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  • posted a message on This or That discussion.
    Quote from armando.zuffi »
    1 - FOR UBPOWERED CUBE: Despise vs Divest vs Agonizing Remorse vs Check for Traps ? What order ?
    (since a believe Divest > Despise in powered environments)

    2 - Ethereal Forager vs Frost Titan vs Agent of Treachery ? What order ?
    [card]
    3 - Skinrender vs Bone Shredder ?


    As someone that ran a black discard package, here is my long answer:

    The best 1 CMC black discard that isn't commonly played outside of the 3 is Blackmail - its a lot better than you think. For 1 CMC, I primarily stuck with Divest in powered environments as creature ETB have been a problem + artifact removal has been harder to come by. It was a pretty good card in alot of fair decks.

    2 CMC black discard (unconditional) are generally good filler cards - they're literally playable in every single archetype - Combo, control etc. (even good sideboard pickups for aggressive decks) and they're really good for supporting slower cards like Experimental Frenzy, Season's Past, Bedlam Reveler, Kroxa, Titan of Death's Hunger if your cube wants to go in that direction.

    My cube needed to support a mix between grid drafting, 4 player drafting and 8 player draft + my environment was combo heavy, which is why I opted to add a heavier 2 mana discard package. They were just good answers overall in a format that often lacked good answers and were good playables during drafts were a much smaller draft pool was opened.

    I personally wouldn't play conditional black discard unless your archetype needs the graveyard for Delve, Escape etc. or if you have slower cards to recoup the card disadvantage.

    But in general,

    If I had to pick, I would probably choose the 2 mana discard spells - but this depends more on your cube's goals.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Drafting on Rails
    I probably have few too many archetype packages in my cube - I used to really like the drafting but after you solve the heuristics for these archetypes, its just a little less fun during drafts. But nevertheless, I still really love the game play.

    - The persist archetype has been okay from my experience - the persist creatures slot nicely into pod, aristocrats, creature midrange decks etc. I been really liking the deck recently given how rarely you'll never draft a pure aristocrats/ persist deck and it always need to be a combination of all of the above + tutors to really function. The persist archetype can easily function as part of a larger creature based archetype without assembling all the pieces and tutors go a long way. Its very likely I will trim the weakest persist creature, sacrifice outlet and enabler in the coming days - The bar for the archetype has been if the card doesn't play in other archetypes Altar of Dementia, Lesser Masticore - it will be cut. The bottleneck for this archetype is Kitchen Finks and Murderous Redcap - which are both great in any creature deck an offer a guarantee sacrifice loop. (Hence why we need cards like Blasting Station + Altar of Dementia rather than more robust sacrifice outlets)

    - The storm archetype has been really fun in my experience. I'm trying to move storm into 3 variations - Grixis Ritual Storm, Thousand-Year/ Shark Typhoon Spells matter control, Untap Palinchron Storm. Unfortunately, the latter two aren't as strong as the Grixis Ritual Storm. The problem I have with this archetype is the bottleneck on ritual mana and the need to play cards like Pyretic Ritual and Desperate Ritual. (Seething Song and Goblin Electromancer have seen play in other archetypes). The bottleneck for this archetype is Frantic Search and Fastbond which are excellent and help with all storm variations, but are needed by other archetypes.

    - The problem I have with the reanimator deck has been that the reanimation spells have been very parasitic - Reanimate has been the exception for this rule - its able to target creatures in you're opponent's graveyard + is playable in any Abzan style deck. The problem is I've been really reluctant to cut reanimator support over the years because of how easily the deck could fall apart if the drafter doesn't get the correct number of reanimator spells and how badly it can pivot into other archetypes.

    One solution I been thinking about is to cut out some of these weak/ archetype enablers that are there more or less to help the archetypes hit its necessary density and either cut them to force drafters to pivot more. The other alternative is to allow a 4-5 maximum duplicate rule for powerful, multi archetype enablers so players could pick them up and experiment with more interesting build arounds.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Karmic Guide
    Does anyone want to explain the argument for Karmic Guide? From my understanding:

    1. Combo with with Reveillark + sacrifice outlet.
    2. Creatures are easy to tutor off cards like Pod/ Recurring Nightmare/ Survival of the Fittest.
    3. Works with EOT Flicker.

    Do you feel there is a place for this card in Cube in 2021? I'm personally disliking how similar in function the Reanimation spells are and I would like some functional diversity between these effects.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] Standstill
    We got enough draw spells (especially draw 7s) in cube - This isn't a very exciting build around IMO.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Drafting on Rails
    There is one thing that has been on my mind for a while now and I'm wondering if anyone else has been having this problem:

    I've been noticing a pattern with drafting my cube is this problem I referring to as "Drafting on Rails". What I've been noticing is a lot of drafters will lock into one of these archetypes - Lands, Reanimator, Red Rush, Black-Red Aristocrats, Artifacts, Storm etc. and these decks are becoming very similar in the regards with their curve, land recursion etc. I've been seeing a lot of these 4 Reanimation effect + 2 Fatty cheat effect Reanimator Decks, Abzan Melira Decks, Red rush decks with 6-7 1 drops, storm etc.

    One success story I had was that creature decks where they were often a mix between Aristocrats, Tokens, Melira Combo, Heliod/ Devoted/ Archangel/ Pod, Cradle, Midrange, flicker etc. where the archetypes were spread between all five colors and some of the most competitive decks had small elements of tokens, Aristocrats, Melira (2 Sacrifice, outlets, 1 Melira, 2 Perist), Survival etc. and drafters were forced to commit to 3 colors couldn't use a formula to draft the decks. I found building the cube around these decks and drafting them to be incredibly fun and rewarding.

    The problem I've been noticing about archetypes such as Reanimator, Red Aggro, Artifacts etc is that players are seeing how many of these type of effects are opened + wheel and drafting the cards that wheel to them. I'm very rarely seeing anything creative with these archetypes.

    The biggest offenders to this have been the artifact decks with WildFire/ Urza in particular and the Reanimator strategies.

    - I personally would like Reanimator decks to occasionally be less all-in and rely more on cards like Gifts Ungiven - Unburial Rites or Incarnation Technique as a more midrange/ control deck.

    - I would like to see less of these "draft all the artifacts" style decks.

    Does anyone else feel they have this problem?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [AFR][CUBE] Paladin Class
    White is at its strongest when it curves at 1-2 CMC threats that are fast but also taxing.

    Dragging the game out this long is a bad proposition.
    Posted in: Cube New Card Discussion
  • posted a message on [STX][Cube] Expressive Iteration
    My reluctance is my UR section is stacked:

    Goblin Electromancer
    Izzet Charm
    Dack Fayden
    Prismari Command
    Saheeli Rai
    Thousand-Year Storm

    I really should be cutting these two, but I'm reluctant.
    Saheeli, Sublime Artificer
    Fire // Ice

    On the bench but I really love these cards:
    The Royal Scions
    Prismari Command
    Ral Zarek

    I could see playing him, but I'm really not sure if I could cut into any of the above UR cards as of right now.

    My UR section and BG section is already over. I'm not sure if I can add any more cards to the list.

    I'm a bit reluctant to test this right now considering how stacked this guild is. Does anyone want to suggest any cuts?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE][AFC] Teleportation Circle
    I found I was able to make white a stronger color by cutting some of the 1 drops from red and black and moving them to white and expanding the number of white 1 drops and replacing those cards in black-red with combo pieces.

    That statement does sound pretty ridiculous ..
    Posted in: Cube New Card Discussion
  • posted a message on [CUBE][AFC] Teleportation Circle
    This is definitely strong - I could definitely see cutting Thassa for this in my cube, especially given how stacked blue is compared to white.
    Posted in: Cube New Card Discussion
  • posted a message on Set (P)review - My top 20 Adventures in the Forgotten Realms (AFR) cards for the cube!
    Quote from steve_man »
    Good write up as usual. Agreed that people are generally sleeping on the manlands. I was disappointed when Zendikar Rising didn't have manlands, but these make up for it.


    I think they're amazing but the problem is I just do not have any room for these cards.

    I've recently tried a new green package and cut Cultivate and Kodama's Reach and realized I lacked the land ramp for cards like Palinchron/ Field of the Dead to be effective ..
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Set (P)review - My top 20 Adventures in the Forgotten Realms (AFR) cards for the cube!
    Thank you for such a great write up!

    1. Den of the Bugbear looks like a really amazing card - helps the red aggro to avoid flooding, while not hurting its early game. This feels like a slam dunk for me. The other manlands are an unfortunate wait and see - my cube is pretty tight right now and I really don't have any room.

    2. Portable Hole - Another card I really like, helps the keep the speed of moxen/ 1 - drops in check for slower decks.

    3. Zariel, Archduke of Avernus - In summary, this is a card I would love to have for a variety of reasons, but the problem is my red section is too tight right now and I cannot find a cut as of right now - either in red or the multi color sections.

    Its just unfortunate that we just don't have any room for a lot of these powerful cards in the future. Some days I wish I had 3-4 more colorless slots for +1 Utility land, +2 Mana rocks and +1 Sword/ Equipment, but with all these packages, I guess you cannot have it all Frown
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Migration Path
    I think we hit an interesting place with Ignoble Hierarch and more and more cube curators opting forUtopia Sprawl and Wild Growth over 2 CMC dorks such as Sakura-Tribe Elder and Sylvan Caryatid. I've found its really night and day the difference between a 1 CMC mana dork and 2 CMC mana dork (Rofellos is different).

    I have the full playset of Talisman and Signets in cube and they just replaced all the 2 CMC mana dorks in functionality.

    I guess what I'm trying to say is I don't like the power level/ functionality of 2 CMC mana dorks and I would rather like to move the 2 CMC ramp into 4 CMC super ramp to really support the super ramp archetype, rather than have this giant clump of 1-2 CMC ramp that curve stops green at 4-5 and doesn't give you the 2 for 1's in ramp needed to really support the super ramp targets.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on Migration Path
    Quote from jamis »
    Never played the card, I don't think even in Ikoria draft, but the general rule I follow is:
    -2 mana ramps 1 (Signets, Talismans, Rampant Growth, etc.)
    -3 mana ramps 2 (Coalition Relic, Worn Powerstone, Cultivate)
    -4+ mana ramps 3 (Thran Dynamo, Gilded Lotus)

    Now, maybe Cycling and 2 lands being generally safer than 1 artifact makes up for the +1 mana cost, but I'd be skeptical that it comes down too late and doesn't provide enough ramp to justify playing it.


    That's completely fair actually. Some days I feel I'm lacking the support I need for cards like Palinchron, High Tide, Field of the Dead (requires X lands on the battlefield) or super ramp spells like Tooth and Nail, Maelstrom Wanderer, Karn Liberated to really go.

    I've seen strong arguments that these super ramp targets aren't any good - and I feel that is more or less because of the speed of the format + lacking top end ramp support.

    I do have Kodama's Reach + Cultivate though. I do not think I'm really in the market for another Farseek given that I play the full cycle of talisman and signets.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Migration Path
    I have a 720 card cube - I although I do play Kodama's Reach + Cultivate + Garruk.

    I jsut feel I'm lacking support for the lands matters/ super ramp archetype.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [SCD] Explosive Vegetation
    Now that I think about it, I have this list of cards that can help ramp additional lands:

    Kodama's Reach / Cultivate / Fastbond / Migration Path / Uro, Titan of Nature's Wrath / Sakura-Tribe Elder / Solemn Simulacrum / Golos, Tireless Pilgrim / Oracle of Mul Daya / Azusa, Lost but Seeking / Dryad of the Ilysian Grove.

    This is slightly more than I thought.

    Idk I still feel I need one of these 4 CMC super ramp style effects with storm relying more on 6 CMC engines as well as these cards that rely on a certain number of lands in play such as Field of the Dead / Palinchron / Mirari's Wake to really be effective.

    I've read article after article talking about how cards like Mirari's Wake, Karn Liberated, Tooth and Nail etc aren't that good - and I do agree, but I feel part of the problem is we are dropping alot of the super ramp support.

    I see the argument that Farseek variants are more flexible, but I feel these 2 for 1 style ramp effects are necessary or else essentially the ramp player needs to have 50% 1 for 1 mana in order for the payoff to work.
    Posted in: Cube Card and Archetype Discussion
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