This Cube is kind of junky, to be honest - the power band is a bit wide, the curve could use some evening up and I really need to remove some of these *****ty colorless cards. But I can't do it without you guys' help.
What I want to do is gradually improve the power of the Cube by removing the ***** and adding good stuff. If I could get some suggestions for cards to add or remove from you guys, that would be much appreciated.
(I only recently removed Destroy the Evidence and Burn Away, so be thankful they aren't included. I also haven't made the mistake off adding Sol Ring, so there's that.)
Spread the Love1UU
Enchantment
If you control a creature with indestructible, all creatures you control have indestructible. "You won't kill me, nor will you kill my minions!"
Tragic FlawU
Instant
Counter target spell that was cast with an alternate casting cost. "All spells must be cast with pure mana. Otherwise, its effectiveness - and reliability - is diminished."
Bant Soldier
Esper Artificer
Grixis Necromancer
Jund Savage
Naya Beast
Worshipper of the Earth1WG
Creature - Human Priest Landfall - Whenever a land enters the battlefield under your control, if that land is tapped, untap it.
Whenever a land you control is tapped for white or green mana, add one mana to your mana pool of any type that land produced.
Bounceback3U
Enchantment
When Bounceback enters the battlefield, return target creature to its owner's hand.
Whenever a creature is returned to your hand from the battlefield, you may cast it as though it had flash until end of turn. If you do, it gains haste until end of turn.
Size: 540
Breakdown: 78 mono, 5 guild, 2 tri, 25 land, 55 colorless
Standard or Theme: Standard
Average Draft: Whenever possible.
Cube CMC: 3.074 including lands, 3.223 excluding lands
Design Restrictions:
Powered?: No
Vintage Legal?: Yes
Singleton Legal?: Yes
Banned Cards: Sol Ring, anything I don't own that's expensive, and anything that we'd consider "unfun."
Color Balance?: Yes
Guild Balance?: Yes S Mana Support?: No C Mana Support?: Yes
Sideboard contains those cards that have been removed and those that are under consideration. Many cards that would be considered aren't yet in the sideboard yet due to my not knowing them or just because I haven't checked through my whole collection yet.
Aftermath2UR Enchantment
Whenever the stack is emptied, destroy a random permanent. "War has its casualties. This must be accepted in order to be victorious."
Actually, I kind of want to make the entire set here.
Healer's Contract2W Artifact
When ~ enters the battlefield, put a contract counter on target Cleric you control.
Whenever a white creature dies, if you control a Cleric with a contract counter on it, return it to the battlefield with a -1/-1 counter on it.
Mage's Contract2U Artifact
When ~ enters the battlefield, put a contract counter on target Wizard you control.
Whenever an opponent casts a spell that targets a blue creature you control, if you control a Wizard with a contract counter on it, counter that spell unless its controller pays 1.
Assassin's Contract2B Artifact
When ~ enters the battlefield, put a contract counter on target Assassin you control.
Whenever a creature enters the battlefield under an opponent's control, if you control an Assassin with a contract counter on it, target black creature you control deals damage to that creature equal to its power.
Mercenary's Contract2R Artifact
When ~ enters the battlefield, put a contract counter on target Mercenary you control.
Whenever a red creature you control deals damage to a player, if you control a Mercenary with a contract counter on it, put a 2/1 red Mercenary creature token onto the battlefield.
Tracker's Contract2G Artifact
When ~ enters the battlefield, put a contract counter on target Rogue you control.
Whenever a green creature you control deals combat damage to a creature, if you control a Rogue with a contract counter on it, destroy that creature.
Next: Rogue of the Shadowed Alley Chapel Thernad Underlying Threat
Not sure how many basics I should have considering how new I am to the format.
If someone (anyone with experience) could help out here that'd be great!
Building this entirely from my collection at the moment so that I can pilot it against one of my friends on Wednesday. As such the card choices are often sub-optimal but this can't be helped.
Would like some suggestions for cheap cards I could add to the deck.
(EDIT: Been cut down... had 108 cards in the deck including only 10 lands. Not good.
Enchantment
Activated abilities of permanents you control cost 1 less to cast.
This Cube is kind of junky, to be honest - the power band is a bit wide, the curve could use some evening up and I really need to remove some of these *****ty colorless cards. But I can't do it without you guys' help.
What I want to do is gradually improve the power of the Cube by removing the ***** and adding good stuff. If I could get some suggestions for cards to add or remove from you guys, that would be much appreciated.
(I only recently removed Destroy the Evidence and Burn Away, so be thankful they aren't included. I also haven't made the mistake off adding Sol Ring, so there's that.)
Enchantment
If you control a creature with indestructible, all creatures you control have indestructible.
"You won't kill me, nor will you kill my minions!"
Instant
Counter target spell that was cast with an alternate casting cost.
"All spells must be cast with pure mana. Otherwise, its effectiveness - and reliability - is diminished."
Bant Soldier
Esper Artificer
Grixis Necromancer
Jund Savage
Naya Beast
Creature - Human Priest
Landfall - Whenever a land enters the battlefield under your control, if that land is tapped, untap it.
Whenever a land you control is tapped for white or green mana, add one mana to your mana pool of any type that land produced.
Enchantment
Damage and abilities cannot be prevented.
"We prevent prevention prevention prevention prevention prevention prevention prevention prevention..."
Enchantment
When Bounceback enters the battlefield, return target creature to its owner's hand.
Whenever a creature is returned to your hand from the battlefield, you may cast it as though it had flash until end of turn. If you do, it gains haste until end of turn.
I've been working on this baby for two weeks now. Hope you enjoy!
CubeTutor Link here.
Size: 540
Breakdown: 78 mono, 5 guild, 2 tri, 25 land, 55 colorless
Standard or Theme: Standard
Average Draft: Whenever possible.
Cube CMC: 3.074 including lands, 3.223 excluding lands
Design Restrictions:
Powered?: No
Vintage Legal?: Yes
Singleton Legal?: Yes
Banned Cards: Sol Ring, anything I don't own that's expensive, and anything that we'd consider "unfun."
Color Balance?: Yes
Guild Balance?: Yes
S Mana Support?: No
C Mana Support?: Yes
Sideboard contains those cards that have been removed and those that are under consideration. Many cards that would be considered aren't yet in the sideboard yet due to my not knowing them or just because I haven't checked through my whole collection yet.
Feel free to leave comments!
Enchantment
If you control a red permanent, green creatures you control get +1/+1.
Next:
Aftermath 2UR
Enchantment
Whenever the stack is emptied, destroy a random permanent.
"War has its casualties. This must be accepted in order to be victorious."
Next:
Azorius Lawkeeper
Dimir Assassin
Rakdos Torturer
Gruul Savage
Selesnya Naturalist
Orzhov Tax Collector
Golgari Rot Farmer
Simic Biologist
Izzet Engineer
Boros Soldier
Healer's Contract 2W
Artifact
When ~ enters the battlefield, put a contract counter on target Cleric you control.
Whenever a white creature dies, if you control a Cleric with a contract counter on it, return it to the battlefield with a -1/-1 counter on it.
Mage's Contract 2U
Artifact
When ~ enters the battlefield, put a contract counter on target Wizard you control.
Whenever an opponent casts a spell that targets a blue creature you control, if you control a Wizard with a contract counter on it, counter that spell unless its controller pays 1.
Assassin's Contract 2B
Artifact
When ~ enters the battlefield, put a contract counter on target Assassin you control.
Whenever a creature enters the battlefield under an opponent's control, if you control an Assassin with a contract counter on it, target black creature you control deals damage to that creature equal to its power.
Mercenary's Contract 2R
Artifact
When ~ enters the battlefield, put a contract counter on target Mercenary you control.
Whenever a red creature you control deals damage to a player, if you control a Mercenary with a contract counter on it, put a 2/1 red Mercenary creature token onto the battlefield.
Tracker's Contract 2G
Artifact
When ~ enters the battlefield, put a contract counter on target Rogue you control.
Whenever a green creature you control deals combat damage to a creature, if you control a Rogue with a contract counter on it, destroy that creature.
Next:
Rogue of the Shadowed Alley
Chapel Thernad
Underlying Threat
3 Yasova Dragonclaw
Blue (3)
3 Eldrazi Skyspawner
1 Hedron Crab
6 Wave-Wing Elemental
Red (16)
4 Ashcloud Phoenix
3 Barrage of Boulders
5 Berserkers' Onslaught
1 Crater's Claws
3 Dragonrage
2 Dragon Whisperer
1 Dynacharge
2 Magmatic Chasm
2 Ordeal of Purphoros
4 Outpost Siege
4 Sabertooth Outrider
5 Shatterskull Recruit
2 Sure Strike
3 Trumpet Blast
3 Valakut Predator
4 Viashino Shanktail
Green (29)
1 Abundant Growth
7 Allosaurus Rider
1 Blisterpod
3 Boar Umbra
6 Brood Monitor
1 Elvish Mystic
4 Eyeless Watcher
2 Feed the Clan
7 Gaea's Revenge
2 Gyre Sage
3 Harrow
2 Heir of the Wilds
3 Lifegift
3 Lifespring Druid
1 Llanowar Elves
4 Nature's Will
3 Nissa, Vastwood Seer
7 Plated Crusher
4 Press the Advantage
1 Rancor
2 Rattleclaw Mystic
3 Sheltered Aerie
3 Slaughterhorn
2 Snapping Gnarlid
4 Surrak, the Hunt Caller
2 Swell of Growth
6 Terra Stomper
5 Territorial Baloth
2 Viridian Emissary
2 Atarka's Command
5 Avalanche Tusker
2 Burning-Tree Emissary
4 Polis Crusher
2 Radha, Heir to Keld
6 Rubblehulk
6 Savage Ventmaw
2 Skarrg Guildmage
4 Zendikar Incarnate
Colorless (7)
10 Desolation Twin
8 Eldrazi Devastator
5 Kozilek's Channeler
6 Oblivion Sower
3 Pilgrim's Eye
2 Slab Hammer
2 Sword of the Animist
Lands (35)
1 Blighted Woodland
1 Breeding Pool
1 Evolving Wilds
1 Fertile Thicket
12 Forest
1 Frontier Bivouac
1 Island
1 Lumbering Falls
9 Mountain
1 Rugged Highlands
1 Skyline Cascade
1 Spawning Bed
1 Swiftwater Cliffs
1 Temple of Abandon
1 Thornwood Falls
1 Wooded Foothills
Just so you know, Slab Hammer is in to: a) boost a creature, and b) give me a guaranteed Landfall activation the next turn.
I have one question for the moment; how many basic lands should I run?
Land pack as of now is:
Not sure how many basics I should have considering how new I am to the format.
If someone (anyone with experience) could help out here that'd be great!
Would like some suggestions for cheap cards I could add to the deck.
(EDIT: Been cut down... had 108 cards in the deck including only 10 lands. Not good.
3 Yasova Dragonclaw
Blue
1 Hedron Crab
3 Eldrazi Skyspawner
3 Retreat to Coralhelm
6 Wave-Wing Elemental
Red
1 Foundry Street Denizen
1 Kindled Fury
1 Wild Slash
2 Dragon Whisperer
2 Impact Tremors
2 Madcap Skills
2 Magmatic Chasm
3 Arcbond
3 Barrage of Boulders
3 Trumpet Blast
3 Valakut Predator
3 Vulshok Heartstoker
4 Ashcloud Phoenix
4 Outpost Siege
4 Sabertooth Outrider
4 Viashino Shanktail
5 Berserkers' Onslaught
5 Shatterskull Recruit
5 Volcanic Rush
1 Abundant Growth
1 Blisterpod
1 Rancor
2 Feed the Clan
2 Heir of the Wilds
2 Rattleclaw Mystic
2 Snapping Gnarlid
2 Swell of Growth
2 Viridian Emissary
3 Harrow
3 Lifegift
3 Nissa, Vastwood Seer
3 Slaughterhorn
3 Yisan, the Wanderer Bard
4 Eyeless Watcher
4 Nature's Will
4 Press the Advantage
4 Surrak, the Hunt Caller
5 Shamanic Revelation
5 Territorial Baloth
6 Brood Monitor
6 Terra Stomper
7 Gaea's Revenge
7 Plated Crusher
2 Atarka's Command
2 Skarrg Guildmage
3 Fanatic of Xenagos
4 Polis Crusher
4 Zendkar Incarnate
6 Rubblehulk
6 Savage Ventmaw
Colorless
2 Slab Hammer
2 Sword of the Animist
3 Pilgrim's Eye
5 Kozilek's Channeler
6 Oblivion Sower
8 Eldrazi Devastator
10 Desolation Twin
Lands
1 Skyline Cascade
1 Fertile Thicket
1 Temple of Abandon
1 Wooded Foothills
1 Breeding Pool
1 Lumbering Falls
1 Frontier Bivouac
1 Blighted Woodland
1 Evolving Wilds
1 Spawning Bed
This deck is intended for 1v1 commander, might change it into a multiplayer commander version later.
Thanks!