoker
Flowstone Channeler
Ghitu Slinger
Defender of Chaos
Battle Rampart
Keldon Vandals
Vithian Stinger
4cc
Blistering Dieflyn
Viashino Runner
Sandstone Warrior
Chainflinger
War-Spike Changeling
Thorn-Thrash Viashino
Battering Craghorn
5cc
Ingot Chewer
Sokenzan Spellblade
Gathan Raiders
6cc
Chartooth Cougar
7cc
Ridge Rannet
Faultgrinder
1cc
Firebolt
Lightning Axe
Seal of Fire
Lightning Bolt
Reckless Abandon
Flame Jab
Dead//Gone
Reckless Charge
2cc
Ancient Grudge
Fury Charm
3cc
Arcane Teachings
Arc Lightning
Barbed Lightning
Soul’s Fire
Furious Assault
Puncture Blast
Bloodfire Infusion
4cc
Magma Burst
Swirling Sandstorm
Scorching Missle
No 5’s
6cc
Fiery Fall
Xcc
Heat Ray
Rolling Thunder
Disintegrate
Lava Burst
~Artifact + Land~
-Mana-
5 Borderpost
5 Obelisk
Darksteel Ingot
Wanderer’s Twig
-Other-
Moonglove Extract
Darksteel Pendant
Relic of Progenitus
Pyrite Spellbomb
Aether Spellbomb
-Equipment-
Neurok Stealthsuit
Horned Helm
Blight Sickle
Neurok Hoversail
Viridian Longbow
Leonin Bola
Whispersilk Cloak
Opaline Bracers
Sparring Collar
Bonesplitter
Heliophial
-Creatures-
Skyreach Manta
Suntouched Myr
Steel Wall
Scuttlemutt
Elf Replica
Goblin Replica
Wizards Replica
Soldier Replica
Hematite Golem
Pewter Golem
Phyrexian Warbeast
-Lands-
Shimmering Grotto
Terramorphic Expanse
Rupture Spire
5 Panarama
10 Karoo
~Gold~
5 Double Landcycler
Cavern Harpy
Vectis Agents
Soul Manipulation
Deny Reality
Agony Warp
Wrecking Ball
Lava Zombie
Rakdos Ickspitter
Suicidal Charge
Monstrous Carabid
Skyknight Legionnaire
Goblin Legionnaire
Thundersong Trumpeter
Fire at Will
Squee’s Embrace
Armadillo Cloak
Qasali Pridemage
Sigil Blessing
Steel Leaf Paladin
Guardian of Vitu-Ghazi
Winged Coatl
Bigean Hydropon
Grazing Kelpie
Snakeform
Assault Zeppelid
Glassdust Hulk
Plumes of Peace
Aethertow
Steel of the Godhead
Silkbind Faerie
Blind Hunter
Vectis Dominator
Mourning Thrull
Soul Link
Pillory of the Sleepless
Petrahydrox
Razorfin Hunter
Quicksilver Dagger
Noggle Bandit
Izzet Chronarch
Deadshot Minotaur
Branching Bolt
Gorger Wurm
Scuzzback Marauders
Horned Kavu
Putrid Leech
Gaze of the Gorgon
Golgari Rotwurm
Shambling Shell
Consume Strength
After debating the place of aggro and control, i've been overlooking my own decisions.
The one thing I can't seem to get behind is 1 drop creatures that don't tap to do things. I like Kird Ape and Nactal... BUT... unless they are early they don't count. See Ripclan Mauler and Scabclan Mauler... but we'll see
Ideas for direct changes I would like opinions on:
Clay Statue
Rogue Elephant
Kathari Bomber
Brass Man
Brass Gnat
Alpha Myr
Pentad Prism
Morbid Hunger
Blade of the 6th Pride
Dragon Fodder
Also posing the Myrs vs Obelisks discussion
The affinity w/o multiple artifact lands makes the Enforcer about 4cc or 5, and that is keeping pace, not threatening. However, when SF put down just about any plane Sokezan, Furnace.. whatever, I capitalized quicker. I think it was more that the defenses in SF require vigalance and sometimes a well timed instant. But as Rorix took my face off.. I agree, big hasty beats are the best so far. And the planes in SF encourage it
~Zombies~ is great when it gets "rolling". However, we had 1 guy play the deck and die ASAP game 1. Not his fault. He put down Lethe Lake, noone walked from it (we tried real hard) and his defenseless turn 3 saw EVERY available attacker hit him from the game. In game 2 I played it, and Grave Pact/Phy Ghoul made me "God" for a time as attacking me just meant I would start stripping creatures. Then I got the Flues and was just being mean. I think it has the most synergy w/ its planes, but it needs to have board pressence early or there are a lot of hate causing planes that will get it killed. Great story: It was killed the 2nd game b/c it made it to the final 3, then landed on the Market, got its life total switched and killed by the lowest life player on the next upkeep.
~Strike Force~ which was the one I wanted to play b/c I wanted to see Naar Isle kill ppl. Know what? It did! In the 7 man game 1 we had 3x Strike Force. One played Furnace of Rath (card) and I flipped Naar Isle, it killed 2 ppl in their upkeep that turn. Some reason Goblin Offensive was good!?!?! Making even 3 guys puts most decks to shame on the same mana. Being able to have attackers look at who is "open" and see your 3 guys actually made a few of us just aim for open opponents. I think it is the most blow-out-y deck to get. It isn't so much fast, as it can just put down giant attackers w/ haste like Razia and Rorix. It also means if ppl know what you are playing you might get stomped out, but for release it was the winning deck of both 7-mans
~Elementals~ I didn't think it was going to win. It didn't. Its planes seem weak by comparison (Sp.?). Now for the good things I have to say; Tauren Mauler is a beating. Forgotten Ancient, is.. a.. beating. Rumbling Slum... beating. It has many early and powerful creatures, with ways of finding them. Its planes, IMO, also don't make them a target of "Planar Hatred" as I will call it from now on. It feels "comfortable". In my last words about it, I'll describe that sentiment. It isn't overpowered; doesn't make ppl hate its planar deck; and can hold the early game. It also, doesn't have real money cards. BUT... and I need to emphasis this... if you own all 4, this is the one that feels like it has the survival factor going on b/c it stays from the radar till you can punish the open player. Not my pick for best value, just best balanced.
~Artifacts~ Here is the more talked about deck from out table. It has things like Door to Nothingness (which, unless you are new.. NEVER DROP THIS, atleast w/o being able to activate it next turn). That makes ppl really look at their "free grace" turn right when you play it. They get threatened, then attack you. It does have things that can be played no matter the mana on the table.. I like playing stuff. It also seemed to never "get rolling". We had 2x in the first game, and one got the trap off, the other hat the best board pressence.. till their own Sanctum got walked from by another player and cleaned house. IMO, it is a solid deck. But it seems very swingy, whether b/c of its planes (those btw, IMO, are the best Planar Deck b/c it has some real powerhouse ones, more "great" ones/deck than the others); or b/c sometimes it sits there with 1,000 mana and nothing to play, so it taps out a lot to Planeswalk.
1st: I think exalted is overrated
2nd: Pingers need to be there, atleast 3-5 in a cube. If they "cause problems" for aggro... there are too many X/1's. Look at Hungry Spriggan; aggro.... but sobs to Flame Jab. Ever play 3x Dissension? B/R wins it b/c of Ickspitter
3rd: If a card is not good by itself (excluding Aura/Equipment) then it ISN'T GOOD!!!
On a side rant, I want to help improve aggro, but gimme like 5 sentences why it is bad and I can help
4th: Themes should be strong, but not overpowering unless they are even. I saw the soldier theme, it isn't bad.. but what about the soldiers of other colors? Thalakos Scout, Keldons.. I also think the landcyclers of Conflux should count as part of "land" or expand the allied color slots to +1 to accomodate them. I feel they are that important.
~Other Stuff~
Squall Drifter -> Master Decoy (the +0/+1 and soldier is superior)
Not ever "breather" is good, see Shade of Trokair, Deepwalker...
Rishadan Airship-> Wormfang Drake
Sootfeather Flock should be in somewhere, more morphs IMO are needed to hide the ones in there. And there are some really good aggro ones (see almost any aven)
D'Avenant Healer, as well as other 2+ ability creatures, should be looked at hard. TSP gave a lot of those, and you have many like Infiltrator il-Kor and Havenwood Wurm
Erratic Mutation -> Reality Acid (add in Tolarian Sentinel and it gets bad, or just Capsize)
Looking through your list, I can def see the smaller aggro.. then there is not much heavyweight follow up, it turns into great creatures but the punch thins at 3+ cc
If I don't have a turn 3 play, I will play that ASAP. In general, I draw atleast 2 cards. Not impressive, till you realize they are holding a morph in hand and three mana open and refuse to play it so that you can't out draw them.
That is just how I play it in sheer control. Aggro-Control doesn't play it. Aggro, definately not. In a 4-5c control deck with things like flash creatures and Teachings.. it is good, IMO.
After M10 rules, morphs lose power, so Lumithread is even worse than it looked b4. Try it, I'm not telling you not to; I just never was happy with it in a pinch where I needed it.
Name droppping a few more cards to get opinions:
~Blue~
Peel from Reality, Dream Fighter, Thalakos Scout, Jilt, Rhystic Study (THIS is my main control promotion card), Oona's Grace
~White~
Troubled Healer, Orim's Thunder, Dismantling Blow, Embolden, Castle Raptors (mentioned b4), Spirit en-Kor (amazing w/ Wall of Hope)
~Black~
Cabal Torturer (instead of C. Witches), Soul Burn, Cinderbones (control card)
~Red~
Chainflinger (instead of Fangtail), Bloodfire INfusion (it is a sweeper), Heat Ray, Magma Burst (which in IPA Limited was a house)
~Green~
Greaster Mossdog (doesn't seem it, but somewhat good, I also run a bit more FLashback and Threshold), Havenwood Wurm, Battlefield Scronger, Sprout Swarm, Thallid Shelldweller (control card, early BIG wall, makes chumps.. it is 'sum good), Matsu-Tribe Sniper (solid anti-air), Predator's Strike (instead of Giant Growth or Sudden Strength), Mosstodon/Beacon Behemoth (big, and make other fat better), Spitting Gourna (need more morphs and he is always solid)
~Multi~
U/W: Aethertow (vs Curse of CHains; I had more power everytime), Glassdust Hulk (vs some ot the Exalted but if you like that theme, power to you), IMO PLumes of Peace should be in there
B/R: Rakdos Ickspitter (ping and ping), Lava ZOmbie (CiP creatures...)
B/W: VEctis DOminator or Mourning Thrull over Putrid Warriors
B/G: Gaze of the Gorgon over the other Hybrid (either color is happy with this card)
U/G: If Skyfolk isn't doing it for you, try Vigeon Hydropon
These are from my cube. I'm not going to hurrang you over artifacts, I run more. I like more control in my cube. I'm just bringing up different ideas since I haven't gotten too much changing feedback on my own.
Thrill of the Hunt always made 2 creatures survive combat or get the kill I needed
I don't know how Arcane Gargoyle hasn't been amazing, the body + at worst a land searching artifact
And just mentioning I run things like Cruel Revival because I run a few things like the 5cc Game-Trail Changeling and it allows Rend FLesh to not have a target; a delightful thing
As for the Guildmage thing, I meant the Green or Black Mirage ones that can ping + do something else
No spellbombs? Just Red and Blue really.
Here are a few comments:
You say you think control is weak, that is IMO, b/c you have suppar aggro cards where control cards need be.
I did not see Swirling Sandstorm, Holy Light, Strangling Soot
I didn't see a real reason to take out some of the Apprentices, also no B/G Guildmages is questionable
No Mystical Teachings, almost a core card for control to play a 5c flashback deck, I've done it in my Pauper Cube, it is a personal favorite
Some of the walls should be in: Wall of Hope, Stinging Barrier, Aetherflame Wall, Wall of Roots has been mentioned, Wall of Glare
As for the multicolor, I found the Blade Cycle to be lacking, there are mono's that do most of their effects better and more reliably if it cost 1 more. IN general there are few multi's that are truly great (never arguing Blind Hunter w/ Blink effects)
Overall it isn't a bad cube, I just find it doesn't push control positively at all.
While I don't agree w/ the UN's included, I do agree you should not use rarity of MED b/c Exile was made common.. that should show the power level issue here.
Last rant and I will leave you be. Spellshapers are a HUGE boon to the control via creature build. Devout Witness, Undertaker (although Tortured Existence is better), Waterfront Bouncer, etc.
Cards to consider just because:
Prismatic Strand
Rhystic Deluge (w/ Flood as well)
Mental Discipline (it is a Pauper Compulsion and Madness outlet)
Thrill of the Hunt
Breath of Life
Shambling Shell
Stir the Grave (I like reanimation effects)
Arcane Gargoyle (it is so amazing w/ Moonglove Extract and all 3 capsuls alone)
And basically lesser effects on Flashback cards seem to be better in general as they act like buyback w/o waiting
Feel free to attack or critisize my own critisism, no harm taken
I can see it being a creature type thing though. They are looking to SLivers this year.. and that means the Legends guess isn't horrible.
I would like to see FTV: Draw 7's; but sinisterly enough there could be a FTV: Tomes, or even Legendary Lands to try to tie in with Planechase... or even "Before they were 'Walkers"
And remember if there is an Exiled 2, the card has to have been Banned or Restricted. I am missing Wheel of Fortune, Ivory Tower, ZOrb, and some of the lesser bans from the early days.
what are you doing with this playset exactly?
And why?... WHY IS TOP IN THERE!?!?!
Anyone know the story on Flucutator? I know that had a comic timing issue